forked from 0ad/0ad
Allow techs to affect unit counters stats.
Reviewed by: @wraitii Differential Revision: https://code.wildfiregames.com/D1782 This was SVN commit r22346.
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@ -613,7 +613,7 @@ Attack.prototype.PerformAttack = function(type, target)
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if (attackerOwner == INVALID_PLAYER)
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return;
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let multiplier = GetDamageBonus(target, this.GetBonusTemplate(type));
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let multiplier = GetDamageBonus(this.entity, target, type, this.GetBonusTemplate(type));
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let cmpHealth = Engine.QueryInterface(target, IID_Health);
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if (!cmpHealth || cmpHealth.GetHitpoints() == 0)
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return;
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@ -640,7 +640,7 @@ Attack.prototype.PerformAttack = function(type, target)
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"strengths": this.GetAttackStrengths(type),
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"target": target,
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"attacker": this.entity,
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"multiplier": GetDamageBonus(target, this.GetBonusTemplate(type)),
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"multiplier": GetDamageBonus(this.entity, target, type, this.GetBonusTemplate(type)),
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"type": type,
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"attackerOwner": attackerOwner
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});
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@ -134,7 +134,7 @@ Damage.prototype.MissileHit = function(data, lateness)
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let cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
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if (cmpDamageReceiver && this.TestCollision(data.target, data.position, lateness))
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{
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data.multiplier = GetDamageBonus(data.target, data.bonus);
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data.multiplier = GetDamageBonus(data.attacker, data.target, data.type, data.bonus);
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this.CauseDamage(data);
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cmpProjectileManager.RemoveProjectile(data.projectileId);
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@ -161,7 +161,7 @@ Damage.prototype.MissileHit = function(data, lateness)
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"strengths": data.strengths,
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"target": ent,
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"attacker": data.attacker,
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"multiplier": GetDamageBonus(ent, data.bonus),
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"multiplier": GetDamageBonus(data.attacker, ent, data.type, data.bonus),
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"type": data.type,
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"attackerOwner": data.attackerOwner
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});
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@ -223,7 +223,7 @@ Damage.prototype.CauseSplashDamage = function(data)
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}
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if (data.splashBonus)
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damageMultiplier *= GetDamageBonus(ent, data.splashBonus);
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damageMultiplier *= GetDamageBonus(data.attacker, ent, data.type, data.splashBonus);
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// Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
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this.CauseDamage({
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@ -184,12 +184,12 @@ for (let className of ["Infantry", "Cavalry"])
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TS_ASSERT(cmpAttack.GetBonusTemplate("Capture") === null);
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let getAttackBonus = (t, e) => GetDamageBonus(e, cmpAttack.GetBonusTemplate(t));
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus("Melee", defender), className == "Cavalry" ? 2 : 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus("Ranged", defender), 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus("Ranged.Splash", defender), className == "Cavalry" ? 3 : 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus("Capture", defender), 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus("Slaughter", defender), 1);
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let getAttackBonus = (s, t, e) => GetDamageBonus(s, e, t, cmpAttack.GetBonusTemplate(t));
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus(attacker, "Melee", defender), className == "Cavalry" ? 2 : 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus(attacker, "Ranged", defender), 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus(attacker, "Ranged.Splash", defender), className == "Cavalry" ? 3 : 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus(attacker, "Capture", defender), 1);
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TS_ASSERT_UNEVAL_EQUALS(getAttackBonus(attacker, "Slaughter", defender), 1);
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});
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// CanAttack rejects elephant attack due to RestrictedClasses
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@ -1,7 +1,12 @@
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/**
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* Calculate the attack damage multiplier against a target.
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* Calculates the attack damage multiplier against a target.
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* @param {entity_id_t} source - The source entity's id.
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* @param {entity_id_t} target - The target entity's id.
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* @param {string} type - The type of attack.
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* @param {Object} template - The bonus' template.
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* @return {number} - The source entity's attack bonus against the specified target.
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*/
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function GetDamageBonus(target, template)
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function GetDamageBonus(source, target, type, template)
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{
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let attackBonus = 1;
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@ -17,7 +22,7 @@ function GetDamageBonus(target, template)
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continue;
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if (bonus.Classes && bonus.Classes.split(/\s+/).some(cls => !cmpIdentity.HasClass(cls)))
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continue;
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attackBonus *= bonus.Multiplier;
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attackBonus *= ApplyValueModificationsToEntity("Attack/" + type + "/Bonuses/" + key + "/Multiplier", +bonus.Multiplier, source);
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}
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return attackBonus;
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