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@@ -124,8 +124,8 @@ static std::string formatRetaliation(const DamageEstimation & estimation, bool m
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"vcmi.battleWindow.damageRetaliation.damageKills";
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std::string prefixTextID = mayBeKilled ?
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- "vcmi.battleWindow.damageRetaliation.will" :
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- "vcmi.battleWindow.damageRetaliation.may";
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+ "vcmi.battleWindow.damageRetaliation.may" :
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+ "vcmi.battleWindow.damageRetaliation.will";
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return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
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}
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@@ -517,14 +517,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation);
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estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
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estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
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- bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount();
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- bool mayRetaliate = retaliation.damage.max > 0;
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-
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- // for ranged attacks only show retaliation info if retaliation actually happens - since most shooters don't retaliate
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- if (mayRetaliate)
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- return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled);
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- else
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- return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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+ return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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}
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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