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@@ -3275,19 +3275,31 @@ void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack
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{
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auto isAmountBoxVisible = [&](const CStack *stack) -> bool
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{
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- if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
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+ if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->count == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
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return false;
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- if (curInt->curAction)
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+ if(stack->count == 0) //hide box when target is going to die anyway - do not display "0 creatures"
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+ return false;
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+
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+ for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
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{
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- if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
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+ auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
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+ if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
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return false;
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+ }
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- if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
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- stack->position == curInt->curAction->additionalInfo)
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- return false;
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+ if(curInt->curAction)
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+ {
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+ if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
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+ {
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+ if(curInt->curAction->actionType == Battle::WALK || curInt->curAction->actionType == Battle::SHOOT) //hide when stack walks or shoots
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+ return false;
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+
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+ else if(curInt->curAction->actionType == Battle::WALK_AND_ATTACK && curInt->curAction->destinationTile != stack->position) //when attacking, hide until walk phase finished
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+ return false;
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+ }
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- if (curInt->curAction->destinationTile == stack->position) // stack is moving
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+ if(curInt->curAction->actionType == Battle::SHOOT && curInt->curAction->destinationTile == stack->position) //hide if we are ranged attack target
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return false;
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}
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