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More fixes. Estates skill is now handled as a Bonus.

DjWarmonger il y a 14 ans
Parent
commit
7dce558e28
3 fichiers modifiés avec 7 ajouts et 5 suppressions
  1. 1 1
      client/CKingdomInterface.cpp
  2. 2 0
      lib/CObjectHandler.cpp
  3. 4 4
      server/CGameHandler.cpp

+ 1 - 1
client/CKingdomInterface.cpp

@@ -167,7 +167,7 @@ CKingdomInterface::CKingdomInterface()
 	std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
 	for(size_t i=0; i<heroes.size();i++)
 	{	//TODO: what about artifacts generating resources?
-			incomesVal[7] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL, CGHeroInstance::ESTATES));
+			incomesVal[7] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES));
 			incomesVal[7] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
 	}
 	std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);

+ 2 - 0
lib/CObjectHandler.cpp

@@ -1224,6 +1224,8 @@ void CGHeroInstance::updateSkill(int which, int val)
 			skillVal = 5 << (val-1); break;
 		case FIRST_AID:
 			skillVal = 25 + 25*val; break;
+		case ESTATES:
+			skillVal = 125 << (val-1); break;
 	}
 	
 

+ 4 - 4
server/CGameHandler.cpp

@@ -916,7 +916,7 @@ void CGameHandler::newTurn()
 			
 			if(gs->day) //not first day
 			{
-				n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL, CGHeroInstance::ESTATES)); //estates
+				n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
 
 				for (int k = 0; k < RESOURCE_QUANTITY; k++)
 				{
@@ -948,12 +948,12 @@ void CGameHandler::newTurn()
 			{
 				if((**j).town->primaryRes == 127) //we'll give wood and ore
 				{
-					n.res[player][Res::WOOD] += 1;
-					n.res[player][Res::ORE] += 1;
+					n.res[player][Res::WOOD] ++;
+					n.res[player][Res::ORE] ++;
 				}
 				else
 				{
-					n.res[player][(**j).town->primaryRes] += 1;
+					n.res[player][(**j).town->primaryRes] ++;;
 				}
 			}
 			n.res[player][6] += (**j).dailyIncome();