فهرست منبع

fix "transport artifact" victory condition triggering as
victory for human players even when artifact was transported by enemy AI
if "standard victory" is also enabled

Ivan Savenko 10 ماه پیش
والد
کامیت
b0d8068493
1فایلهای تغییر یافته به همراه7 افزوده شده و 2 حذف شده
  1. 7 2
      lib/gameState/CGameState.cpp

+ 7 - 2
lib/gameState/CGameState.cpp

@@ -1400,8 +1400,10 @@ bool CGameState::checkForVictory(const PlayerColor & player, const EventConditio
 		case EventCondition::TRANSPORT:
 		{
 			const auto * t = getTown(condition.objectID);
-			return (t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>())) ||
-				   (t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>()));
+			bool garrisonedWon = t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>());
+			bool visitingWon = t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>());
+
+			return garrisonedWon || visitingWon;
 		}
 		case EventCondition::DAYS_PASSED:
 		{
@@ -1436,6 +1438,9 @@ PlayerColor CGameState::checkForStandardWin() const
 	TeamID winnerTeam = TeamID::NO_TEAM;
 	for(const auto & elem : players)
 	{
+		if(elem.second.status == EPlayerStatus::WINNER)
+			return elem.second.color;
+
 		if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
 		{
 			if(supposedWinner == PlayerColor::NEUTRAL)