|
@@ -4054,17 +4054,17 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
|
|
|
//attack
|
|
|
int totalAttacks = stack->totalAttacks.getMeleeValue();
|
|
|
|
|
|
+ const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
|
|
|
+ const bool retaliation = destinationStack->ableToRetaliate();
|
|
|
for (int i = 0; i < totalAttacks; ++i)
|
|
|
{
|
|
|
- const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
|
|
|
- const bool retaliation = destinationStack->ableToRetaliate();
|
|
|
//first strike
|
|
|
if(i == 0 && firstStrike && retaliation)
|
|
|
{
|
|
|
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
|
|
|
}
|
|
|
|
|
|
- //move can cause death, eg. by walking into the moat
|
|
|
+ //move can cause death, eg. by walking into the moat, first strike can cause death as well
|
|
|
if(stack->alive() && destinationStack->alive())
|
|
|
{
|
|
|
makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
|
|
@@ -4074,10 +4074,10 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
|
|
|
//we check retaliation twice, so if it unblocked during attack it will work only on next attack
|
|
|
if(stack->alive()
|
|
|
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
|
|
|
- && (i > 0 || !firstStrike)
|
|
|
+ && (i == 0 && !firstStrike)
|
|
|
&& retaliation && destinationStack->ableToRetaliate())
|
|
|
{
|
|
|
- makeAttack(destinationStack, stack, 0, stack->getPosition(), i==0, false, true);
|
|
|
+ makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
|
|
|
}
|
|
|
}
|
|
|
|