Fireteam::Fireteam(BWAPI::UnitType initType) { coreType = initType; unitCount = 0; mission.status = 0; mission.formation = 0; mission.tactics = 0; destroyed = false; formation.xSpacing = 20; formation.ySpacing = 20; setFormation(0); // Set initial formation to default }
bool BattleSquad::changeFormation(int formation, bool costap) { if(canChangeFormation(formation) != SKILLSTATE_AVAILABLE) return false; setFormation(formation); LuaTempContext* luatempcontext = new LuaTempContext(); luatempcontext->strMap["squadid"] = getSquadId(); luatempcontext->intMap["formation"] = formation; Trigger("ChangeFormation", luatempcontext); delete luatempcontext; if(costap) { float ap = getActionPoint(); float apcost = getAPTypeCostModify(SKILLAPTYPE_SETUP); ap -= apcost; setAPTypeCostModify(SKILLAPTYPE_SETUP, apcost + 1.0f); setActionPoint(ap); } return true; }
bool BattleSquad::init(std::string srcpath, int team, int unitnum, int x, int y, int d) { if(!Squad::init(srcpath)) return false; DataLibrary *datalib = DataLibrary::getSingletonPtr(); setTeam(team); setGridX(x); setGridY(y); setDirection(d); setUnitNum(unitnum); int squadtype2; datalib->getData(srcpath + std::string("/Type"), squadtype2); if(squadtype2 == SQUAD_NORMAL) { setUnitMaxNum(unitnum); setFormation(Line); } else { setUnitMaxNum(20); setFormation(Loose); } float covert; covert = getAttr(ATTR_COVERT, ATTRCALC_FULL); if(covert > 0.0f) { switch(getFaction()) { case 0: setViewbyPlayer(1); setViewbyEnemy1(0); setViewbyEnemy2(0); setViewbyEnemy3(0); break; case 1: setViewbyPlayer(0); setViewbyEnemy1(1); setViewbyEnemy2(0); setViewbyEnemy3(0); break; case 2: setViewbyPlayer(0); setViewbyEnemy1(0); setViewbyEnemy2(1); setViewbyEnemy3(0); break; case 3: setViewbyPlayer(0); setViewbyEnemy1(0); setViewbyEnemy2(0); setViewbyEnemy3(1); break; } } else { setViewbyPlayer(1); setViewbyEnemy1(1); setViewbyEnemy2(1); setViewbyEnemy3(1); } setAmbushPlayer(0); setAmbushEnemy1(0); setAmbushEnemy2(0); setAmbushEnemy3(0); setActionPoint(0.0f); setAPSetup(0.0f); setAPBattle(0.0f); return true; }
void CGHeroInstance::initHero() { assert(validTypes(true)); if(!type) type = VLC->heroh->heroes[subID]; if (ID == Obj::HERO) appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front(); if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell { for(auto spellID : type->spells) spells.insert(spellID); } else //remove placeholder spells -= SpellID::PRESET; if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); if(!getArt(ArtifactPosition::MACH4)) putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult if(portrait < 0 || portrait == 255) portrait = type->imageIndex; if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL))) { for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g) { pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]); } } if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default secSkills = type->secSkillsInit; if (!name.length()) name = type->name; if (sex == 0xFF)//sex is default sex = type->sex; setFormation(false); if (!stacksCount()) //standard army//initial army { initArmy(); } assert(validTypes()); level = 1; if(exp == 0xffffffff) { initExp(); } else { levelUpAutomatically(); } if (VLC->modh->modules.COMMANDERS && !commander) { commander = new CCommanderInstance(type->heroClass->commander->idNumber); commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders commander->giveStackExp (exp); //after our exp is set } if (mana < 0) mana = manaLimit(); }