// TODO: this only evaluates SWORD type attacks
if (CurrentAttack().isMonster) {
const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
- if (ts.TargetsEnemies()) {
+ if (ts.TargetsMonsters()) {
for (int i(0); i < MaxMonsters(); ++i) {
if (ts.IsSelected(i)) {
if (MonsterAt(i).Health() > 0) {
} else {
const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
bool hitSome(false);
- if (ts.TargetsEnemies()) {
+ if (ts.TargetsMonsters()) {
for (int i(0); i < MaxMonsters(); ++i) {
if (ts.IsSelected(i)) {
if (MonsterAt(i).Health() > 0) {
if (attackCursor < 0) return;
AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
TargetSelection &ts(ac.Selection());
- if (ts.TargetsEnemies()) {
+ if (ts.TargetsMonsters()) {
for (int i(0); i < MaxMonsters(); ++i) {
Monster &monster(MonsterAt(i));
if (ts.IsBad(i)) {