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Implemented reinforced walls in towns with Castle
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500cf7f15d
commit
1d7f004658
@ -378,10 +378,9 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
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{
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auto wallState = cb->battleGetWallState(wallPart);
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if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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{
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targetHex = cb->wallPartToBattleHex(wallPart);
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break;
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}
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}
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@ -32,18 +32,25 @@ std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisua
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{
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auto getImageIndex = [&]() -> int
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{
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bool isTower = (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER);
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switch (state)
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{
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case EWallState::REINFORCED :
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return 1;
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case EWallState::INTACT :
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if (town->hasBuilt(BuildingID::CASTLE))
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return 2; // reinforced walls were damaged
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else
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return 1;
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case EWallState::DAMAGED :
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// towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
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if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
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if (isTower)
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return 1;
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else
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return 2;
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case EWallState::DESTROYED :
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if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
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if (isTower)
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return 2;
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else
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return 3;
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@ -130,9 +137,9 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
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{
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case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
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case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER && town->town->faction->index != ETownType::NECROPOLIS;
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case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && EWallState(owner.curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
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case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState(owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
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case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState(owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
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case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
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case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
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case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
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default: return true;
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}
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}
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@ -177,7 +184,7 @@ BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTo
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if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
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continue;
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wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
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wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
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}
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}
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@ -627,7 +627,8 @@ enum class EWallState : int8_t
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NONE = -1, //no wall
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DESTROYED,
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DAMAGED,
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INTACT
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INTACT,
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REINFORCED, // walls in towns with castle
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};
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enum class EGateState : uint8_t
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@ -1707,7 +1707,7 @@ DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
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for(const auto & part : attackedParts)
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{
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auto newWallState = SiegeInfo::applyDamage(EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);
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auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
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battleState->setWallState(part.attackedPart, newWallState);
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}
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}
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@ -223,20 +223,23 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
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{
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curB->si.gateState = EGateState::CLOSED;
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for (int b = 0; b < curB->si.wallState.size(); ++b)
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curB->si.wallState[EWallPart::GATE] = EWallState::INTACT;
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for (auto const wall : {EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL} )
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{
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curB->si.wallState[EWallPart(b)] = EWallState::INTACT;
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if (town->hasBuilt(BuildingID::CASTLE))
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curB->si.wallState[wall] = EWallState::REINFORCED;
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else
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curB->si.wallState[wall] = EWallState::INTACT;
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}
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if (!town->hasBuilt(BuildingID::CITADEL))
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{
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curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
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}
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if (town->hasBuilt(BuildingID::CITADEL))
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curB->si.wallState[EWallPart::KEEP] = EWallState::INTACT;
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if (!town->hasBuilt(BuildingID::CASTLE))
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if (town->hasBuilt(BuildingID::CASTLE))
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{
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curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
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curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
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curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::INTACT;
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curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::INTACT;
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}
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}
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@ -1632,8 +1632,8 @@ std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
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{
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if(isWallPartPotentiallyAttackable(wallPartPair.second))
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{
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auto wallState = static_cast<EWallState>(battleGetWallState(wallPartPair.second));
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if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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auto wallState = battleGetWallState(wallPartPair.second);
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if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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{
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attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
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}
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@ -29,6 +29,8 @@ EWallState SiegeInfo::applyDamage(EWallState state, unsigned int value)
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switch(applyDamage(state, value - 1))
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{
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case EWallState::REINFORCED:
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return EWallState::INTACT;
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case EWallState::INTACT:
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return EWallState::DAMAGED;
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case EWallState::DAMAGED:
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@ -4831,7 +4831,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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auto isWallPartAttackable = [this] (EWallPart part)
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{
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return (gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
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return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
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};
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CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
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