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Support for configurable town fortifications

Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
This commit is contained in:
Ivan Savenko
2024-08-28 19:33:56 +00:00
parent 247be94015
commit 36c1ed670f
33 changed files with 284 additions and 98 deletions

View File

@@ -161,7 +161,7 @@ ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAn
const CCreature * AttackAnimation::getCreature() const
{
if (attackingStack->unitType()->getId() == CreatureID::ARROW_TOWERS)
return owner.siegeController->getTurretCreature();
return owner.siegeController->getTurretCreature(attackingStack->initialPosition);
else
return attackingStack->unitType();
}