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