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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

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

@@ -33,6 +33,7 @@
#include "CPlayerState.h"
#include "TerrainHandler.h"
#include "entities/building/CBuilding.h"
#include "entities/building/TownFortifications.h"
#include "mapObjects/CBank.h"
#include "mapObjects/CGCreature.h"
#include "mapObjects/CGMarket.h"
@@ -2328,7 +2329,7 @@ void CatapultAttack::applyBattle(IBattleState * battleState)
if(!town)
return;
if(town->fortLevel() == CGTownInstance::NONE)
if(town->fortificationsLevel().wallsHealth == 0)
return;
for(const auto & part : attackedParts)