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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +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

@@ -23,6 +23,7 @@
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/entities/building/TownFortifications.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
@@ -192,7 +193,7 @@ BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedIns
bool BattleProcessor::checkBattleStateChanges(const CBattleInfoCallback & battle)
{
//check if drawbridge state need to be changes
if (battle.battleGetSiegeLevel() > 0)
if (battle.battleGetFortifications().wallsHealth > 0)
updateGateState(battle);
if (resultProcessor->battleIsEnding(battle))