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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Improvements to bonus system node types / propagators

- Node type is now set on construction and never changes
- Added army propagator that also checks for TOWN and HERO
- Renamed existing propagators to be in sync with enumeration
This commit is contained in:
Ivan Savenko
2025-06-25 17:34:20 +03:00
parent 099053437a
commit 6ac57a7cfc
31 changed files with 145 additions and 124 deletions

View File

@@ -152,9 +152,9 @@ int CGameState::getDate(Date mode) const
}
CGameState::CGameState()
:globalEffects(BonusNodeType::GLOBAL_EFFECTS)
{
heroesPool = std::make_unique<TavernHeroesPool>(this);
globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
}
CGameState::~CGameState()
@@ -1596,9 +1596,8 @@ CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
}
TeamState::TeamState()
{
setNodeType(TEAM);
}
:CBonusSystemNode(BonusNodeType::TEAM)
{}
CArtifactInstance * CGameState::createScroll(const SpellID & spellId)
{