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Add basic description of battlefield layout

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Ivan Savenko
2025-05-10 19:12:09 +03:00
parent 9bf5cf42f3
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6 changed files with 264 additions and 1 deletions

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# Battlefield
## Battlefield Layout
![Battlefield Hexes Layout](../images/Battle_Field_Hexes.svg)
Legend:
- gray (0/16/17...): inaccessible hexes located on both sides of the battlefield. Units can't normally move onto them, and they can't be targeted via spells. These hexes are used as back tile for war machines
- green (1/15/35...): starting locations for units. Defined in `config/gameConfig.json`
- yellow (18/32/52...): starting locations for war machines. Defined in `config/gameConfig.json`
- dark red (12/45/62...): non-destroyable parts of walls during siege. Hardcoded.
- light red (29/78/130/182): parts of walls that can be targeted by catapult during siege. Hardcoded
- dark blue (11/28/44...): default position of moat during sieges. Defined in a special spell that is casted on start of siege battle.
- light blue (10/27/43...): additional locations covered by "wide" moat in Fortress. Defined in a special spell that is casted on start of siege battle.
- pink (94): location of drawbridge. Unit located on this tile will block drawbridge and prevent it from opening. In Fortress this hex also acts as moat when drawbridge is raised. Hardcoded
- purple (95/96): gatehouse. Unless drawbridge is down, these tiles can only be entered by defender. When defender unit is on this tile, drawbridge is forced to open. Blocked drawbridge would block these tiles. Hardcoded
- not depicted (12/50/183): locations of towers that can be targeted by catapult. Hardcoded

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# Battle Obstacle Format
## Configuration reference
```json
// List of terrains on which this obstacle can be used
"allowedTerrains" : []
@@ -16,7 +18,7 @@
// Height of an obstacle, in hexes
"height" : 1
// List of tiles blocked by an obstacles. For non-absolute obstacles uses relative hex indices
// List of tiles blocked by an obstacles. See below for description
"blockedTiles" : [ 0, 20, 50 ]
// For absolute obstacle - image with static obstacle. For non-absolute - animation with an obstacle
@@ -25,3 +27,21 @@
// If set to true, obstacle will appear in front of units or other battlefield objects
"foreground" : false
```
## Blocked tiles definition
How blocked tiles are defined depends on whether obstacle is `absolute` or not:
### Non-absolute obstacles
Non-absolute obstacles specify their coordinates relative to bottom-left corner of obstacle. If you wish to have obstacle that takes multiple rows, substracting 17 from hex number would block tile directly above bottom-left corner of your obstacle.
For example, obstacle that blocks tiles `[1, 2, 3, -15, -16, -31]` would result in following layout on the battlefield:
![Battlefield Relative Obstacle Example](../Battle_Field_Relative_Obstacle.svg)
### Absolute obstacles
Absolute obstacles operate in absolute coordinates. Because of that, blocked tiles contains list of indexes of blocked tiles. For reference on tiles indexes see image below:
![Battlefield Hexes Layout](../Battle_Field_Hexes.svg)

View File

@@ -23,3 +23,10 @@
// List of battle hexes that will be always blocked on this battlefield (e.g. ship to ship battles)
"impassableHexes" : [ 10, 20, 50 ],
```
### Impassable Hexes
Impassable hexes operate in absolute coordinates. For reference on tiles indexes see image below:
![Battlefield Hexes Layout](../images/Battle_Field_Hexes.svg)