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Unified war machine mechanics.

* it is possible to define new war machines
* added warMachine field to artifact configuration
This commit is contained in:
AlexVinS
2017-05-26 19:51:45 +03:00
parent 1f9c154ec2
commit a31c28ec33
16 changed files with 221 additions and 152 deletions

View File

@@ -152,6 +152,26 @@ void CCreature::setId(CreatureID ID)
CBonusSystemNode::treeHasChanged();
}
void CCreature::fillWarMachine()
{
switch (idNumber)
{
case CreatureID::CATAPULT: //Catapult
warMachine = ArtifactID::CATAPULT;
break;
case CreatureID::BALLISTA: //Ballista
warMachine = ArtifactID::BALLISTA;
break;
case CreatureID::FIRST_AID_TENT: //First Aid tent
warMachine = ArtifactID::FIRST_AID_TENT;
break;
case CreatureID::AMMO_CART: //Ammo cart
warMachine = ArtifactID::AMMO_CART;
break;
}
warMachine = ArtifactID::NONE; //this creature is not artifact
}
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
auto nsf = std::make_shared<Bonus>();