New terrain support - part 1 (#755)

Initial support of new terrains
This commit is contained in:
Nordsoft91 authored and Andrii Danylchenko committed 2022-09-11 11:31:26 +03:00
1 parent 205bb09880
commit aaa07e4d2e
103 files changed
+1066 -1472

No files matched your search

+4 -4
View File
@@ -32,7 +32,7 @@ CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, Slot
slot(S),
side(Side),
initialPosition(),
nativeTerrain(ETerrainType::WRONG)
nativeTerrain()
{
health.init(); //???
}
@@ -40,7 +40,7 @@ CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, Slot
CStack::CStack()
: CBonusSystemNode(STACK_BATTLE),
CUnitState(),
nativeTerrain(ETerrainType::WRONG)
nativeTerrain()
{
base = nullptr;
type = nullptr;
@@ -328,11 +328,11 @@ bool CStack::canBeHealed() const
bool CStack::isOnNativeTerrain() const
{
//this code is called from CreatureTerrainLimiter::limit on battle start
auto res = nativeTerrain == ETerrainType::ANY_TERRAIN || nativeTerrain == battle->getTerrainType();
auto res = nativeTerrain == Terrain::ANY || nativeTerrain == battle->getTerrainType();
return res;
}
bool CStack::isOnTerrain(int terrain) const
bool CStack::isOnTerrain(const Terrain & terrain) const
{
return battle->getTerrainType() == terrain;
}