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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Merge pull request #301 from vcmi/moreWarMachines

More war machines
This commit is contained in:
Alexander Shishkin 2017-06-06 20:15:48 +03:00 committed by GitHub
commit f85632ea92
16 changed files with 221 additions and 152 deletions

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@ -161,16 +161,18 @@ void CHeroArtPlace::clickLeft(tribool down, bool previousState)
{
const CArtifact * const cur = ourOwner->commonInfo->src.art->artType;
switch(cur->id)
if(cur->id == ArtifactID::CATAPULT)
{
case ArtifactID::CATAPULT:
//should not happen, catapult cannot be selected
assert(cur->id != ArtifactID::CATAPULT);
break;
case ArtifactID::BALLISTA: case ArtifactID::AMMO_CART: case ArtifactID::FIRST_AID_TENT: //war machines cannot go to backpack
logGlobal->error("Attempt to move Catapult");
}
else if(cur->isBig())
{
//war machines cannot go to backpack
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[153]) % cur->Name()));
break;
default:
}
else
{
setMeAsDest();
vstd::amin(ourOwner->commonInfo->dst.slotID, ArtifactPosition(
ourOwner->curHero->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
@ -184,7 +186,6 @@ void CHeroArtPlace::clickLeft(tribool down, bool previousState)
deselect();
else
ourOwner->realizeCurrentTransaction();
break;
}
}
}
@ -366,7 +367,7 @@ bool CHeroArtPlace::fitsHere(const CArtifactInstance * art) const
// Anything but War Machines can be placed in backpack.
if (slotID >= GameConstants::BACKPACK_START)
return !CGI->arth->isBigArtifact(art->artType->id);
return !art->artType->isBig();
return art->canBePutAt(ArtifactLocation(ourOwner->curHero, slotID), true);
}

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@ -754,7 +754,8 @@ void CCastleBuildings::enterBlacksmith(ArtifactID artifactID)
}
int price = CGI->arth->artifacts[artifactID]->price;
bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price && !hero->hasArt(artifactID);
GH.pushInt(new CBlacksmithDialog(possible, CArtHandler::machineIDToCreature(artifactID), artifactID, hero->id));
CreatureID cre = artifactID.toArtifact()->warMachine;
GH.pushInt(new CBlacksmithDialog(possible, cre, artifactID, hero->id));
}
void CCastleBuildings::enterBuilding(BuildingID building)

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@ -205,7 +205,7 @@ void CRecruitmentWindow::buy()
CreatureID crid = selected->creature->idNumber;
SlotID dstslot = dst-> getSlotFor(crid);
if(!dstslot.validSlot() && !vstd::contains(CGI->arth->bigArtifacts,CGI->arth->creatureToMachineID(crid))) //no available slot
if(!dstslot.validSlot() && (selected->creature->warMachine == ArtifactID::NONE)) //no available slot
{
std::string txt;
if(dst->ID == Obj::HERO)

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@ -17,22 +17,26 @@
"catapult":
{
"index" : 3,
"type" : ["HERO"]
"type" : ["HERO"],
"warMachine" : "catapult"
},
"ballista":
{
"index" : 4,
"type" : ["HERO"]
"type" : ["HERO"],
"warMachine" : "ballista"
},
"ammoCart":
{
"index" : 5,
"type" : ["HERO"]
"type" : ["HERO"],
"warMachine" : "ammoCart"
},
"firstAidTent":
{
"index" : 6,
"type" : ["HERO"]
"type" : ["HERO"],
"warMachine" : "firstAidTent"
},
"centaurAxe":
{
@ -1333,7 +1337,7 @@
"subtype" : 1,
"val" : 0,
"valueType" : "BASE_NUMBER"
}
}
],
"index" : 93,
"type" : ["HERO"]

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@ -4,7 +4,7 @@
"title" : "VCMI artifact format",
"description" : "Format used to define new artifacts in VCMI",
"required" : [ "class", "text", "type", "value" ],
"definitions" : {
"growingBonusList" : {
"type" : "array",
@ -117,6 +117,12 @@
"value": {
"type":"number",
"description": "Cost of this artifact, in gold"
},
"warMachine":
{
"type":"string",
"description": "Creature id to use on battle field. If set, this artifact is war machine"
}
}
}

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@ -432,22 +432,36 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
if(!creatureBank)
{
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine= [&](int side, ArtifactPosition artslot, CreatureID cretype, BattleHex hex)
auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
{
if(heroes[side] && heroes[side]->getArt(artslot))
stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), !side, SlotID::WAR_MACHINES_SLOT, hex));
const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
if(nullptr != warMachineArt)
{
CreatureID cre = warMachineArt->artType->warMachine;
if(cre != CreatureID::NONE)
stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cre, 1), !side, SlotID::WAR_MACHINES_SLOT, hex));
}
};
handleWarMachine(0, ArtifactPosition::MACH1, CreatureID::BALLISTA, 52);
handleWarMachine(0, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 18);
handleWarMachine(0, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 154);
if(town && town->hasFort())
handleWarMachine(0, ArtifactPosition::MACH4, CreatureID::CATAPULT, 120);
if(heroes[0])
{
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(1, ArtifactPosition::MACH1, CreatureID::BALLISTA, 66);
handleWarMachine(1, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 32);
handleWarMachine(1, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 168);
handleWarMachine(0, ArtifactPosition::MACH1, 52);
handleWarMachine(0, ArtifactPosition::MACH2, 18);
handleWarMachine(0, ArtifactPosition::MACH3, 154);
if(town && town->hasFort())
handleWarMachine(0, ArtifactPosition::MACH4, 120);
}
if(heroes[1])
{
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(1, ArtifactPosition::MACH1, 66);
handleWarMachine(1, ArtifactPosition::MACH2, 32);
handleWarMachine(1, ArtifactPosition::MACH3, 168);
}
}
//war machines added

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@ -15,6 +15,7 @@
#include "CGeneralTextHandler.h"
#include "VCMI_Lib.h"
#include "CModHandler.h"
#include "CCreatureHandler.h"
#include "spells/CSpellHandler.h"
#include "mapObjects/MapObjects.h"
#include "NetPacksBase.h"
@ -61,14 +62,21 @@ const std::string & CArtifact::EventText() const
return eventText;
}
bool CArtifact::isBig () const
bool CArtifact::isBig() const
{
return VLC->arth->isBigArtifact(id);
return warMachine != CreatureID::NONE;
}
bool CArtifact::isTradable () const
bool CArtifact::isTradable() const
{
return VLC->arth->isTradableArtifact(id);
switch(id)
{
case ArtifactID::SPELLBOOK:
case ArtifactID::GRAIL:
return false;
default:
return !isBig();
}
}
CArtifact::CArtifact()
@ -120,6 +128,26 @@ void CArtifact::addNewBonus(const std::shared_ptr<Bonus>& b)
CBonusSystemNode::addNewBonus(b);
}
void CArtifact::fillWarMachine()
{
switch (id)
{
case ArtifactID::CATAPULT:
warMachine = CreatureID::CATAPULT;
break;
case ArtifactID::BALLISTA:
warMachine = CreatureID::BALLISTA;
break;
case ArtifactID::FIRST_AID_TENT:
warMachine = CreatureID::FIRST_AID_TENT;
break;
case ArtifactID::AMMO_CART:
warMachine = CreatureID::AMMO_CART;
break;
}
warMachine = CreatureID::NONE; //this artifact is not a creature
}
void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
{
auto b = std::make_shared<Bonus>();
@ -146,11 +174,6 @@ void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
CArtHandler::CArtHandler()
{
//VLC->arth = this;
// War machines are the default big artifacts.
for (ArtifactID i = ArtifactID::CATAPULT; i <= ArtifactID::FIRST_AID_TENT; i.advance(1))
bigArtifacts.insert(i);
}
CArtHandler::~CArtHandler()
@ -310,6 +333,19 @@ CArtifact * CArtHandler::loadFromJson(const JsonNode & node, const std::string &
auto bonus = JsonUtils::parseBonus(b);
art->addNewBonus(bonus);
}
const JsonNode & warMachine = node["warMachine"];
if(warMachine.getType() == JsonNode::DATA_STRING && warMachine.String() != "")
{
VLC->modh->identifiers.requestIdentifier("creature", warMachine, [=](si32 id)
{
art->warMachine = CreatureID(id);
//this assumes that creature object is stored before registration
VLC->creh->creatures.at(id)->warMachine = art->id;
});
}
return art;
}
@ -453,47 +489,6 @@ void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node)
}
}
//TODO: use bimap
ArtifactID CArtHandler::creatureToMachineID(CreatureID id)
{
switch (id)
{
case CreatureID::CATAPULT: //Catapult
return ArtifactID::CATAPULT;
break;
case CreatureID::BALLISTA: //Ballista
return ArtifactID::BALLISTA;
break;
case CreatureID::FIRST_AID_TENT: //First Aid tent
return ArtifactID::FIRST_AID_TENT;
break;
case CreatureID::AMMO_CART: //Ammo cart
return ArtifactID::AMMO_CART;
break;
}
return ArtifactID::NONE; //this creature is not artifact
}
CreatureID CArtHandler::machineIDToCreature(ArtifactID id)
{
switch (id)
{
case ArtifactID::CATAPULT:
return CreatureID::CATAPULT;
break;
case ArtifactID::BALLISTA:
return CreatureID::BALLISTA;
break;
case ArtifactID::FIRST_AID_TENT:
return CreatureID::FIRST_AID_TENT;
break;
case ArtifactID::AMMO_CART:
return CreatureID::AMMO_CART;
break;
}
return CreatureID::NONE; //this artifact is not a creature
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts)
{
auto getAllowedArts = [&](std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, CArtifact::EartClass flag)
@ -635,22 +630,6 @@ bool CArtHandler::legalArtifact(ArtifactID id)
art->aClass <= CArtifact::ART_RELIC);
}
bool CArtHandler::isTradableArtifact(ArtifactID id) const
{
switch (id)
{
case ArtifactID::SPELLBOOK:
case ArtifactID::GRAIL:
case ArtifactID::CATAPULT:
case ArtifactID::BALLISTA:
case ArtifactID::AMMO_CART:
case ArtifactID::FIRST_AID_TENT:
return false;
default:
return true;
}
}
void CArtHandler::initAllowedArtifactsList(const std::vector<bool> &allowed)
{
allowedArtifacts.clear();

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@ -61,6 +61,7 @@ public:
std::vector<CArtifact *> constituentOf; // Reverse map of constituents - combined arts that include this art
EartClass aClass;
ArtifactID id;
CreatureID warMachine;
const std::string &Name() const; //getter
const std::string &Description() const; //getter
@ -84,12 +85,23 @@ public:
{
h & identifier;
}
if(version >= 771)
{
h & warMachine;
}
else if(!h.saving)
{
fillWarMachine();
}
}
CArtifact();
~CArtifact();
friend class CArtHandler;
private:
void fillWarMachine();
};
class DLL_LINKAGE CGrowingArtifact : public CArtifact //for example commander artifacts getting bonuses after battle
@ -213,7 +225,6 @@ public:
std::vector< ConstTransitivePtr<CArtifact> > artifacts;
std::vector<CArtifact *> allowedArtifacts;
std::set<ArtifactID> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
std::set<ArtifactID> growingArtifacts;
void addBonuses(CArtifact *art, const JsonNode &bonusList);
@ -231,13 +242,7 @@ public:
ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts);
bool legalArtifact(ArtifactID id);
//void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
//void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
bool isBigArtifact (ArtifactID artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
bool isTradableArtifact (ArtifactID id) const;
void initAllowedArtifactsList(const std::vector<bool> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static ArtifactID creatureToMachineID(CreatureID id);
static CreatureID machineIDToCreature(ArtifactID id);
void makeItCreatureArt (CArtifact * a, bool onlyCreature = true);
void makeItCreatureArt (ArtifactID aid, bool onlyCreature = true);
void makeItCommanderArt (CArtifact * a, bool onlyCommander = true);
@ -264,7 +269,6 @@ public:
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics
& growingArtifacts;
//if(!h.saving) sortArts();
}
private:

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@ -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>();

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@ -98,6 +98,8 @@ public:
}
} sounds;
ArtifactID warMachine;
bool isItNativeTerrain(int terrain) const;
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
@ -142,9 +144,20 @@ public:
{
h & identifier;
}
if(version >= 771)
{
h & warMachine;
}
else if(!h.saving)
{
fillWarMachine();
}
}
CCreature();
private:
void fillWarMachine();
};
class DLL_LINKAGE CCreatureHandler : public IHandlerBase

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@ -584,7 +584,7 @@ void CTownHandler::loadTown(CTown &town, const JsonNode & source)
VLC->modh->identifiers.requestIdentifier("creature", source["warMachine"],
[&town](si32 creature)
{
town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
town.warMachine = CreatureID(creature).toCreature()->warMachine;
});
town.moatDamage = source["moatDamage"].Float();

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@ -352,34 +352,43 @@ void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor *dst /*=
int count = rand.nextInt(stack.minAmount, stack.maxAmount);
if(stack.creature >= CreatureID::CATAPULT &&
stack.creature <= CreatureID::ARROW_TOWERS) //war machine
const CCreature * creature = stack.creature.toCreature();
if(creature == nullptr)
{
logGlobal->error("Hero %s has invalid creature with id %d in initial army", name, stack.creature.toEnum());
continue;
}
if(creature->warMachine != ArtifactID::NONE) //war machine
{
warMachinesGiven++;
if(dst != this)
continue;
int slot = -1;
ArtifactID aid = ArtifactID::NONE;
switch (stack.creature)
ArtifactID aid = creature->warMachine;
const CArtifact * art = aid.toArtifact();
if(art != nullptr && !art->possibleSlots.at(ArtBearer::HERO).empty())
{
case CreatureID::CATAPULT:
slot = ArtifactPosition::MACH4;
aid = ArtifactID::CATAPULT;
break;
default:
aid = CArtHandler::creatureToMachineID(stack.creature);
slot = 9 + aid;
break;
//TODO: should we try another possible slots?
ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
if(!getArt(slot))
putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
else
logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
}
auto convSlot = ArtifactPosition(slot);
if(!getArt(convSlot))
putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
else
logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
{
logGlobal->error("Hero %s has invalid war machine in initial army", name);
}
}
else
{
dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
}
}
}

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@ -872,9 +872,17 @@ bool CMapLoaderH3M::loadArtifactToSlot(CGHeroInstance * hero, int slot)
bool isArt = aid != artmask;
if(isArt)
{
if(vstd::contains(VLC->arth->bigArtifacts, aid) && slot >= GameConstants::BACKPACK_START)
const CArtifact * art = ArtifactID(aid).toArtifact();
if(nullptr == art)
{
logGlobal->warnStream() << "Warning: A big artifact (war machine) in hero's backpack, ignoring...";
logGlobal->warnStream() << "Invalid artifact in hero's backpack, ignoring...";
return false;
}
if(art->isBig() && slot >= GameConstants::BACKPACK_START)
{
logGlobal->warnStream() << "A big artifact (war machine) in hero's backpack, ignoring...";
return false;
}
if(aid == 0 && slot == ArtifactPosition::MISC5)

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@ -14,7 +14,7 @@
#include "../ConstTransitivePtr.h"
#include "../GameConstants.h"
const ui32 SERIALIZATION_VERSION = 770;
const ui32 SERIALIZATION_VERSION = 771;
const ui32 MINIMAL_SERIALIZATION_VERSION = 753;
const std::string SAVEGAME_MAGIC = "VCMISVG";

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@ -3135,7 +3135,7 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
const CArmedInstance *dst = nullptr;
const CCreature *c = VLC->creh->creatures.at(crid);
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
const bool warMachine = c->warMachine != ArtifactID::NONE;
//TODO: test for owning
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
@ -3186,24 +3186,18 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
if (warMachine)
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
if (!h)
COMPLAIN_RET("Only hero can buy war machines");
switch(crid)
{
case CreatureID::BALLISTA:
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
break;
case CreatureID::FIRST_AID_TENT:
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
break;
case CreatureID::AMMO_CART:
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
break;
default:
complain("This war machine cannot be recruited!");
return false;
}
COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
ArtifactID artId = c->warMachine;
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
const CArtifact * art = artId.toArtifact();
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
return giveHeroNewArtifact(h, art);
}
else
{
@ -3444,7 +3438,10 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
{
const CGHeroInstance * hero = getHero(hid);
COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
const CGTownInstance * town = hero->visitedTown;
COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
if (aid==ArtifactID::SPELLBOOK)
{
if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
@ -3459,26 +3456,24 @@ bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
giveSpells(town,hero);
return true;
}
else if (aid < 7 && aid > 3) //war machine
else
{
int price = VLC->arth->artifacts[aid]->price;
const CArtifact * art = aid.toArtifact();
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
const int price = art->price;
COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
if ((hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
|| (getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
{
return false;
}
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
|| ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
{
giveResource(hero->getOwner(),Res::GOLD,-price);
giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
return true;
return giveHeroNewArtifact(hero, art);
}
else
COMPLAIN_RET("This machine is unavailable here!");
}
return false;
}
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
@ -6053,6 +6048,18 @@ void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstan
sendAndApply(&pa);
}
bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
{
COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
giveHeroNewArtifact(h, art, slot);
return true;
}
void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
{
CArtifactInstance *a = nullptr;
@ -6415,10 +6422,12 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
}
else if (st->slot == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
auto warMachine = st->type->warMachine;
if (warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if (warMachine != ArtifactID::CATAPULT && !st->count)
{

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@ -143,6 +143,7 @@ public:
void removeAfterVisit(const CGObjectInstance *object) override;
bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art);
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override;
void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;