engine-c: lasting death RUBBLE/SCRAP scars + denser scorch

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local-model/engine-L2-grok-4.5 2026-09-19 11:50:41 +02:00
parent 3fb17411dc
commit bab388723f
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4 changed files with 96 additions and 9 deletions

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@ -216,6 +216,11 @@ void map_world_to_tile(float wx, float wy, int *tx, int *ty);
void map_tile_to_world(int tx, int ty, float *wx, float *wy);
int map_find_nearest_scrap(GameMap *m, float wx, float wy, float *outx, float *outy);
void map_deplete_scrap(GameMap *m, int tx, int ty, int amount);
/* lasting battlefield scars — soft only (no WATER/ROCK overwrite; stay walkable) */
void map_scar_rubble(GameMap *m, int tx, int ty);
void map_scar_scrap_fleck(GameMap *m, int tx, int ty, uint8_t amount);
void map_scar_unit_death(GameMap *m, float wx, float wy, UnitType type);
void map_scar_bld_death(GameMap *m, int tx, int ty, int w, int h);
typedef struct Game Game;
void map_update_fog(Game *g, Faction f);