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vcmi/lib/mapObjects/CArmedInstance.h

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/*
* CArmedInstance.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "CGObjectInstance.h"
#include "../CCreatureSet.h"
#include "../bonuses/CBonusProxy.h"
#include "../bonuses/CBonusSystemNode.h"
VCMI_LIB_NAMESPACE_BEGIN
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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class BattleInfo;
class CGameState;
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class JsonSerializeFormat;
class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet, public IConstBonusProvider
{
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private:
CCheckProxy nonEvilAlignmentMix;
static CSelector nonEvilAlignmentMixSelector;
public:
BattleInfo *battle; //set to the current battle, if engaged
void randomizeArmy(FactionID type);
virtual void updateMoraleBonusFromArmy();
void armyChanged() override;
//////////////////////////////////////////////////////////////////////////
//IConstBonusProvider
const IBonusBearer* getBonusBearer() const override;
// int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
virtual CBonusSystemNode & whereShouldBeAttached(CGameState * gs);
virtual CBonusSystemNode & whatShouldBeAttached();
//////////////////////////////////////////////////////////////////////////
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CArmedInstance(IGameCallback *cb);
CArmedInstance(IGameCallback *cb, bool isHypothetic);
PlayerColor getOwner() const override
{
return this->tempOwner;
}
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CCreatureSet&>(*this);
}
};
VCMI_LIB_NAMESPACE_END