1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/battle/CUnitState.h

297 lines
7.3 KiB
C
Raw Normal View History

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
2017-07-20 06:08:49 +02:00
/*
* CUnitState.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 "Unit.h"
class JsonSerializeFormat;
class UnitChanges;
namespace vstd
{
class RNG;
}
namespace battle
{
class CUnitState;
class DLL_LINKAGE CAmmo
{
public:
explicit CAmmo(const battle::Unit * Owner, CSelector totalSelector);
//only copy construction is allowed for acquire(), serializeJson should be used for any other "assignment"
CAmmo(const CAmmo & other);
CAmmo(CAmmo && other) = delete;
CAmmo & operator=(const CAmmo & other);
CAmmo & operator=(CAmmo && other) = delete;
int32_t available() const;
bool canUse(int32_t amount = 1) const;
virtual bool isLimited() const;
virtual void reset();
virtual int32_t total() const;
virtual void use(int32_t amount = 1);
virtual void serializeJson(JsonSerializeFormat & handler);
protected:
int32_t used;
const battle::Unit * owner;
CBonusProxy totalProxy;
};
class DLL_LINKAGE CShots : public CAmmo
{
public:
explicit CShots(const battle::Unit * Owner);
CShots(const CShots & other);
CShots & operator=(const CShots & other);
bool isLimited() const override;
int32_t total() const override;
void setEnv(const IUnitEnvironment * env_);
private:
const IUnitEnvironment * env;
CCheckProxy shooter;
};
class DLL_LINKAGE CCasts : public CAmmo
{
public:
explicit CCasts(const battle::Unit * Owner);
CCasts(const CCasts & other);
CCasts & operator=(const CCasts & other);
};
class DLL_LINKAGE CRetaliations : public CAmmo
{
public:
explicit CRetaliations(const battle::Unit * Owner);
CRetaliations(const CRetaliations & other);
CRetaliations & operator=(const CRetaliations & other);
bool isLimited() const override;
int32_t total() const override;
void reset() override;
void serializeJson(JsonSerializeFormat & handler) override;
private:
mutable int32_t totalCache;
CCheckProxy noRetaliation;
CCheckProxy unlimited;
};
class DLL_LINKAGE CHealth
{
public:
explicit CHealth(const battle::Unit * Owner);
CHealth(const CHealth & other);
CHealth & operator=(const CHealth & other);
void init();
void reset();
void damage(int64_t & amount);
void heal(int64_t & amount, EHealLevel level, EHealPower power);
int32_t getCount() const;
int32_t getFirstHPleft() const;
int32_t getResurrected() const;
int64_t available() const;
int64_t total() const;
void takeResurrected();
void serializeJson(JsonSerializeFormat & handler);
private:
void addResurrected(int32_t amount);
void setFromTotal(const int64_t totalHealth);
const battle::Unit * owner;
int32_t firstHPleft;
int32_t fullUnits;
int32_t resurrected;
};
class DLL_LINKAGE CUnitState : public Unit
{
public:
bool cloned;
bool defending;
bool defendingAnim;
bool drainedMana;
bool fear;
bool hadMorale;
bool ghost;
bool ghostPending;
bool movedThisRound;
bool summoned;
bool waiting;
bool waitedThisTurn; //"waited()" that stays true for full turn after wait - needed as UI button hackfix
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
2017-07-20 06:08:49 +02:00
CCasts casts;
CRetaliations counterAttacks;
CHealth health;
CShots shots;
CTotalsProxy totalAttacks;
CTotalsProxy minDamage;
CTotalsProxy maxDamage;
///id of alive clone of this stack clone if any
si32 cloneID;
///position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
BattleHex position;
CUnitState();
CUnitState(const CUnitState & other) = delete;
CUnitState(CUnitState && other) = delete;
CUnitState & operator= (const CUnitState & other);
CUnitState & operator= (CUnitState && other) = delete;
bool doubleWide() const override;
int32_t creatureIndex() const override;
CreatureID creatureId() const override;
int32_t creatureLevel() const override;
int32_t creatureCost() const override;
int32_t creatureIconIndex() const override;
int32_t getCasterUnitId() const override;
int32_t getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool = nullptr) const override;
int32_t getEffectLevel(const spells::Spell * spell) const override;
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
2017-07-20 06:08:49 +02:00
int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const Unit * affectedStack) const override;
int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
int32_t getEffectPower(const spells::Spell * spell) const override;
int32_t getEnchantPower(const spells::Spell * spell) const override;
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
2017-07-20 06:08:49 +02:00
int64_t getEffectValue(const spells::Spell * spell) const override;
PlayerColor getCasterOwner() const override;
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
2017-07-20 06:08:49 +02:00
void getCasterName(MetaString & text) const override;
void getCastDescription(const spells::Spell * spell, const std::vector<const Unit *> & attacked, MetaString & text) const override;
bool ableToRetaliate() const override;
bool alive() const override;
bool isGhost() const override;
bool isValidTarget(bool allowDead = false) const override;
bool isClone() const override;
bool hasClone() const override;
bool canCast() const override;
bool isCaster() const override;
bool canShoot() const override;
bool isShooter() const override;
int32_t getKilled() const override;
int32_t getCount() const override;
int32_t getFirstHPleft() const override;
int64_t getAvailableHealth() const override;
int64_t getTotalHealth() const override;
BattleHex getPosition() const override;
void setPosition(BattleHex hex) override;
int32_t getInitiative(int turn = 0) const override;
bool canMove(int turn = 0) const override;
bool defended(int turn = 0) const override;
bool moved(int turn = 0) const override;
bool willMove(int turn = 0) const override;
bool waited(int turn = 0) const override;
std::shared_ptr<Unit> acquire() const override;
std::shared_ptr<CUnitState> acquireState() const override;
int battleQueuePhase(int turn) const override;
int getTotalAttacks(bool ranged) const override;
int getMinDamage(bool ranged) const override;
int getMaxDamage(bool ranged) const override;
int getAttack(bool ranged) const override;
int getDefense(bool ranged) const override;
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
2017-07-20 06:08:49 +02:00
void save(JsonNode & data) override;
void load(const JsonNode & data) override;
void damage(int64_t & amount) override;
void heal(int64_t & amount, EHealLevel level, EHealPower power) override;
void localInit(const IUnitEnvironment * env_);
void serializeJson(JsonSerializeFormat & handler);
void afterAttack(bool ranged, bool counter);
void afterNewRound();
void afterGetsTurn();
void makeGhost();
void onRemoved();
private:
const IUnitEnvironment * env;
CTotalsProxy attack;
CTotalsProxy defence;
CBonusProxy inFrenzy;
CCheckProxy cloneLifetimeMarker;
void reset();
};
class DLL_LINKAGE CUnitStateDetached : public CUnitState
{
public:
explicit CUnitStateDetached(const IUnitInfo * unit_, const IBonusBearer * bonus_);
TConstBonusListPtr getAllBonuses(const CSelector & selector, const CSelector & limit,
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
2017-07-20 06:08:49 +02:00
const CBonusSystemNode * root = nullptr, const std::string & cachingStr = "") const override;
int64_t getTreeVersion() const override;
CUnitStateDetached & operator= (const CUnitState & other);
uint32_t unitId() const override;
ui8 unitSide() const override;
const CCreature * unitType() const override;
PlayerColor unitOwner() const override;
SlotID unitSlot() const override;
int32_t unitBaseAmount() const override;
void spendMana(ServerCallback * server, const int spellCost) const override;
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
2017-07-20 06:08:49 +02:00
private:
const IUnitInfo * unit;
const IBonusBearer * bonus;
};
}