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vcmi/lib/filesystem/FileInfo.cpp

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/*
* FileInfo.cpp, 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
*
*/
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#include "StdInc.h"
#include "FileInfo.h"
namespace FileInfo
{
boost::string_ref GetFilename(boost::string_ref path)
{
const auto pos = path.find_last_of("/\\");
if (pos != boost::string_ref::npos)
return path.substr(pos + 1);
return path;
}
boost::string_ref GetExtension(boost::string_ref path)
{
const auto dotPos = path.find_last_of('.');
if(dotPos != boost::string_ref::npos)
return path.substr(dotPos);
return boost::string_ref{};
}
boost::string_ref GetStem(boost::string_ref path)
{
auto begin = path.find_last_of("/\\");
auto end = path.find_last_of('.');
if (begin == boost::string_ref::npos)
begin = 0;
else
begin += 1;
if (end < begin)
end = boost::string_ref::npos;
return path.substr(begin, end);
}
boost::string_ref GetParentPath(boost::string_ref path)
{
const auto pos = path.find_last_of("/\\");
return path.substr(0, pos);
}
boost::string_ref GetPathStem(boost::string_ref path)
{
const auto dotPos = path.find_last_of('.');
return path.substr(0, dotPos);
}
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
}