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
This commit is contained in:
AlexVinS
2018-02-08 11:37:21 +03:00
parent ff2d01a03d
commit 0b70baa95e
256 changed files with 20903 additions and 7963 deletions
+6 -5
View File
@@ -174,7 +174,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
int CBattleCallback::battleMakeAction(BattleAction* action)
{
assert(action->actionType == Battle::HERO_SPELL);
assert(action->actionType == EActionType::HERO_SPELL);
MakeCustomAction mca(*action);
sendRequest(&mca);
return 0;
@@ -279,9 +279,11 @@ void CCallback::buildBoat( const IShipyard *obj )
sendRequest(&bb);
}
CCallback::CCallback( CGameState * GS, boost::optional<PlayerColor> Player, CClient *C )
:CBattleCallback(GS, Player, C)
CCallback::CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient * C)
: CBattleCallback(Player, C)
{
gs = GS;
waitTillRealize = false;
unlockGsWhenWaiting = false;
}
@@ -367,9 +369,8 @@ void CCallback::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver>
cl->additionalBattleInts[*player] -= battleEvents;
}
CBattleCallback::CBattleCallback(CGameState *GS, boost::optional<PlayerColor> Player, CClient *C )
CBattleCallback::CBattleCallback(boost::optional<PlayerColor> Player, CClient *C )
{
gs = GS;
player = Player;
cl = C;
}