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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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+6
-5
@@ -174,7 +174,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
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int CBattleCallback::battleMakeAction(BattleAction* action)
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{
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assert(action->actionType == Battle::HERO_SPELL);
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assert(action->actionType == EActionType::HERO_SPELL);
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MakeCustomAction mca(*action);
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sendRequest(&mca);
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return 0;
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@@ -279,9 +279,11 @@ void CCallback::buildBoat( const IShipyard *obj )
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sendRequest(&bb);
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}
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CCallback::CCallback( CGameState * GS, boost::optional<PlayerColor> Player, CClient *C )
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:CBattleCallback(GS, Player, C)
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CCallback::CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient * C)
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: CBattleCallback(Player, C)
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{
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gs = GS;
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waitTillRealize = false;
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unlockGsWhenWaiting = false;
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}
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@@ -367,9 +369,8 @@ void CCallback::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver>
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cl->additionalBattleInts[*player] -= battleEvents;
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}
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CBattleCallback::CBattleCallback(CGameState *GS, boost::optional<PlayerColor> Player, CClient *C )
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CBattleCallback::CBattleCallback(boost::optional<PlayerColor> Player, CClient *C )
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{
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gs = GS;
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player = Player;
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cl = C;
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}
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