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mirror of https://github.com/vcmi/vcmi.git synced 2025-12-01 23:12:49 +02:00

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
2017-07-20 07:08:49 +03:00
parent ff2d01a03d
commit 0b70baa95e
256 changed files with 20904 additions and 7964 deletions

View File

@@ -645,11 +645,6 @@ void BattleTriggerEffect::applyCl(CClient * cl)
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, *this);
}
void BattleObstaclePlaced::applyCl(CClient * cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclePlaced, *obstacle);
}
void BattleUpdateGateState::applyFirstCl(CClient * cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, state);
@@ -667,30 +662,14 @@ void BattleStackMoved::applyFirstCl(CClient *cl)
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance);
}
//void BattleStackAttacked::(CClient *cl)
void BattleStackAttacked::applyFirstCl(CClient *cl)
{
std::vector<BattleStackAttacked> bsa;
bsa.push_back(*this);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa);
}
void BattleAttack::applyFirstCl(CClient *cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, this);
for (auto & elem : bsa)
{
for (int z=0; z<elem.healedStacks.size(); ++z)
{
elem.healedStacks[z].applyCl(cl);
}
}
}
void BattleAttack::applyCl(CClient *cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa, battleLog);
}
void StartAction::applyFirstCl(CClient *cl)
@@ -712,7 +691,7 @@ void SetStackEffect::applyCl(CClient *cl)
void StacksInjured::applyCl(CClient *cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks, battleLog);
}
void BattleResultsApplied::applyCl(CClient *cl)
@@ -722,20 +701,15 @@ void BattleResultsApplied::applyCl(CClient *cl)
callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);
}
void StacksHealedOrResurrected::applyCl(CClient * cl)
void BattleUnitsChanged::applyCl(CClient * cl)
{
std::vector<std::pair<ui32, ui32> > shiftedHealed;
for(auto & elem : healedStacks)
{
shiftedHealed.push_back(std::make_pair(elem.stackId, (ui32)elem.delta));
}
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects, battleLog);
}
void ObstaclesRemoved::applyCl(CClient *cl)
void BattleObstaclesChanged::applyCl(CClient *cl)
{
//inform interfaces about removed obstacles
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesRemoved, obstacles);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, changes);
}
void CatapultAttack::applyCl(CClient *cl)
@@ -744,17 +718,6 @@ void CatapultAttack::applyCl(CClient *cl)
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, *this);
}
void BattleStacksRemoved::applyFirstCl(CClient * cl)
{
//inform interfaces about removed stacks
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksRemoved, *this);
}
void BattleStackAdded::applyCl(CClient *cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewStackAppeared, GS(cl)->curB->stacks.back());
}
CGameState* CPackForClient::GS(CClient *cl)
{
return cl->gs;