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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +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

@@ -728,20 +728,6 @@ void CArtHandler::afterLoadFinalization()
CBonusSystemNode::treeHasChanged();
}
si32 CArtHandler::decodeArfifact(const std::string& identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "artifact", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string CArtHandler::encodeArtifact(const si32 index)
{
return VLC->arth->artifacts[index]->identifier;
}
CArtifactInstance::CArtifactInstance()
{
init();
@@ -1407,7 +1393,7 @@ void CArtifactSet::serializeJsonHero(JsonSerializeFormat & handler, CMap * map)
for(const ArtSlotInfo & info : artifactsInBackpack)
backpackTemp.push_back(info.artifact->artType->id);
}
handler.serializeIdArray(NArtifactPosition::backpack, backpackTemp, &CArtHandler::decodeArfifact, &CArtHandler::encodeArtifact);
handler.serializeIdArray(NArtifactPosition::backpack, backpackTemp);
if(!handler.saving)
{
for(const ArtifactID & artifactID : backpackTemp)
@@ -1441,12 +1427,12 @@ void CArtifactSet::serializeJsonSlot(JsonSerializeFormat & handler, const Artifa
if(info != nullptr && !info->locked)
{
artifactID = info->artifact->artType->id;
handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE, &CArtHandler::decodeArfifact, &CArtHandler::encodeArtifact);
handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE);
}
}
else
{
handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE, &CArtHandler::decodeArfifact, &CArtHandler::encodeArtifact);
handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE);
if(artifactID != ArtifactID::NONE)
{