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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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@@ -75,6 +75,7 @@ struct CasualtiesAfterBattle
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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{
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public:
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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
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enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
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enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
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@@ -102,8 +103,10 @@ public:
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bool visitObjectAfterVictory;
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//
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void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
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void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
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void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
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void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
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void applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary); //damage, drain life & fire shield
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void checkBattleStateChanges();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
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@@ -284,9 +287,9 @@ public:
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void run(bool resume);
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void newTurn();
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void handleAttackBeforeCasting(BattleAttack *bat);
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void handleAfterAttackCasting (const BattleAttack & bat);
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void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
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void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
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void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
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void attackCasting(bool ranged, Bonus::BonusType attackMode, const CStack * attacker, const CStack * defender);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
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void spawnWanderingMonsters(CreatureID creatureID);
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void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
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@@ -309,10 +312,7 @@ class clientDisconnectedException : public std::exception
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{
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};
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class ExceptionNotAllowedAction : public std::exception
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{
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};
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void makeStackDoNothing();
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