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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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@@ -20,7 +20,6 @@ namespace detail
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{
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class RegistryImpl : public Registry
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{
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using DataPtr = std::shared_ptr<IEffectFactory>;
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public:
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RegistryImpl() = default;
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~RegistryImpl() = default;
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@@ -34,13 +33,13 @@ public:
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return iter->second.get();
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}
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void add(const std::string & name, IEffectFactory * item) override
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void add(const std::string & name, FactoryPtr item) override
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{
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data[name].reset(item);
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data[name] = item;
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}
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private:
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std::map<std::string, DataPtr> data;
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std::map<std::string, FactoryPtr> data;
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};
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}
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@@ -49,7 +48,7 @@ Registry::Registry() = default;
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Registry::~Registry() = default;
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Registry * Registry::get()
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Registry * GlobalRegistry::get()
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{
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static std::unique_ptr<Registry> Instance = make_unique<detail::RegistryImpl>();
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return Instance.get();
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