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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

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.
This commit is contained in:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@@ -64,7 +64,7 @@ bool Sacrifice::applicable(Problem & problem, const Mechanics * m) const
auto mainFilter = std::bind(&UnitEffect::getStackFilter, this, m, true, _1);
auto predicate = std::bind(&UnitEffect::eraseByImmunityFilter, this, m, _1);
auto targets = m->cb->battleGetUnitsIf(mainFilter);
auto targets = m->battle()->battleGetUnitsIf(mainFilter);
vstd::erase_if(targets, predicate);
bool targetExists = false;
@@ -117,7 +117,7 @@ bool Sacrifice::applicable(Problem & problem, const Mechanics * m, const EffectT
return true;
}
void Sacrifice::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
void Sacrifice::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
{
if(target.size() != 2)
{
@@ -136,11 +136,11 @@ void Sacrifice::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics
EffectTarget healTarget;
healTarget.emplace_back(target.front());
Heal::apply(calculateHealEffectValue(m, victim), battleState, rng, m, healTarget);
Heal::apply(calculateHealEffectValue(m, victim), server, m, healTarget);
BattleUnitsChanged removeUnits;
removeUnits.changedStacks.emplace_back(victim->unitId(), UnitChanges::EOperation::REMOVE);
battleState->apply(&removeUnits);
server->apply(&removeUnits);
}
bool Sacrifice::isValidTarget(const Mechanics * m, const battle::Unit * unit) const