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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.
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

@ -11,5 +11,15 @@
#include "../../lib/CScriptingModule.h"
extern IGameEventRealizer *acb;
extern CPrivilegedInfoCallback *icb;
class ERMScriptModule : public scripting::Module
{
public:
ERMScriptModule();
std::string compile(const std::string & name, const std::string & source, vstd::CLoggerBase * logger) const override;
std::shared_ptr<scripting::ContextBase> createContextFor(const scripting::Script * source, const Environment * env) const override;
void registerSpellEffect(spells::effects::Registry * registry, const scripting::Script * source) const override;
};