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Commit Graph

7 Commits

Author SHA1 Message Date
K
462c79e190 remove never used code in CBonusSystemNode
Method CBonusSystemNode::getAllBonuses have 'root' parameter which is never
set to anythig else than nullptr. This patch removes the parameter and all
code that depends on it as preparatory work for further bonus system
optimization.
2024-08-25 14:15:21 +02:00
Konstantin
a6de9097be vcmi: rename HeroBonus.h to Bonus.h 2023-05-02 11:20:58 +03:00
Konstantin
29c76fb9bf HeroBonus: split BonusList 2023-05-02 00:54:53 +03:00
Konstantin
4866c2fe5c vcmi: split IBonusBearer 2023-05-02 00:54:53 +03:00
Konstantin
6fa1b2b19f vcmi: move bonuses to its own folder 2023-05-02 00:53:50 +03:00
John Bolton
6d8f1e4530 Fixed incorrect usage of const std::shared_ptr. Resolves 0003142.
Replaced const TBonusListPtr with TConstBonusListPtr where necessary
Replaced const std::shared_ptr<T> with std::shared_ptr<const T> where necessary.
Removed superfluous use of const.
Replaced const std::shared_ptr<T> with const std::shared_ptr<T> & in function parameters and ranged for-loops.
2020-09-30 22:56:28 -07:00
AlexVinS
0b70baa95e 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
2018-02-08 11:37:21 +03:00