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Commit Graph

38 Commits

Author SHA1 Message Date
Ivan Savenko
5cbf5031ea move SetStackEffect to a separate file 2023-10-24 01:27:52 +03:00
Ivan Savenko
ae92bdfb51 Fix Lua and test building 2023-10-23 16:05:38 +03:00
Ivan Savenko
ac925bb786 Renamed new types for consistency with code style 2023-10-22 16:55:19 +03:00
Ivan Savenko
80e6485965 MetaIdentifier now uses std::variant internally 2023-10-22 16:55:19 +03:00
Ivan Savenko
b394158dc9 Bonus Source ID now uses metaidentifier 2023-10-22 16:55:18 +03:00
Ivan Savenko
77facf9387 Implement missing functions, fixes linking errors 2023-10-22 16:54:56 +03:00
Ivan Savenko
910ad50417 Fix client & server compilation 2023-10-22 16:54:48 +03:00
Ivan Savenko
62cd8b12d4 Converted several namespace enums to enum class 2023-08-25 13:38:02 +03:00
Konstantin
d746a96d55 vcmi: use SpellSchool identifier instead of enum
Use identifier instead of enum inside callbacks. It is better and more
expandable solution.
2023-08-23 17:53:09 +03:00
Konstantin
8724181a0f vcmi: spell resistance rework
Now instead of XXX_IMMUNITY bonuses we have 2 bonuses with spellSchool
subtype: SPELL_SCHOOL_IMMUNITY and NEGATIVE_EFFECT_IMMUNITY.
All previous bonuses of subtype 0 is covered by SPELL_SCHOOL_IMMUNITY,
and all previous bonuses of subtype 1 is covered by
NEGATIVE_EFFECT_IMMUNITY. Unit tests are updated accordingly.
2023-08-23 17:52:16 +03:00
Ivan Savenko
62fddca21e Split massive CModHandler class/file into multiple parts:
- IdentifierStorage is now a separate handler in VLC
- Renamed ModHandler::Incompatibility exception to ModIncompatibility
- Extracted ModScope namespace from ModHandler
- Extracted ModUtilities namespace from ModHandler
- Split CModHandler.cpp on per-class basis
- Replaced some direct members with unique_ptr to reduce header includes
2023-07-30 22:17:47 +03:00
Konstantin P
057a33c508 SpellSchool: use identifier instead of int
Needs redifinition of MAGIC_SCHOOL_SKILL in all mods
2023-05-07 20:37:32 +03:00
Konstantin P
6ff83e6f16 tests: test nonMagical effects 2023-05-05 18:57:40 +03:00
Konstantin P
75948a5dd7 tests: add ResistanceCondition test 2023-05-05 18:57:40 +03:00
Konstantin
3d46ee3182 TargetCondition: units with 100% MR is immune
Spells should not consider units with 100% MR as valid targets.
2023-05-05 18:57:40 +03:00
Konstantin
b0d2787e86 vcmi: remove DIRECT_DAMAGE_IMMUNITY bonus
Replace by SPELL_DAMAGE_REDUCTION bonus with 100 value
2023-05-05 18:57:40 +03:00
Konstantin
05eccbc2bb vcmi: split bonus to enumerator and HeroBonus.h 2023-05-03 18:01:06 +03:00
Konstantin
88f8694825 tests: fix modhandler assert 2023-04-27 20:59:55 +03:00
Konstantin
2a8f9629ae tests: attempt to fix build without lua 2023-04-27 20:59:55 +03:00
Konstantin P
705d7164ae vcmi: fix heal and teleport tests 2023-04-27 20:59:55 +03:00
Konstantin
7c56fbd16b vcmi: fix test building for 1.2 2023-04-27 20:59:55 +03:00
Konstantin
276bd5eebf vcmi: fix healing effect tests 2023-04-27 20:59:55 +03:00
Konstantin
42984396ff all: fix ImmunityNegationConditionTest 2023-04-27 20:59:55 +03:00
Konstantin
2680046dd0 vcmi: make tests builds at least 2023-04-27 20:59:55 +03:00
Dydzio
a2ce9220ed Fix tests + scripting compilation on gcc 2023-01-05 17:42:33 +02:00
Ivan Savenko
2cbe6bcb47 Added common method to get names of hardcoded mod scopes 2022-12-07 15:18:19 +02:00
Andrii Danylchenko
4b4cc3cf4b battlefields in VLC and custom bonuses for terrain patches 2022-09-11 11:31:27 +03:00
Andrii Danylchenko
9c8d776398 Merge branch 'develop' into handlersAbstraction
# Conflicts:
#	CI/linux/before_install.sh
#	CI/mac/before_install.sh
#	CI/mxe/before_install.sh
#	lib/CModHandler.cpp
#	lib/mapObjects/CObjectClassesHandler.cpp
#	lib/mapObjects/CObjectClassesHandler.h
#	lib/mapObjects/CommonConstructors.cpp
#	server/CGameHandler.cpp
#	test/CMakeLists.txt
#	test/spells/effects/TeleportTest.cpp
2021-07-16 00:32:13 +03:00
Andrii Danylchenko
6d8373a473 Configure github actions 2021-07-13 14:56:35 +01:00
AlexVinS
ecaa9f5d0b 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.
2021-02-14 19:05:43 +03:00
AlexVinS
e7bced112c Fixed https://bugs.vcmi.eu/view.php?id=3059 2019-06-09 22:46:29 +03:00
Michał Kalinowski
aee4bb7281 Fix building a test target
-Using Field matcher instead Eq to compare boost tribool value
2019-05-09 20:01:16 +03:00
AlexVinS
9d108d59db Redone RMG template serialization using JSON serializer, added tests 2018-03-10 19:36:19 +03:00
AlexVinS
5ea1888a14 Summon effect fixes. 2018-03-03 20:37:49 +03:00
Alexander Shishkin
8b002ad774
Issue2888 (#421)
Fixed issue 2888
* Merged AFTER_ATTACK & BEFORE_ATTACK cast modes.
* Introduced new caster class for creature ability usage
* Added few tests
2018-03-02 13:22:51 +03:00
AlexVinS
2b49df2cab [Spells] Do not use Unit State in heal effect 2018-02-20 13:19:01 +03:00
AlexVinS
2add0e443e [Spells] Added "summonByHealth" option to Summon effect
* with summonByHealth on, effect power (levelPower * SP) treated as HP
* default behavior (effect power = amount) not changed
* tests included
2018-02-20 08:08:34 +03:00
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