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Commit Graph

65 Commits

Author SHA1 Message Date
Ivan Savenko
2a05fbdd50 Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
2024-08-11 20:54:44 +00:00
Ivan Savenko
b07408e984 New objects are now created and initialized on server and sent to client 2024-07-16 13:13:39 +00:00
Ivan Savenko
63bcf7d83c Replaced most of usages of CRandomGenerator with vstd::RNG in library 2024-07-16 13:13:07 +00:00
Ivan Savenko
8b861fc58f Do not check for guards when teleporting using means other than DD 2024-05-07 20:05:23 +00:00
Ivan Savenko
8353bca34f Small refactoring of adventure map spell casting:
- Removed duplicated checks for DD possibility
- Moved most of spell-specific code from AdventureMapInterface to library
code
- AdventureSpellMechanics class now provides methods to check whether
spellcast is possible, similarly to battle spells
- If it is not possible to cast adventure map spell (e.g. no mana or no
move points) game will show infowindow immediately on clicking spellbook
instead of on cast attempt
- If hero does not have movement points for a DD, game will show correct
error message
- Added game settings 'dimensionDoorFailureSpendsPoints' due to
discovered H3 logic
2024-04-10 20:04:08 +03:00
Ivan Savenko
a15366f5a5 Make IObjectInterface::cb non-static 2024-01-19 13:55:21 +02:00
Ivan Savenko
5487f07d3b added toEntity overload that accepts generic Services class 2023-11-04 17:04:53 +02:00
Ivan Savenko
d257fb37f0 Use optional instead of Json for queries 2023-09-26 13:42:20 +03:00
Ivan Savenko
0240ee886d Converted (almost) all namespace enum's to enum classes 2023-08-25 13:38:02 +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
Andrii Danylchenko
ba9998ac66 BattleAI: fast targets optimization 2023-08-08 20:10:29 +03:00
Konstantin
05eccbc2bb vcmi: split bonus to enumerator and HeroBonus.h 2023-05-03 18:01:06 +03:00
Konstantin
a6de9097be vcmi: rename HeroBonus.h to Bonus.h 2023-05-02 11:20:58 +03:00
Konstantin
6fa1b2b19f vcmi: move bonuses to its own folder 2023-05-02 00:53:50 +03:00
Konstantin
7a5775a9f9 vcmi: use std::optional 2023-04-17 00:43:13 +03:00
nordsoft
72b2a09f0b Boat summon spell rewritten 2023-04-10 01:06:02 +04:00
Konstantin
a639bd2606 spells: rework isMagical()
Now it is a flag of a spell, and not a target condition.
This fixes resistance to bind effect
2023-03-31 01:01:25 +03:00
Konstantin
97fc424e98 vcmi: modernize lib/spells (except adventure one, needs major rework) 2023-02-12 21:23:00 +03:00
Ivan Savenko
9248e06ae0 Demon summon is now a spell. DEMON_SUMMONING bonus has been removed 2022-12-22 23:11:55 +02:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Andrey Filipenkov
7e6ed0583c disable all scripting code when configuring without scripting modules 2022-09-21 19:31:42 +03:00
AlexVinS
483a4689ce Fixes for code review issues 2021-02-20 04:57:50 +03:00
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
f126a34a5e Fixed https://bugs.vcmi.eu/view.php?id=2904 2018-03-04 11:15:24 +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
c94daf6faa Fixed https://bugs.vcmi.eu/view.php?id=2864 2018-02-10 07:31:02 +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
AlexVinS
f1a4831813 [Spells] Get rid of SpellTargetingContext. 2017-07-16 01:43:50 +03:00
AlexVinS
a65befaa08 Moved town portal logic to mechanics class 2017-07-03 21:43:04 +03:00
AlexVinS
3d1a84875e Queries refactoring
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
2017-07-03 21:43:04 +03:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00
AlexVinS
1d1519db5c ENCHANTER_CASTING trigger tweak 2017-06-05 21:41:27 +03:00
AlexVinS
3c893a6bec Few spell-related tweaks 2017-03-18 14:08:02 +03:00
AlexVinS
c5440a1c6c Fixed http://bugs.vcmi.eu/view.php?id=2541 2016-10-02 01:32:28 +03:00
AlexVinS
374e30c972 Added a few safety checks 2016-09-18 16:30:03 +03:00
AlexVinS
73c7b49eb7 Hide effectValue calculation inside BattleSpellCastParameters 2016-09-18 15:27:22 +03:00
AlexVinS
62abde6c46 Prepare battle log for spell-cast on server side. 2016-09-10 18:23:55 +03:00
AlexVinS
f39e619304 More tweaks 2016-09-06 13:51:53 +03:00
AlexVinS
1ce4675df6 Tweaks 2016-09-06 13:33:11 +03:00
AlexVinS
686cd00c68 Cleanup. 2016-09-06 12:26:01 +03:00
AlexVinS
18fc94d709 WIP on SpellCastContext 2016-09-06 06:40:23 +03:00
AlexVinS
f3b7fe947c Reworked spell target existence check.
* related to 2269
2016-09-05 11:36:25 +03:00
AlexVinS
a23144b361 Extracted adventure spell mechanics to distinct class hierarchy. 2016-09-04 08:19:28 +03:00
AlexVinS
eb128a0207 More style tweaks 2016-09-04 05:15:37 +03:00
AlexVinS
c0cf5d6956 Style tweaks 2016-09-04 04:59:30 +03:00
AlexVinS
750c114648 Drafts 2016-08-30 12:19:57 +03:00
AlexVinS
d4a35c6839 Simplify getAffectedStacks arguments. casterColor not needed anymore. 2016-08-30 12:14:08 +03:00
AlexVinS
f6715ad787 Use ISpellCaster in CSpell::canBeCast.
* -2 todo notes
2016-08-30 12:12:46 +03:00
AlexVinS
4d9058e412 Whitespace cleanup. (No code changes.) 2016-02-15 13:34:37 +03:00
AlexVinS
57e5b768e8 Allow multiple destinations in BattleSpellCastParameters 2015-09-30 00:31:50 +03:00