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Commit Graph

55 Commits

Author SHA1 Message Date
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
Arseniy Shestakov
f15cadc87b Implement configurable object sounds: ambient, visit and removal
* If there more than one sound for visit or removal random is played
* At moment only the first ambient sound will be used
2018-01-02 09:49:03 +01:00
AlexVinS
15138c23de Finished conversion to new logging API
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
AlexVinS
70a092f58c [Refactoring] use virtual method for object specific actions when new map object is created
* --TODO
* fixes CID 1366291, CID 1366297
2017-05-28 16:23:42 +03:00
AlexVinS
a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
Arseniy Shestakov
10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
AlexVinS
d2f04332d0 Load object appearance and pos before addNewObject call, it is required for block-visit calculation.
Added a test for tile block-visit.
2016-02-24 00:44:17 +03:00
AlexVinS
4bcfb8c27d Draft of new Event conditions 2016-02-22 23:43:57 +03:00
AlexVinS
dc5ad7d7b3 Make string instance names persistent 2016-02-22 19:26:42 +03:00
AlexVinS
ac281f3fec Tweaks 2016-02-22 04:53:14 +03:00
AlexVinS
dd1aabbe23 Use JsonSerializeFormat for map objects 2016-02-22 02:37:19 +03:00
AlexVinS
800f32c4cb Fix few cases of tempOwner initialization. 2016-02-14 12:13:30 +03:00
AlexVinS
a59f0c23ce Dedug tweaks 2016-02-13 17:16:00 +03:00
AlexVinS
fb17914ae5 Debug tweaks 2016-02-10 08:59:24 +03:00
AlexVinS
53dc49e92a CGShipyard, CGShrine serialization 2016-02-09 09:17:20 +03:00
AlexVinS
6e205a58b4 Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/VCMI_lib.cbp
	lib/filesystem/CZipLoader.cpp
	lib/filesystem/CZipLoader.h
	lib/mapObjects/CGTownInstance.cpp
2016-02-04 10:27:51 +03:00
Vadim Markovtsev
3926920103 Rename radious -> radius
There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
AlexVinS
89d986fc6a Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.h
	lib/mapObjects/MiscObjects.cpp
2016-01-24 15:39:41 +03:00
AlexVinS
f9d0b20234 CGMine, CGArtifact, CGGarrison serialization 2016-01-23 19:53:02 +03:00
AlexVinS
b0c4ea5947 Fix. 2016-01-23 17:43:20 +03:00
Vadim Markovtsev
92e011429f Fix crash on unknown map objects
If getHandlerFor() fails to find the handler, it returns a nullptr
shared pointer, which is later dereferenced unconditionally.

How to reproduce:
Download map "Happy time Dragons!!!" from http://heroesportal.net/maps.php?type=H3AB-XL&sort=r

=>

Failed to find object of type 5:144
SIGSEGV
2016-01-18 21:16:55 +03:00
AlexVinS
a638d0cd51 Creature set serialization 2016-01-15 20:24:17 +03:00
AlexVinS
37d0dad70a Merge branch 'develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.cpp
2016-01-01 20:28:52 +03:00
ArseniyShestakov
07807fb044 Client: slience visibility error on shipyard in non-coastal town 2015-12-08 07:33:13 +03:00
AlexVinS
3f79d001c1 Fix subObject identification 2015-12-05 12:38:36 +03:00
AlexVinS
6977fc3a14 Move test filesystem creation to global fixture 2015-12-05 12:37:37 +03:00
AlexVinS
e7359c9a36 Serialize tempOwner 2015-12-05 12:37:35 +03:00
AlexVinS
8a979d016f ObjectTemplate serialization
(+) generated map displayed correctly in editor
2015-12-05 12:36:44 +03:00
AlexVinS
2d777ea676 Small (temp) fix. Prevent nulls from serialization. 2015-12-05 12:36:43 +03:00
AlexVinS
2d5a366e6c Implemented (basic) object construction and placement
* contain refactoring of RMG and class handling (will be more)
2015-12-05 12:36:42 +03:00
AlexVinS
9cc3dae5fe Started working on objects serialization 2015-12-05 12:36:42 +03:00
Ivan Savenko
c3ce4b25df Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
AlexVinS
54453aee73 get rid of boost::assign 2014-10-04 00:34:13 +04:00
Ivan Savenko
c0e4591bc7 Added workaround for random objects on water, fixes 1828 2014-08-09 13:48:38 +03:00
DjWarmonger
22d26db694 Correct placement of non-overlapping objects. 2014-07-08 20:13:51 +02:00
DjWarmonger
bda71bed83 Uploading misc tweaks. 2014-07-01 07:07:40 +02:00
DjWarmonger
a556ef64e9 Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG 2014-06-30 06:45:35 +02:00
Ivan Savenko
a1fff864e6 Fixed missing names for dwellings and creature banks 2014-06-30 00:16:45 +03:00
DjWarmonger
920f56969b Create random obstacles that match terrain. 2014-06-28 09:46:32 +02:00
DjWarmonger
57fa905a2b Something that compiles. 2014-06-26 22:05:27 +02:00
Ivan Savenko
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
Ivan Savenko
ad632d1e8a Moved FoW management from CGObjectInstance to callback 2014-06-24 20:39:47 +03:00
Ivan Savenko
5ebc0e8614 First part of object instance API cleanup
- removed passability() method in favour of passableFor(PlayerColor)
- moved operator < code to map handler
- updated class documentation
2014-06-24 20:39:47 +03:00
DjWarmonger
79036484dd Trying to sort out project changes and compile issues. 2014-06-23 19:58:19 +02:00
Ivan Savenko
ab475195ac Banks now use new scheme as well
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00
Ivan Savenko
0a71e89f58 Created large number of missing objects in configs
Minor bugfixes in code
2014-06-17 14:57:47 +03:00
Ivan Savenko
836c466f81 - Implementation of overrides for towns
- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
2014-06-15 19:43:01 +03:00