1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
Commit Graph

14 Commits

Author SHA1 Message Date
Ivan Savenko
0240ee886d Converted (almost) all namespace enum's to enum classes 2023-08-25 13:38:02 +03:00
Konstantin
7a5775a9f9 vcmi: use std::optional 2023-04-17 00:43:13 +03:00
Konstantin
93c2bbf9ab vcmi: modernize lib/battle 2023-02-16 23:37:19 +03:00
Ivan Savenko
9678296875 Hero interaction is now battle action 2023-02-02 13:43:19 +02:00
Ivan Savenko
e53e515aa7 Fix msvc compile 2023-01-18 01:04:50 +02:00
Ivan Savenko
a57eec23e6 Refactoring of setBattleCursor & fromWhichHexAttack methods 2022-12-19 01:12:26 +02:00
Ivan Savenko
45aa841fb6 Stack reversing logic now matches H3 2022-12-18 11:42:02 +02:00
Ivan Savenko
291bb9b204 Expanded cursors enum to include all possible values 2022-12-16 11:22:58 +02:00
Ivan Savenko
6b3beb05e5 BattleInt split is finished, start of refactoring:
- Refactoring of siege controller code
- Replaced some usages of C struct SDL_Surface with proper c++ class
IImage
- Refactoring of rendering of battlefield objects (WIP)
2022-11-25 00:26:14 +02:00
Ivan Savenko
a65dd0726d Separated siege-related part of BattleInterface into separate class
- added constants for BattleHex'es of castle towers
2022-11-17 18:50:12 +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
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
4f8c7bd4bb CStack refactoring
* removed all occurrences of attackerOwned
* Use BattleSide enum
* more tweaks
2017-07-01 19:17:08 +03:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00