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.
* Fix warnings/errors on MSVC
1. update googletest to tag release-1.11.0 to make googletest and
googlemock compile on MSVC2022.
2. set gtest_force_shared_crt to ON in test cmake project to make tests
compile on MSVC.
3. add /wd4251 and /wd4275 to MSVC compile flags to ignore DLL related
warnings for class exports.
4. fix some other warnings and errors while compiling on MSVC2022.
* 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.
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.
* The reason is,
the mine has attribute hidden=true;
when enemy unit moves, the code in BattleInfo.cpp MoveUnit() (line 817) will update the revealed to true;
then in the CGameHandler.cpp handleDamageFromObstacle() (line 4846) is checking , and the condition battleIsObstacleVisibleForSide() will return true, so the effect will not be triggerred.
Resolution:
1. Remove the "revealed=true" in moveUnit(), and in handleDamageFromObstacle, remove the "const" restrict for obstacle, and then update revealed to true;
2. After the takeDamage function, add a pack "BattleObstaclesChanged" to update the obstacle to be "revealed=true".