2adcc89a0d
Rewardable town buildings prototype
2023-05-01 00:14:53 +04:00
3df0ce229e
get rid of building id
2023-05-01 00:14:53 +04:00
7a5775a9f9
vcmi: use std::optional
2023-04-17 00:43:13 +03:00
fedf7d377c
vcmi: remove TFaction
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This is a huge change and will break save compatibility
2023-04-10 19:28:16 +03:00
dd196f2aa8
vcmi: slightly rework limiters
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1. Add vector to aggregates
2. Rework CreatureFactionLimiter to FactionLimiter
2023-04-10 19:28:16 +03:00
f8eba58003
vcmi: remove ALL_CREATURES propagator
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Now unneded, because it handled by GLOBAL_EFFECT with
CREATURE_LEVEL_LIMITER (when range set to UINT_MIN and UINT_MAX).
2023-04-10 19:28:16 +03:00
6d9859932b
vcmi: add native terrain entity
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Add interface which should be used on any object with native terrain
So far, it is faction, hero, creature and battle stack
2023-04-10 19:28:16 +03:00
11b237a23c
vcmi: massive refactoring v1
2023-04-05 22:33:12 +03:00
8968f0ef0e
vcmi: change EAlignment to enum class
2023-04-05 01:22:04 +03:00
b7d6270272
vcmi: add getNativeTerrain method to factions
2023-04-04 23:02:55 +03:00
255bb145b9
Added fallback for 1.2 compatibility
2023-04-03 16:26:43 +03:00
191959ae05
Fixed moat identifiers requests - will now always request spells
2023-04-03 15:15:12 +03:00
6dac15c5b2
Merge pull request #1706 from rilian-la-te/moats-landmines
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Proper moats: mechanincs
2023-04-02 20:12:33 +03:00
3df5964847
CTownHandler: remove hardcoded Cove grail
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We have now exactly same definition in Json
2023-04-01 03:14:35 +03:00
c4d5a7a2d6
vcmi:towns now can choose if moat render is needed
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Using invalid points. Also removed unused variable.
2023-03-31 01:01:25 +03:00
aab5b47038
vcmi: setup moats using MoatAbility
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Setup moats using moat ability, need playtest for now.
-3 to defence not added for now.
2023-03-31 01:01:25 +03:00
383387ef29
Integrated defaultMods into mod system
2023-03-16 17:55:09 +02:00
4c4498b22a
vcmi: modernize rest of lib
2023-03-16 17:55:20 +03:00
95503d0623
vcmi: unify movement
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1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land
For movement value on land depends on creature speed we use a new
ARMY_MOVEMENT updater with global bonus. If we does not like such
dependency, we can just remove this updater from json.
2. All specialities and secondary skills for movement moved to new
system AFAIK
2023-03-16 16:46:41 +03:00
623cae7d47
All translatable strings now have language identifier
2023-03-05 17:30:38 +02:00
46931a0ecf
Bugfixing
2023-01-20 16:11:43 +02:00
47c1803c42
Finalization of refactoring:
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- Entity interface now has getNameTranslated & getNameTextID methods
- Entity interface no longer has getName method
- removed (most) usages of normalizeIndentifier workaround method
- all moddable objects have identifier in form of mod:name
- all moddable object register strings in form of mod.type.name
2023-01-20 15:18:36 +02:00
05a1d7c6e3
All text for factions/towns/building are passed through translator
2023-01-20 15:18:36 +02:00
d2b837b116
All creature-related texts go through translator
2023-01-20 15:18:36 +02:00
17fc9d8d8f
Merge with vcmi/develop
2023-01-18 01:04:34 +02:00
633b9ef3be
Native terrain is now required for faction, opt-out with value "none"
2023-01-17 22:59:14 +02:00
526de47ca4
Removed 0.98 compatibility
2023-01-13 13:00:07 +02:00
1caec0a8cb
Removed default native terrains - breaks neutral faction
2023-01-10 20:08:07 +02:00
e1799379dd
Terrain/Road/River handler are now in compileable state
2023-01-10 00:01:35 +02:00
1468f6aded
Converted terrainTypeHandler into proper handler class
2023-01-10 00:01:35 +02:00
2cbe6bcb47
Added common method to get names of hardcoded mod scopes
2022-12-07 15:18:19 +02:00
861a6849f9
Added possibility to define per-town tower icon for battle queue in siege
2022-11-29 14:47:51 +02:00
7fdad4e0f6
Code refactor following C++ standard and condition fixes
2022-11-15 03:20:55 +03:00
20c102e648
Remove T prefix from new typedefs
2022-09-29 11:44:46 +02:00
f386f42166
Merge remote-tracking branch 'origin/develop' into terrain-rewrite
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# Conflicts:
# lib/Terrain.cpp
# lib/Terrain.h
# lib/battle/CBattleInfoEssentials.cpp
# lib/rmg/ObstaclePlacer.cpp
# lib/rmg/RiverPlacer.cpp
2022-09-27 07:50:17 +02:00
4ea57ea7fc
A variety of suggested style tweaks
2022-09-25 09:33:56 +02:00
ff635edc0b
wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
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preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
494b0f0226
First version that compiles
2022-09-21 11:34:23 +02:00
aaa07e4d2e
New terrain support - part 1 ( #755 )
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Initial support of new terrains
2022-09-11 11:31:26 +03:00
9d06e51631
Place proper towns in underground ( #743 )
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Implement feature of proper town selection in underground and surface
* Some minor refactoring of rmg
2022-05-28 16:03:50 +03:00
f861d3a509
Fix: Visiting hero should receive town bonuses during town siege
2021-09-04 14:15:37 +03:00
483a4689ce
Fixes for code review issues
2021-02-20 04:57:50 +03:00
ecaa9f5d0b
Entities redesign and a few ERM features
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* 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
8cd1af6998
Fix: Siege crashes when creature on the archer's tower is not a shooter
2021-01-17 15:02:58 +03:00
854a2e6c39
Feature: Mods system improvement, Part III. Bunusing buildings customization.
2021-01-14 01:02:13 +03:00
8f331dce31
Feature: Lodestar Grail should work.
2020-12-10 04:05:37 +03:00
d6a4767865
Mod system improvement: Patch 2
2020-10-25 01:04:34 +03:00
934c4e511d
Special buildings support : Patch 1
2020-10-15 15:03:01 +03:00
195fb8ff41
Mod system improvement Part I : Fix content losing after deserialization
2020-10-10 00:31:23 +03:00
bf07cd0ad9
Mod system improvement Part I : Old saves support & MSVS build fix
2020-10-07 15:12:32 +03:00