ArseniyShestakov
d524b4eabe
CPathfinder: get rid of addNeighbours coord argument
2015-11-16 19:54:17 +03:00
ArseniyShestakov
8f72d73241
CPathfinder: update teleport code and use TurnInfo for whirlpools
2015-11-16 19:14:18 +03:00
ArseniyShestakov
0949283cb9
Pathfinding: pass PathfinderOptions to helper and avoid changing them
...
Original idea behind options is that options should only be set on pathfinder object creation (or via some special method in case pathfinder become persistent).
2015-11-16 18:43:02 +03:00
ArseniyShestakov
3185b64fb0
CPathfinder: rename cObj and dObjt to ctObj and dtObj
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This way it's more clear that it's pointer to object on tile and not path node.
It's important because air layer nodes don't have visitable objects while tile under them can have one.
2015-11-16 17:41:23 +03:00
ArseniyShestakov
6dd9572644
CPathfinder: cleanup checks for source node visitable object
2015-11-16 17:36:58 +03:00
ArseniyShestakov
aa59ad05ed
CPathfinder: don't access map->guardingCreaturePositions directly
2015-11-13 23:32:52 +03:00
ArseniyShestakov
324cf5490c
CPathfinder: fix movement into guardian tile
2015-11-13 23:07:56 +03:00
ArseniyShestakov
0be9d21132
CPathfinder: add rule that hero in boat can't visit empty boats
2015-11-13 10:28:44 +03:00
ArseniyShestakov
d2baa5b0d0
Pathfinding: move isLayerAvailable into TurnInfo
2015-11-12 14:40:56 +03:00
ArseniyShestakov
abc4ea272f
TurnInfo: store all bonuses and use TileInfo for everything
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Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
ArseniyShestakov
9ed9d94009
TurnInfo: first step towards better abstraction
2015-11-12 05:20:32 +03:00
ArseniyShestakov
4e11d81673
CGWhirlpool: fix random exit chooser
2015-11-12 01:23:27 +03:00
ArseniyShestakov
942c0cd718
CPathfinder: improve support for whirlpools
2015-11-12 01:16:06 +03:00
ArseniyShestakov
d76b2b7ca8
CPathsInfo: rework nodes multi_array allocation
2015-11-12 00:05:20 +03:00
ArseniyShestakov
09473f6648
CPathfinder: move embark special case to isMovementToDestPossible
2015-11-11 22:29:20 +03:00
ArseniyShestakov
46b923713b
Pathfinding: rework isLayerTransitionPossible and fix formatting
2015-11-11 22:08:15 +03:00
ArseniyShestakov
f1311abd0b
CPathfinder: move node action code into getDestAction
2015-11-11 19:51:08 +03:00
DjWarmonger
5fadb239f2
Merge pull request #134 from edeksumo/Fix-Defence-Ani
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Let's try this.
2015-11-11 09:43:51 +01:00
ArseniyShestakov
4aaf6191a5
CPathfinder: implemented originalMovementRules option
2015-11-10 21:07:27 +03:00
ArseniyShestakov
2b6851b3d2
Pathfinding: use unique_ptr for hlp and fix few rules
2015-11-10 19:15:59 +03:00
ArseniyShestakov
9a63735c24
CPathfinderHelper: implement TurnInfo to avoid bonus re-checking
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TurnInfo contain information about what movement-related bonuses and MP hero going to have on certain turn.
This way we can collect this information once for each turn so it's huge performance boost.
2015-11-10 14:26:45 +03:00
ArseniyShestakov
2ef9d7c3ec
Rename getCost back to getMovementCost
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Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
ArseniyShestakov
b2e1ee5363
CGameState: move two pathfinding-related functions to CPathfinderHelper
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Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
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Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.
That work for cost calculations too. Let's say you have two bonuses:
- FLYING_MOVEMENT with 20% penalty for next 2 turns
- FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
ArseniyShestakov
96897acc46
CWillLastDays: add condition for permanent durations
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Accidentally missed them in pull request
2015-11-09 19:05:22 +03:00
ArseniyShestakov
7f0b0bd1b5
Bonus system: use updateBonuses in battleTurnPasseed
2015-11-09 15:48:07 +03:00
ArseniyShestakov
ee1c5e452f
Bonus system: add CWillLastDays selector
2015-11-09 15:01:58 +03:00
ArseniyShestakov
5bfbd8526b
Bonus system: fix N_DAYS bonus duration
2015-11-09 14:18:36 +03:00
ArseniyShestakov
45e4cf354e
Revert "Pathfinding: do path calculation in separate thread"
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This reverts commit f376b27999
.
2015-11-09 09:35:56 +03:00
ArseniyShestakov
f376b27999
Pathfinding: do path calculation in separate thread
2015-11-08 19:19:48 +03:00
ArseniyShestakov
9cf35d1bfd
CPathfinder: support for Castle Gate
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No support for client / server implemented yet.
2015-11-08 10:06:24 +03:00
ArseniyShestakov
be37e1cd8b
CPathfinder: add const to appropriate methods
2015-11-08 08:39:00 +03:00
ArseniyShestakov
f590b364c5
Pathfinder: shorten EPathfindingLayer to ELayer
2015-11-08 08:27:51 +03:00
ArseniyShestakov
4af9c7c29d
CPathfinder: add one turn boundary for flying and water walking
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Now when oneTurnSpecialLayersLimit is enabled hero won't be able to stop on blocked or water tiles between turns.
It's default H3 mechanics so it's enabled by default.
2015-11-08 07:44:00 +03:00
ArseniyShestakov
2fb73c55e1
CPathfinder: use node action in isMovementAfterDestPossible checks
2015-11-08 04:41:06 +03:00
ArseniyShestakov
4973a1ec90
CGPathNode: get rid of land member as it's now obsolete
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CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
ArseniyShestakov
160fa38254
Client: change cursor using node action information of pathfinder
2015-11-08 03:10:48 +03:00
edeksumo
ba1062ed3c
Formating2
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Change ani to anim
2015-11-07 23:30:01 +01:00
ArseniyShestakov
82048cbf2d
Pathfinder: implement new feature - node action
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No action going to simplify isMovementAfterDestPossible and should be as well useful for cost calculations.
It's can be also used by client interface to show appropriate cursors and path.
2015-11-08 00:26:41 +03:00
ArseniyShestakov
bd8eec7fb8
CGPathNode: move resetting code into separate function
2015-11-07 22:16:45 +03:00
ArseniyShestakov
d8a612f5d6
CPathsInfo: use boost::multi_array for storing graph of nodes
2015-11-07 22:02:57 +03:00
ArseniyShestakov
3f2cdf3137
CPathfinder: implement priority queue and node locking
2015-11-07 21:11:07 +03:00
ArseniyShestakov
7eebcb9d60
Artifacts: replace few more ints by ArtifactID
2015-11-07 11:46:58 +03:00
AlexVinS
e645b46aed
Revert "Merge pull request #124 from vcmi/issue/1372"
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This reverts commit da01af319b
, reversing
changes made to 8b6b4e2e0b
.
2015-11-07 11:35:02 +03:00
ArseniyShestakov
bd12989ad6
Artifacts: use ArtifactID instead of ints
2015-11-06 21:54:51 +03:00
ArseniyShestakov
148355908d
CPathfinder: get rid of FoW variable and bunch of small fixes
2015-11-05 15:04:56 +03:00
ArseniyShestakov
9fe442537b
Pass on EPathfindingLayer and small fixes for code around it
2015-11-05 12:46:44 +03:00
ArseniyShestakov
5f3e9deda7
CPathfinder: deny transit over whirlpools when hero not protected
2015-11-05 11:34:01 +03:00
ArseniyShestakov
a1290f548b
CPathfinder: only allow water walking over accessible tiles
2015-11-05 11:25:41 +03:00
ArseniyShestakov
3de94a8b99
CPathfinder: don't allow future movement after guarded tile
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There is two exceptions:
- Hero start movement from guarded tile.
- Hero that embarking into boat that standing on guarded tile.
In other cases future movement is impossible.
2015-11-05 10:22:38 +03:00
edeksumo
dd525da153
Formatting
2015-11-04 23:37:53 +01:00
ArseniyShestakov
f4dea88e3b
CPathfinder: get rid of hero object usage when it's not needed
2015-11-04 15:38:15 +03:00
ArseniyShestakov
1bc335323d
CPathfinder: add lightweightFlyingMode option suggested by @alexvins
2015-11-04 15:05:22 +03:00
ArseniyShestakov
330c1666fc
CPathfinder: move isLayerTransitionPossible and remove outdated comment
2015-11-04 12:29:51 +03:00
ArseniyShestakov
934c682733
CPathfinder: always add air and water layer nodes to queue
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It's should be possible to go into air layer from visitable object (but opposite isn't allowed).
And when walking on water player can't really interact with any object at all so future movement always possible.
2015-11-04 11:53:52 +03:00
ArseniyShestakov
595deda270
CPathfinder: rename functions to better represent what they doing
2015-11-04 11:47:43 +03:00
Alexander Shishkin
da01af319b
Merge pull request #124 from vcmi/issue/1372
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Issue/1372
2015-11-04 10:39:40 +03:00
edeksumo
75a76c0bf0
FixDefenceAni
2015-11-04 00:19:40 +01:00
ArseniyShestakov
8b6b4e2e0b
Fix header case for Linux to Windows cross compilation using MingGW
2015-11-03 14:40:36 +03:00
ArseniyShestakov
dfd70849e9
CPathfinder: restore selective tile initialization to initializeGraph
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This way we can avoid layer checks when calculating paths by ignoring unitialized tiles entirely.
Also at this point pathfinder and movement actually works for everything except flying.
2015-11-03 03:25:12 +03:00
AlexVinS
f6b9015324
Use constant for summoned creature slot
2015-11-03 02:18:34 +03:00
ArseniyShestakov
c85c7f4b61
CPathfinder: always initialize all nodes within initializeGraph
2015-11-03 01:29:43 +03:00
DjWarmonger
349f16a359
Version bump.
2015-11-02 17:28:54 +01:00
ArseniyShestakov
400152caee
CPathfinder: draft implementation of layers logic; not yet works
2015-11-02 16:03:03 +03:00
ArseniyShestakov
9c1c7d0caf
Pathfinding: move getNode into CPathsInfo
2015-11-02 14:04:26 +03:00
ArseniyShestakov
4b64bec711
EPathfindingLayer: copy other code from ETerrainType for debugging
2015-11-02 13:25:01 +03:00
ArseniyShestakov
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
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This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
ArseniyShestakov
b8253206c7
Pathfinding: make related code aware that layers exist
2015-11-02 11:06:06 +03:00
ArseniyShestakov
118039a368
Pathfinding: add copy-pasted EPathfindingLayer
2015-11-02 11:05:26 +03:00
AlexVinS
1bcfa986e4
Apply fixes to pathfinder
2015-11-01 01:52:43 +03:00
AlexVinS
d46364c4c3
Merge branch 'develop' into issue/2306
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Need to reapply changes to pathfiner
Conflicts:
AI/VCAI/VCAI.cpp
lib/CGameState.cpp
lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
AlexVinS
34cc9c78f7
[c::b] update projects
2015-11-01 00:01:41 +03:00
DjWarmonger
621c62b44e
Don't crash when spell school level is higher than 3 (which is another bug)
2015-10-31 21:15:40 +01:00
Vadim Markovtsev
e6e975e9ef
Fix adventure map movement segfault in some scenarios
2015-10-31 20:23:13 +03:00
DjWarmonger
5ef02aaf88
Updated MSVS project.
2015-10-31 15:08:13 +01:00
DjWarmonger
17071c6ec8
Merge pull request #125 from ArseniyShestakov/newMovementSystem
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Okay, time to merge this.
2015-10-31 13:56:22 +01:00
ArseniyShestakov
c4ea0c7ff2
CPathfinder: don't include RegisterTypes
2015-10-27 17:42:31 +03:00
Vadim Markovtsev
c5ebec0d1f
Fix the second crash (dynamic_cast failure)
2015-10-27 09:09:42 +03:00
ArseniyShestakov
92fee1bdbf
CPathfinder: shorten options struct declaration
2015-10-27 03:50:38 +03:00
ArseniyShestakov
6b34eb729e
Move all pathfinding-related code into new file
2015-10-27 03:34:47 +03:00
ArseniyShestakov
9e8427a078
CPathfinder: update comment for isSourceGuarded condition
2015-10-27 00:22:40 +03:00
ArseniyShestakov
01257efc02
CPathfinder: get rid of curPos and pass on initializeGraph
2015-10-26 20:17:10 +03:00
ArseniyShestakov
68bd37aa45
Store penalty in value of FLYING_MOVEMENT and WATER_WALKING
2015-10-26 18:30:11 +03:00
ArseniyShestakov
44ca00cd16
CPathfinder: rename functions
2015-10-25 19:11:00 +03:00
ArseniyShestakov
a536691781
CPathfinder: fix typos and more code cleanups
2015-10-25 17:01:28 +03:00
Vadim Markovtsev
79fb5b0c7b
Fix typeid ordering bug on MacOSX
2015-10-25 13:08:59 +03:00
AlexVinS
cfb5853689
Just a bit of black magic
2015-10-25 03:29:16 +03:00
AlexVinS
0f9de1c560
Made CTypeList threadsafe
2015-10-25 03:26:48 +03:00
AlexVinS
687a82886f
cleanup CTypeList interface
2015-10-25 01:38:30 +03:00
AlexVinS
92ae56b369
Mingw build fix
2015-10-24 22:21:54 +03:00
DjWarmonger
a6ea0981b6
Merge branch 'develop' into mutexRelax
2015-10-24 18:30:43 +02:00
DjWarmonger
641aa13526
Some fixes for previous commit.
2015-10-24 17:02:00 +02:00
DjWarmonger
716c324695
Don't give a turn to player who is about to lose (days without town).
2015-10-24 16:21:30 +02:00
DjWarmonger
abe88ea890
- Refactoring legacy code
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- Some checks for #2311
2015-10-24 15:09:46 +02:00
ArseniyShestakov
4f7c3ec60f
Minor formatting fixes within pathfinder-related code
2015-10-24 15:50:00 +03:00
ArseniyShestakov
939b3c05a1
CPathfinder: use struct instead of enum for options
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Suggested by @DjWarmonger as better alternative from performance standpoint while struct still more organized than bunch of variables.
Other reason of change it's that in future we may need non-boolean options, e.g for patrol movement and some new pathfinder usages.
2015-10-24 15:34:27 +03:00
ArseniyShestakov
6934c6bc95
CPathfinder: move check into isBetterWay lambda
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It's must be of course used for teleporters too.
2015-10-24 14:54:15 +03:00
ArseniyShestakov
5a04f05b9b
CPathfinder: move one more check into isMovementPossible
2015-10-24 12:09:57 +03:00
ArseniyShestakov
6ebe2abc1a
Fix penalties for FLYING_MOVEMENT and WATER_WALKING
2015-10-23 20:50:52 +03:00
ArseniyShestakov
fc6f62e633
getMovementCost: get rid of useless flying parameter
2015-10-19 07:27:00 +03:00
ArseniyShestakov
498eb1d032
Fix typos
2015-10-19 05:16:18 +03:00
DjWarmonger
8c9f8f22d9
Merge pull request #123 from ArseniyShestakov/mantis-1230
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Okay, now we shouldn't get broken savegames. Merging.
2015-10-17 08:31:44 +02:00
ArseniyShestakov
3663b952ea
Fix issue 2276. Refugee Camp shouldn't be guarded
2015-10-16 06:45:06 +03:00
ArseniyShestakov
226650582d
Move base movement cost to GameConstants
2015-10-16 03:03:40 +03:00
ArseniyShestakov
3466e0fae7
getTileCost: one more pass over code and formatting fix
2015-10-15 15:17:21 +03:00
ArseniyShestakov
46c7e8e36d
Add list ending comment as suggested by @alexvins
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This way we can add new bonuses without changing last line in list and avoid possible issues of extra concatenating.
2015-10-15 12:20:53 +03:00
ArseniyShestakov
25da9f249e
Move NO_TERRAIN_PENALTY to the end of list to avoid save breakage
2015-10-15 11:44:59 +03:00
ArseniyShestakov
52a52dcfd9
Implement NO_TERRAIN_PENALTY bonus
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Penalty of specified terrain type is ignored if hero have this bonus
2015-10-15 01:09:02 +03:00
Alexander Shishkin
fca4deaad2
Merge pull request #122 from vmarkovtsev/feature/warnings
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Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
Vadim Markovtsev
b701835de0
Fix wrong comparison
2015-10-13 21:05:46 +03:00
Vadim Markovtsev
e4b1ef1405
Add "override" to virtual overriden methods
2015-10-13 21:05:36 +03:00
AlexVinS
b94432b4ba
Fixed http://bugs.vcmi.eu/view.php?id=2297
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* allow banned spells by Tomes (XXX_SPELLS bonus), Spelbinders Hat (SPELLS_OF_LEVEL bonus)
* allow banned spells by cheat-code (now also SPELLS_OF_LEVEL bonus)
2015-10-13 13:16:46 +03:00
AlexVinS
eeb100d6a4
More comments about dispell special cases.
2015-10-13 07:11:49 +03:00
ArseniyShestakov
9954dfb33a
CPathfinder: move flying into options and add walk on sea
2015-10-12 19:03:08 +03:00
ArseniyShestakov
41c4323818
CGHeroInstance: add canFly and update canWalkOnSea
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canWalkOnSea shouldn't check for FLYING_MOVEMENT because it's two separate mechanics that apply different limitations.
2015-10-12 18:52:23 +03:00
ArseniyShestakov
0faedde6b9
CPathfinder: store pathfinding options in set instead of variables
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There is plenty of variables now and in future I'm going to add more more once pathfinder become usable for all kind of things.
2015-10-12 10:29:39 +03:00
ArseniyShestakov
886042dc11
CPathfinder: clean calculatePaths of code unsused for pathfinding
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Map graph initialization should be there as well because it's needed for path checking.
This change wouldn't affect anything since currently CPathfinder object created from scratch every time.
2015-10-12 08:31:35 +03:00
ArseniyShestakov
213d8c2258
CPathfinder: turn checkDestinationTile into function
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This code was only kept as lamba to access guard related variables that is now gone.
2015-10-12 08:22:31 +03:00
ArseniyShestakov
1beacf2260
CPathfinder: move guard checks into functions
2015-10-12 08:13:10 +03:00
ArseniyShestakov
cd7c5acbc4
CPathfinder: move embark special case code down
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It's not affect cost calculations any way so let it's be in same order as it's used in condition under it.
2015-10-12 07:26:13 +03:00
ArseniyShestakov
c6f9cd1e52
CPathfinder: move passability checks into renamed goodForLandSeaTransition
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There no need in dedicated function for embark / disembark and other conditions belong there perfectly.
This function is going to check what movements are plain impossible so we don't have to bother check their cost.
2015-10-12 07:10:33 +03:00
ArseniyShestakov
ee4305cd6d
CPathfinder: move destTopVisObjID where it's belongs to
2015-10-10 19:02:21 +03:00
ArseniyShestakov
13c2b5e2d8
CPathfinder: separate teleporter exits and neighbour tile code
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This way code that handle real neighbour tiles is more readable and teleport exits don't have to go via all checks they ignore anyway.
2015-10-10 17:17:41 +03:00
ArseniyShestakov
f15065fdc5
CPathfinder: separate neighbours code into getNeighbours
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This is first step to make this code usable outside of calculatePaths.
2015-10-10 16:09:40 +03:00
AlexVinS
2677d4a677
Fixed action cancel on active stack remove
2015-10-08 08:15:29 +03:00
AlexVinS
02c15085be
Remove (aready disabled in prev. commit) active stack change in sacrifice mechanics
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* stack removing is evil, but changing active stack by spells is more evil ...
2015-10-06 03:59:05 +03:00
AlexVinS
f99bf099ca
Made player interface tolerant to active stack removal.
2015-10-06 03:46:35 +03:00
AlexVinS
4e60b4cf53
Fixed 0002280
2015-10-06 01:26:50 +03:00
AlexVinS
f1d9e15783
[Tweak] Magic values--
2015-10-06 00:33:46 +03:00
AlexVinS
6cf220b882
Partial fix for 2272, there are more active stack sacrifice problems.
2015-10-05 20:33:05 +03:00
AlexVinS
fa06e05487
Merge branch 'develop' into SpellsRefactoring7
2015-10-05 00:45:57 +03:00
DjWarmonger
abe02247b5
Fixed bank randomization.
2015-10-02 17:28:33 +02:00
DjWarmonger
2733927527
Version bump.
2015-10-01 17:22:07 +02:00
AlexVinS
b07d272c2a
Added new BattleSpellCastParameters support to SACRIFICE spell.
2015-10-01 02:36:00 +03:00
AlexVinS
939a9180e2
Added new BattleSpellCastParameters support to TELEPORT spell.
2015-09-30 22:38:50 +03:00
AlexVinS
57e5b768e8
Allow multiple destinations in BattleSpellCastParameters
2015-09-30 00:31:50 +03:00
AlexVinS
70d9be8447
Use ISpellCaster in battle callback
2015-09-29 17:26:52 +03:00
AlexVinS
75c2566410
"const" tweak
2015-09-29 17:26:51 +03:00
AlexVinS
36e154d9b9
Use ISpellCaster in getAffectedStacks
2015-09-29 17:26:50 +03:00
AlexVinS
947f6089d5
Use ISpellCaster in isImmuneByStack
2015-09-29 17:26:49 +03:00
AlexVinS
a4d4851d80
Fix typo: casted->cast
2015-09-29 17:26:48 +03:00
AlexVinS
d9cbe487c7
remove useless function CSpell::getTargetInfo
2015-09-29 17:26:47 +03:00
AlexVinS
72587a8299
Removed hardcoded check for ANIMATE_DEAD absolute imminity - there is json configuration for that
2015-09-29 17:26:46 +03:00
AlexVinS
5f41ec912f
fix sphereOfPermanence
2015-09-29 17:26:45 +03:00
AlexVinS
3d7435c520
Introduced absolute specific spell immunity.
2015-09-29 17:26:44 +03:00
AlexVinS
253b850ac3
Partial fix for 1791
2015-09-29 17:26:43 +03:00
AlexVinS
a44c606277
Use callback methods
2015-09-29 17:26:42 +03:00
AlexVinS
660203b436
Tweak BattleSpellCastParameters
2015-09-29 17:26:41 +03:00
AlexVinS
2b434111bf
More hero|creature casting unification
2015-09-29 17:26:40 +03:00