Suggested on Discord
- implements STACK_EXPERIENCE_GAIN_PERCENT that modifies stack
experience received by units after combat
- removed "EXPERIENCE" primary skill. Changes to experience are now
applied through separate netpack
- Added bonus type MULTIHEX_UNIT_ATTACK - configurable version of Dragon
Breath.
- Added bonus type MULTIHEX_ENEMY_ATTACK - configurable version of
Cerberi multi-headed attack that only hits enemies
- Added bonus type MULTIHEX_ANIMATION - optional bonus that does not
affects gameplay, but allows to define in which cases game should use
alternative attack animation.
- All existing multi-hex attack bonuses other than ATTACKS_ALL_ADJACENT
are presumable deprecated, but will be supported for now.
- It is now possible to precisely configure which hexes are targeted by
MULTIHEX_XXX bonuses. See docs for details.
- Unified logic of all multi-hex attacks, all existing bonuses are now
implemented as specific case of MULTIHEX_XXX bonus
- Added tests to cover Cerberi attack logic, and fixed incorrect edge
case of Dragon Breath
- callback is now part of lib instead of weird class that is shared by
client and AI while being part of client
- callback interacts with client class via minimal interface class
- removed no longer used unlockGsWhileWaiting field
This fixes several issues with compatibility with C++20. C++23 was also
tested, but apparently it does not have any additional breaking changes
compared to C++20 (or we don't have those).
VCMI still uses C++17 as before - goal is only to make potential
transition easier.
There were 2 cases that are deprecated in C++20 that we use:
- Floating point operations on enums are deprecated
- `this` can no longer be captured when using default capture by value
`[=]`
Both of those should now be replaced with code that works fine in both C+
+17 and in C++20 mode
- event processing is now initiated by GameEngine instead of weird chain
engine -> player interface -> engine
- introduced GameEngineUser interface (implemented by GameInstance) to
remove mutual depedency between GameEngine and GameInstance (some
technically still remains for now, in form of some free functions)
- class CGuiHandler is now called GameEngine to better describe its
functionality
- renamed global GH to more clear ENGINE
- GH/ENGINE is now unique_ptr to make construction / deconstruction
order more clear and to allow interface / implementation split
- CGuiHandler.cpp/h is now called GameEngine.cpp/h and located in root
directory of client dir
- human player will now use pathfinder settings from config (as before)
- nullkiller AI will now use its own, modified settings
- added option to configure NKAI usage of monolith to config
- fixed pathfinder costs not updating on receiving levelup
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.
CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.
VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town
VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
All save compatibility checks targeting 1.4 saves have now been removed.
Saves from 1.5 can still be loaded in 1.6
Implemeted few TODO's in serialization that were postponed to avoid
breaking save compatibility in MP for 1.5.X releases.
Fixed missed case for loading black market object from 1.5 saves