- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
- Removed 'version' field from serialize() method
- Handler classes - Binary(De)Serializer now have 'version' field
- Serialization versioning now uses named enum
Save compatibility with 1.4.X saves should be intact
Mixed line endings cause problems when exporting patches with
git-format-patch and then trying to "git am" a patch with mixed and
non-matching line endings. In such a situation git will fail to apply
the patch.
This commit runs the dos2unix tools on the remaining files with CRLF
(\r\n) line endings to convert them to line-feeds (\n) only.
Files that are Windows specific like *.vcxproj and *.props files were
not converted.
Closes: #3073
* 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.
* 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".
* 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
* it is possible now to add casts and shoots OTF (f.e. with spell bonus)
Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION