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Commit Graph

1469 Commits

Author SHA1 Message Date
ec4797d856 Fix Neutral Creatures Weekly Growth
Made it so neutral creatures could not be picked as "Flavour of the Week".
It is checking neutral creatures hometown to do so.

Fixes #3046.
2019-05-06 14:12:14 +01:00
e1857df4bb Fix defense battle action logic (#563)
* Fix defense battle action logic
2019-03-25 02:16:47 +03:00
549d8c97df Merge pull request #557 from dydzio0614/CrystalDragonAbility
Fix crystal dragon ability to match H3
2019-03-21 17:02:20 +03:00
53f4ba6464 Fix crystal dragon ability to match H3 2019-03-17 19:48:47 +01:00
36cb9f11c4 Hardcoded feature: no random week/month effects 2019-03-17 18:27:05 +01:00
b00e935e4d Warnings fixes (#538)
Warnings fixes
* Suppress `missing-braces` for Clang
* Fixed many C4275 warnings
* Fixed almost all Clang/GCC warnings
* Silence most frequent MSVC warning.
* Fixed some pessimizing-move warnings
* Fixed some unused capture warnings
2019-01-19 13:52:02 +03:00
da20aa2388 Use the same cost value in Pathfinder and fuzzy evaluations. 2019-01-17 10:54:41 +03:00
035d279ae8 Refactor CGHeroInstance, make spells private 2018-12-23 15:49:26 +03:00
6ac987794c AI: first rule extracted for pathfinder 2018-09-23 15:26:53 +03:00
96215233bc macOS: fix packet deserialization (#479) 2018-08-14 01:03:45 +03:00
84be667363 Merge pull request #463 from dydzio0614/skel_transformer_fix
Fix bone/ghost dragon handling in skeleton transformer
2018-07-19 00:03:32 +03:00
301b70ddd8 Fix bone/ghost dragon handling in skeleton transformer 2018-07-18 20:21:19 +02:00
d5d2c65c4b Fix counterattack wrong mechanics 2018-07-18 15:52:33 +02:00
74e5c5bf05 CGameHandler: rename CPackForClient argument and add network logging 2018-04-04 14:24:32 +07:00
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
03cfd2cb78 Do not use StackLocation in netpacks 2018-03-17 13:24:12 +08:00
8cec07afbd Replaced CGHeroInstance and CGObjectInstance with ObjectInstanceID in NetPacks 2018-03-17 13:24:12 +08:00
7f76648a7c Extend Bonus.addInfo to integer vector (#427)
* changed Bonus::additionalInfo to integer vector

* fixed deserialization for old savegames

* removed newline from JsonNode::toJson()

* updated bonus schema; SPELL_AFTER_ATTACK and SPELL_BEFORE_ATTACK use new addInfo format

* removed unnecessary init in Bonus constructor
2018-03-12 08:20:18 +03:00
079cd470c2 Merge pull request #425 from vcmi/CatapultRework
Catapult rework
2018-03-06 01:16:53 +08:00
07cf59592b Updated catapult spell effect to match new code 2018-03-05 12:55:44 +01:00
f126a34a5e Fixed https://bugs.vcmi.eu/view.php?id=2904 2018-03-04 11:15:24 +03:00
fb9ee9ddf7 Visual fix - destroy shooters together with tower 2018-03-02 15:36:44 +01:00
e68a2e7ef5 Fix arrow tower destruction mechanics 2018-03-02 15:23:07 +01:00
b55d506e22 Grant advanced catapult proficiency with CATAPULT_EXTRA_SHOTS 2018-03-02 13:46:14 +01:00
8b002ad774 Issue2888 (#421)
Fixed issue 2888
* Merged AFTER_ATTACK & BEFORE_ATTACK cast modes.
* Introduced new caster class for creature ability usage
* Added few tests
2018-03-02 13:22:51 +03:00
8bbe747e8e Cleanup undef for min / max. NOMINMAX is already in Global.h 2018-02-11 05:42:49 +03:00
eea50a044c Hide "this statement may fall through" warnings 2018-02-10 22:27:00 +05:00
35b01eb379 Fixed https://bugs.vcmi.eu/view.php?id=2466 2018-02-10 08:37:15 +03:00
c94daf6faa Fixed https://bugs.vcmi.eu/view.php?id=2864 2018-02-10 07:31:02 +03:00
b194f8f13b Fixed https://bugs.vcmi.eu/view.php?id=2865 2018-02-10 00:02:56 +03:00
0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00
7c77249d37 Refactoring: get rid of macro in server-side request validation code 2018-01-28 08:03:48 +03:00
da117e9255 Code style: remove void from constructors without arguments 2018-01-13 11:51:47 +03:00
c2a0b13332 Merge pull request #371 from dydzio0614/NewAbilities
Tested and approved. Congrats!
2017-12-29 14:19:05 +01:00
da6d01b0c7 Ability rename + bugfix + changelog extend 2017-11-13 01:59:41 +01:00
fd4ecbd40b Merge pull request #385 from Chocimier/altar
Fixed "Altar of Sacrifice only sacrifices creatures one kind at a time"
* https://bugs.vcmi.eu/view.php?id=2607
2017-10-28 14:04:34 +03:00
7171fa7ad4 Formatting 2017-10-28 11:04:55 +02:00
c39cd5f951 Town building build mode fixes
* CGameHandler::buildStructure was using wrong requirements for buildings in auto mode.
* Build mode loading was wrong in case of omitted value
* Show town hall slot for not built building only if it have normal build mode
2017-10-28 03:27:39 +03:00
58b427345f Constify 2017-10-18 21:39:04 +02:00
f9ed952869 Properly calculate experience on altar 2017-10-14 22:10:59 +02:00
f145b4be91 Correctly sacrifice many stacks or many atrifacts, fixes #2607 2017-10-14 21:30:56 +02:00
14c07afd3c Merge branch 'develop' into NewAbilities 2017-09-09 21:04:40 +02:00
3eef689005 Add TERMINATOR ability support, small fixes 2017-09-09 21:01:12 +02:00
d2e9848443 Fix RANGED_RETALIATION bug 2017-09-04 23:35:48 +02:00
4cab76900f Add SYNERGY_TARGET and [wip]-SHOOTS_ALL_ADJACENT 2017-09-04 23:32:24 +02:00
31ca4db8bd fixed manual control for arrow towers 2017-09-05 00:30:43 +12:00
654ca96e9d fixed code format and other minor issues 2017-08-30 19:19:54 +12:00
69a538a600 added bonus type MANUAL_CONTROL 2017-08-28 20:09:27 +12:00
7e5c1ec7f8 made artillery bonus-based; supports multiple bonus shots 2017-08-27 21:05:17 +12:00
8bdb8f01ca made scholar skill bonus-based 2017-08-27 20:10:25 +12:00