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
- Added `movementCostBase` parameter to game config that defines minimal
amount of movement points that will be spent when moving from one tile
on another while offroad (and cost of Fly / Town Portal spells)
- Added `BASE_TILE_MOVEMENT_COST` bonus type that allows modifying
`movementCostBase` on per-hero basis
Example usage for hota-like pathfinding skill
```json
"tileCostReduction" : {
"type" : "BASE_TILE_MOVEMENT_COST",
"val" : -15
}
```
- shared_ptr for destructibleEnemyTurns instead of raw pointer
- drop implicit int conversion for BattleHex class
and implement toInt() instead
- implement necessary operators in BattleHex
- adjust code to work properly with JSON serializer
- Moved short, frequently used functions to the BattleHex header for inlining
- Made BattleHex a class with a private hex value
- Moved getClosestTile implementation back to BattleHex
- Enabled access to static precomputed data in BattleHexArray via BattleHex
(note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
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
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.
It is now possible to define which parts of town fortifications are
provided by town buildings
Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".
Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)