mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
0b70baa95e
* 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
69 lines
1.3 KiB
C++
69 lines
1.3 KiB
C++
/*
|
|
* JsonTreeSerializer.h, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "JsonSerializeFormat.h"
|
|
|
|
template <typename T>
|
|
class JsonTreeSerializer : public JsonSerializeFormat
|
|
{
|
|
public:
|
|
const JsonNode & getCurrent() override
|
|
{
|
|
return * currentObject;
|
|
}
|
|
|
|
protected:
|
|
T currentObject;
|
|
std::vector<T> treeRoute;
|
|
|
|
JsonTreeSerializer(const IInstanceResolver * instanceResolver_, T root, const bool saving_)
|
|
: JsonSerializeFormat(instanceResolver_, saving_),
|
|
currentObject(root),
|
|
treeRoute()
|
|
{
|
|
}
|
|
|
|
void pop() override
|
|
{
|
|
assert(!treeRoute.empty());
|
|
currentObject = treeRoute.back();
|
|
treeRoute.pop_back();
|
|
}
|
|
|
|
void pushStruct(const std::string & fieldName) override
|
|
{
|
|
pushObject(fieldName);
|
|
}
|
|
|
|
void pushArray(const std::string & fieldName) override
|
|
{
|
|
pushObject(fieldName);
|
|
}
|
|
|
|
void pushArrayElement(const size_t index) override
|
|
{
|
|
pushObject(&(currentObject->Vector().at(index)));
|
|
}
|
|
|
|
private:
|
|
void pushObject(const std::string & fieldName)
|
|
{
|
|
pushObject(&(currentObject->operator[](fieldName)));
|
|
}
|
|
|
|
void pushObject(T newCurrentObject)
|
|
{
|
|
treeRoute.push_back(currentObject);
|
|
currentObject = newCurrentObject;
|
|
}
|
|
};
|