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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
85 lines
2.0 KiB
C++
85 lines
2.0 KiB
C++
/*
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* TargetCondition.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "ISpellMechanics.h"
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class JsonNode;
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class JsonSerializeFormat;
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namespace battle
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{
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class Unit;
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}
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namespace spells
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{
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class Mechanics;
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class DLL_LINKAGE TargetConditionItem : public IReceptiveCheck
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{
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public:
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TargetConditionItem();
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virtual ~TargetConditionItem();
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virtual void setInverted(bool value) = 0;
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virtual void setExclusive(bool value) = 0;
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virtual bool isExclusive() const = 0;
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};
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class DLL_LINKAGE TargetConditionItemFactory
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{
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public:
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using Object = std::shared_ptr<TargetConditionItem>;
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static const TargetConditionItemFactory * getDefault();
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virtual Object createAbsoluteLevel() const = 0;
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virtual Object createAbsoluteSpell() const = 0;
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virtual Object createElemental() const = 0;
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virtual Object createNormalLevel() const = 0;
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virtual Object createNormalSpell() const = 0;
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virtual Object createConfigurable(std::string scope, std::string type, std::string identifier) const = 0;
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virtual Object createReceptiveFeature() const = 0;
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virtual Object createImmunityNegation() const = 0;
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};
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class DLL_LINKAGE TargetCondition : public IReceptiveCheck
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{
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public:
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using Item = TargetConditionItem;
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using ItemVector = std::vector<std::shared_ptr<Item>>;
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using ItemFactory = TargetConditionItemFactory;
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ItemVector normal;
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ItemVector absolute;
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ItemVector negation;
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TargetCondition();
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virtual ~TargetCondition();
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bool isReceptive(const Mechanics * m, const battle::Unit * target) const override;
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void serializeJson(JsonSerializeFormat & handler, const ItemFactory * itemFactory);
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protected:
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private:
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bool check(const ItemVector & condition, const Mechanics * m, const battle::Unit * target) const;
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void loadConditions(const JsonNode & source, bool exclusive, bool inverted, const ItemFactory * itemFactory);
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};
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}
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