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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
63 lines
1.0 KiB
C++
63 lines
1.0 KiB
C++
/*
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* Registry.cpp, 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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#include "StdInc.h"
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#include "Registry.h"
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namespace spells
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{
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namespace effects
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{
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std::unique_ptr<Registry> Instance;
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namespace detail
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{
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class RegistryImpl : public Registry
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{
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using DataPtr = std::shared_ptr<IEffectFactory>;
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public:
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RegistryImpl() = default;
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~RegistryImpl() = default;
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const IEffectFactory * find(const std::string & name) const override
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{
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auto iter = data.find(name);
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if(iter == data.end())
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return nullptr;
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else
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return iter->second.get();
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}
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void add(const std::string & name, IEffectFactory * item) override
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{
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data[name].reset(item);
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}
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private:
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std::map<std::string, DataPtr> data;
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};
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}
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Registry::Registry() = default;
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Registry::~Registry() = default;
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Registry * Registry::get()
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{
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if(!Instance)
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Instance = make_unique<detail::RegistryImpl>();
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return Instance.get();
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}
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}
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}
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