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vcmi/lib/battle/IBattleState.h
Toney Sui dca5d86e7a
Fix bug: LandMine is not exploding to enemies. (#630)
* The reason is,

the mine has attribute hidden=true;
when enemy unit moves, the code in BattleInfo.cpp MoveUnit() (line 817) will update the revealed to true;
then in the CGameHandler.cpp handleDamageFromObstacle() (line 4846) is checking , and the condition battleIsObstacleVisibleForSide() will return true, so the effect will not be triggerred.

Resolution:
1. Remove the "revealed=true" in moveUnit(), and in handleDamageFromObstacle, remove the "const" restrict for obstacle, and then update revealed to true;
2. After the takeDamage function, add a pack "BattleObstaclesChanged" to update the obstacle to be "revealed=true".
2020-02-12 20:12:12 +03:00

93 lines
2.6 KiB
C++

/*
* IBattleState.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 "CBattleInfoEssentials.h"
class ObstacleChanges;
class UnitChanges;
struct Bonus;
class JsonNode;
class JsonSerializeFormat;
namespace vstd
{
class RNG;
}
namespace battle
{
class UnitInfo;
}
class DLL_LINKAGE IBattleInfo
{
public:
using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
virtual ~IBattleInfo() = default;
virtual int32_t getActiveStackID() const = 0;
virtual TStacks getStacksIf(TStackFilter predicate) const = 0;
virtual battle::Units getUnitsIf(battle::UnitFilter predicate) const = 0;
virtual BFieldType getBattlefieldType() const = 0;
virtual ETerrainType getTerrainType() const = 0;
virtual ObstacleCList getAllObstacles() const = 0;
virtual const CGTownInstance * getDefendedTown() const = 0;
virtual si8 getWallState(int partOfWall) const = 0;
virtual EGateState getGateState() const = 0;
virtual PlayerColor getSidePlayer(ui8 side) const = 0;
virtual const CArmedInstance * getSideArmy(ui8 side) const = 0;
virtual const CGHeroInstance * getSideHero(ui8 side) const = 0;
virtual uint32_t getCastSpells(ui8 side) const = 0;
virtual int32_t getEnchanterCounter(ui8 side) const = 0;
virtual ui8 getTacticDist() const = 0;
virtual ui8 getTacticsSide() const = 0;
virtual const IBonusBearer * asBearer() const = 0;
virtual uint32_t nextUnitId() const = 0;
virtual int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
};
class DLL_LINKAGE IBattleState : public IBattleInfo
{
public:
//TODO: add non-const API
virtual void nextRound(int32_t roundNr) = 0;
virtual void nextTurn(uint32_t unitId) = 0;
virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
virtual void removeUnit(uint32_t id) = 0;
virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void setWallState(int partOfWall, si8 state) = 0;
virtual void addObstacle(const ObstacleChanges & changes) = 0;
virtual void updateObstacle(const ObstacleChanges & changes) = 0;
virtual void removeObstacle(uint32_t id) = 0;
};