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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
96 lines
2.1 KiB
C++
96 lines
2.1 KiB
C++
/*
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* CMapInfo.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 "CMapInfo.h"
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#include "../filesystem/ResourceID.h"
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#include "../StartInfo.h"
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#include "../GameConstants.h"
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#include "CMapService.h"
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void CMapInfo::countPlayers()
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{
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actualHumanPlayers = playerAmnt = humanPlayers = 0;
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for(int i=0; i<PlayerColor::PLAYER_LIMIT_I; i++)
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{
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if(mapHeader->players[i].canHumanPlay)
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{
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playerAmnt++;
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humanPlayers++;
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}
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else if(mapHeader->players[i].canComputerPlay)
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{
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playerAmnt++;
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}
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}
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if(scenarioOpts)
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for (auto i = scenarioOpts->playerInfos.cbegin(); i != scenarioOpts->playerInfos.cend(); i++)
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if(i->second.playerID != PlayerSettings::PLAYER_AI)
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actualHumanPlayers++;
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}
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CMapInfo::CMapInfo() : scenarioOpts(nullptr), playerAmnt(0), humanPlayers(0),
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actualHumanPlayers(0), isRandomMap(false)
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{
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}
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#define STEAL(x) x = std::move(tmp.x)
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CMapInfo::CMapInfo(CMapInfo && tmp):
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scenarioOpts(nullptr), playerAmnt(0), humanPlayers(0),
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actualHumanPlayers(0), isRandomMap(false)
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{
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std::swap(scenarioOpts, tmp.scenarioOpts);
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STEAL(mapHeader);
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STEAL(campaignHeader);
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STEAL(fileURI);
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STEAL(date);
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STEAL(playerAmnt);
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STEAL(humanPlayers);
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STEAL(actualHumanPlayers);
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STEAL(isRandomMap);
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}
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CMapInfo::~CMapInfo()
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{
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vstd::clear_pointer(scenarioOpts);
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}
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void CMapInfo::mapInit(const std::string & fname)
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{
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fileURI = fname;
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CMapService mapService;
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mapHeader = mapService.loadMapHeader(ResourceID(fname, EResType::MAP));
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countPlayers();
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}
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void CMapInfo::campaignInit()
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{
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campaignHeader = std::unique_ptr<CCampaignHeader>(new CCampaignHeader(CCampaignHandler::getHeader(fileURI)));
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}
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CMapInfo & CMapInfo::operator=(CMapInfo &&tmp)
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{
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STEAL(mapHeader);
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STEAL(campaignHeader);
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STEAL(scenarioOpts);
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STEAL(fileURI);
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STEAL(date);
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STEAL(playerAmnt);
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STEAL(humanPlayers);
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STEAL(actualHumanPlayers);
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STEAL(isRandomMap);
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return *this;
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}
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#undef STEAL
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