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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
121 lines
3.2 KiB
C++
121 lines
3.2 KiB
C++
/*
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* CObstacleInstance.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 "BattleHex.h"
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struct CObstacleInfo;
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class ObstacleChanges;
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class JsonSerializeFormat;
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struct DLL_LINKAGE CObstacleInstance
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{
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BattleHex pos; //position on battlefield, typically left bottom corner
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ui8 obstacleType; //if true, then position is meaningless
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si32 uniqueID;
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si32 ID; //ID of obstacle (defines type of it)
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enum EObstacleType
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{
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//ABSOLUTE needs an underscore because it's a Win
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USUAL, ABSOLUTE_OBSTACLE, SPELL_CREATED, MOAT
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};
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CObstacleInstance();
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virtual ~CObstacleInstance();
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const CObstacleInfo &getInfo() const; //allowed only when not generated by spell (usual or absolute)
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std::vector<BattleHex> getBlockedTiles() const;
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std::vector<BattleHex> getStoppingTile() const; //hexes that will stop stack move
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//The two functions below describe how the obstacle affects affected tiles
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//additional effects (like hurting stack or disappearing) are hardcoded for appropriate obstacleTypes
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virtual bool blocksTiles() const;
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virtual bool stopsMovement() const; //if unit stepping onto obstacle, can't continue movement (in general, doesn't checks for the side)
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virtual bool triggersEffects() const;
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virtual std::vector<BattleHex> getAffectedTiles() const;
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virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker
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virtual void battleTurnPassed(){};
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virtual int getAnimationYOffset(int imageHeight) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID;
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h & pos;
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h & obstacleType;
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h & uniqueID;
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}
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};
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struct DLL_LINKAGE MoatObstacle : CObstacleInstance
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{
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std::vector<BattleHex> getAffectedTiles() const override; //for special effects (not blocking)
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};
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struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
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{
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int32_t turnsRemaining;
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int32_t casterSpellPower;
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int32_t spellLevel;
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si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
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bool hidden;
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bool passable;
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bool trigger;
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bool trap;
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bool removeOnTrigger;
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bool revealed;
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std::string appearAnimation;
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std::string animation;
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int animationYOffset;
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std::vector<BattleHex> customSize;
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SpellCreatedObstacle();
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std::vector<BattleHex> getAffectedTiles() const override;
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bool visibleForSide(ui8 side, bool hasNativeStack) const override;
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bool blocksTiles() const override;
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bool stopsMovement() const override;
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bool triggersEffects() const override;
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void battleTurnPassed() override;
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int getAnimationYOffset(int imageHeight) const override;
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void toInfo(ObstacleChanges & info);
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void fromInfo(const ObstacleChanges & info);
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CObstacleInstance&>(*this);
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h & turnsRemaining;
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h & casterSpellPower;
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h & spellLevel;
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h & casterSide;
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h & hidden;
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h & passable;
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h & trigger;
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h & trap;
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h & customSize;
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}
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};
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