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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
152 lines
5.6 KiB
C++
152 lines
5.6 KiB
C++
/*
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* BattleInfo.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 "../int3.h"
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#include "../HeroBonus.h"
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#include "CBattleInfoCallback.h"
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#include "IBattleState.h"
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#include "SiegeInfo.h"
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#include "SideInBattle.h"
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class CStack;
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class CStackInstance;
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class CStackBasicDescriptor;
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class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
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{
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public:
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std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
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si32 round, activeStack;
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const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
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int3 tile; //for background and bonuses
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std::vector<CStack*> stacks;
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std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
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SiegeInfo si;
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BFieldType battlefieldType; //like !!BA:B
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ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
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ui8 tacticsSide; //which side is requested to play tactics phase
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ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & sides;
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h & round;
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h & activeStack;
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h & town;
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h & tile;
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h & stacks;
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h & obstacles;
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h & si;
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h & battlefieldType;
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h & terrainType;
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h & tacticsSide;
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h & tacticDistance;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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//////////////////////////////////////////////////////////////////////////
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BattleInfo();
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virtual ~BattleInfo();
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//////////////////////////////////////////////////////////////////////////
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// IBattleInfo
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int32_t getActiveStackID() const override;
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TStacks getStacksIf(TStackFilter predicate) const override;
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battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
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BFieldType getBattlefieldType() const override;
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ETerrainType getTerrainType() const override;
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ObstacleCList getAllObstacles() const override;
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PlayerColor getSidePlayer(ui8 side) const override;
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const CArmedInstance * getSideArmy(ui8 side) const override;
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const CGHeroInstance * getSideHero(ui8 side) const override;
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ui8 getTacticDist() const override;
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ui8 getTacticsSide() const override;
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const CGTownInstance * getDefendedTown() const override;
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si8 getWallState(int partOfWall) const override;
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EGateState getGateState() const override;
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uint32_t getCastSpells(ui8 side) const override;
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int32_t getEnchanterCounter(ui8 side) const override;
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const IBonusBearer * asBearer() const override;
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uint32_t nextUnitId() const override;
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int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
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//////////////////////////////////////////////////////////////////////////
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// IBattleState
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void nextRound(int32_t roundNr) override;
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void nextTurn(uint32_t unitId) override;
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void addUnit(uint32_t id, const JsonNode & data) override;
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void moveUnit(uint32_t id, BattleHex destination) override;
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void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
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void removeUnit(uint32_t id) override;
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void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void setWallState(int partOfWall, si8 state) override;
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void addObstacle(const ObstacleChanges & changes) override;
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void removeObstacle(uint32_t id) override;
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void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
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//////////////////////////////////////////////////////////////////////////
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CStack * getStack(int stackID, bool onlyAlive = true);
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using CBattleInfoEssentials::battleGetArmyObject;
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CArmedInstance * battleGetArmyObject(ui8 side) const;
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using CBattleInfoEssentials::battleGetFightingHero;
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CGHeroInstance * battleGetFightingHero(ui8 side) const;
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std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
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void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
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CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position);
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CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position);
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const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
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void localInit();
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static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
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ui8 whatSide(PlayerColor player) const;
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static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
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static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
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};
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class DLL_LINKAGE CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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public:
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bool operator ()(const battle::Unit * a, const battle::Unit * b);
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CMP_stack(int Phase = 1, int Turn = 0);
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};
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