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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
114 lines
2.2 KiB
C++
114 lines
2.2 KiB
C++
/*
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* BattleProxy.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 "BattleProxy.h"
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#include "Unit.h"
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///BattleProxy
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BattleProxy::BattleProxy(Subject subject_)
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: subject(subject_)
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{
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setBattle(this);
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player = subject->getPlayerID();
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}
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BattleProxy::~BattleProxy() = default;
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int32_t BattleProxy::getActiveStackID() const
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{
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auto ret = subject->battleActiveUnit();
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if(ret)
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return ret->unitId();
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else
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return -1;
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}
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TStacks BattleProxy::getStacksIf(TStackFilter predicate) const
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{
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return subject->battleGetStacksIf(predicate);
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}
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battle::Units BattleProxy::getUnitsIf(battle::UnitFilter predicate) const
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{
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return subject->battleGetUnitsIf(predicate);
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}
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BFieldType BattleProxy::getBattlefieldType() const
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{
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return subject->battleGetBattlefieldType();
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}
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ETerrainType BattleProxy::getTerrainType() const
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{
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return subject->battleTerrainType();
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}
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IBattleInfo::ObstacleCList BattleProxy::getAllObstacles() const
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{
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return subject->battleGetAllObstacles();
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}
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PlayerColor BattleProxy::getSidePlayer(ui8 side) const
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{
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return subject->sideToPlayer(side);
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}
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const CArmedInstance * BattleProxy::getSideArmy(ui8 side) const
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{
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return subject->battleGetArmyObject(side);
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}
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const CGHeroInstance * BattleProxy::getSideHero(ui8 side) const
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{
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return subject->battleGetFightingHero(side);
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}
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ui8 BattleProxy::getTacticDist() const
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{
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return subject->battleTacticDist();
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}
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ui8 BattleProxy::getTacticsSide() const
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{
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return subject->battleGetTacticsSide();
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}
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const CGTownInstance * BattleProxy::getDefendedTown() const
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{
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return subject->battleGetDefendedTown();
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}
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si8 BattleProxy::getWallState(int partOfWall) const
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{
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return subject->battleGetWallState(partOfWall);
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}
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EGateState BattleProxy::getGateState() const
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{
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return subject->battleGetGateState();
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}
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uint32_t BattleProxy::getCastSpells(ui8 side) const
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{
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return subject->battleCastSpells(side);
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}
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int32_t BattleProxy::getEnchanterCounter(ui8 side) const
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{
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return subject->battleGetEnchanterCounter(side);
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}
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const IBonusBearer * BattleProxy::asBearer() const
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{
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return subject->getBattleNode();
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}
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