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vcmi/lib/serializer/JsonSerializeFormat.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

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3.6 KiB
C++

/*
* JsonSerializeFormat.cpp, 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
*
*/
#include "StdInc.h"
#include "JsonSerializeFormat.h"
#include "../JsonNode.h"
//JsonSerializeHelper
JsonSerializeHelper::JsonSerializeHelper(JsonSerializeHelper && other):
owner(other.owner),
restoreState(false)
{
std::swap(restoreState, other.restoreState);
}
JsonSerializeHelper::~JsonSerializeHelper()
{
if(restoreState)
owner->pop();
}
JsonSerializeFormat * JsonSerializeHelper::operator->()
{
return owner;
}
JsonSerializeHelper::JsonSerializeHelper(JsonSerializeFormat * owner_)
: owner(owner_),
restoreState(true)
{
}
//JsonStructSerializer
JsonStructSerializer::JsonStructSerializer(JsonStructSerializer && other)
: JsonSerializeHelper(std::move(static_cast<JsonSerializeHelper &>(other)))
{
}
JsonStructSerializer::JsonStructSerializer(JsonSerializeFormat * owner_)
: JsonSerializeHelper(owner_)
{
}
JsonStructSerializer::~JsonStructSerializer()
{
}
//JsonArraySerializer
JsonArraySerializer::JsonArraySerializer(JsonArraySerializer && other)
: JsonSerializeHelper(std::move(static_cast<JsonSerializeHelper &>(other)))
{
}
JsonArraySerializer::JsonArraySerializer(JsonSerializeFormat * owner_):
JsonSerializeHelper(owner_)
{
thisNode = &owner->getCurrent();
}
JsonStructSerializer JsonArraySerializer::enterStruct(const size_t index)
{
owner->pushArrayElement(index);
return JsonStructSerializer(owner);
}
JsonArraySerializer JsonArraySerializer::enterArray(const size_t index)
{
owner->pushArrayElement(index);
return JsonArraySerializer(owner);
}
void JsonArraySerializer::serializeString(const size_t index, std::string & value)
{
owner->pushArrayElement(index);
owner->serializeInternal(value);
owner->pop();
}
void JsonArraySerializer::serializeInt64(const size_t index, int64_t & value)
{
owner->pushArrayElement(index);
owner->serializeInternal(value);
owner->pop();
}
void JsonArraySerializer::resize(const size_t newSize)
{
resize(newSize, JsonNode::JsonType::DATA_NULL);
}
void JsonArraySerializer::resize(const size_t newSize, JsonNode::JsonType type)
{
owner->resizeCurrent(newSize, type);
}
size_t JsonArraySerializer::size() const
{
return thisNode->Vector().size();
}
//JsonSerializeFormat::LIC
JsonSerializeFormat::LIC::LIC(const std::vector<bool> & Standard, const TDecoder Decoder, const TEncoder Encoder):
standard(Standard), decoder(Decoder), encoder(Encoder)
{
any.resize(standard.size(), false);
all.resize(standard.size(), false);
none.resize(standard.size(), false);
}
JsonSerializeFormat::LICSet::LICSet(const std::set<si32>& Standard, const TDecoder Decoder, const TEncoder Encoder):
standard(Standard), decoder(Decoder), encoder(Encoder)
{
}
//JsonSerializeFormat
JsonSerializeFormat::JsonSerializeFormat(const IInstanceResolver * instanceResolver_, const bool saving_):
saving(saving_),
instanceResolver(instanceResolver_)
{
}
JsonStructSerializer JsonSerializeFormat::enterStruct(const std::string & fieldName)
{
pushStruct(fieldName);
return JsonStructSerializer(this);
}
JsonArraySerializer JsonSerializeFormat::enterArray(const std::string & fieldName)
{
pushArray(fieldName);
return JsonArraySerializer(this);
}
void JsonSerializeFormat::serializeBool(const std::string & fieldName, bool & value)
{
serializeBool<bool>(fieldName, value, true, false, false);
}
void JsonSerializeFormat::serializeBool(const std::string & fieldName, bool & value, const bool defaultValue)
{
serializeBool<bool>(fieldName, value, true, false, defaultValue);
}