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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
92 lines
2.5 KiB
C++
92 lines
2.5 KiB
C++
/*
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* IBattleState.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 "CBattleInfoEssentials.h"
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class ObstacleChanges;
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class UnitChanges;
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struct Bonus;
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class JsonNode;
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class JsonSerializeFormat;
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namespace vstd
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{
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class RNG;
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}
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namespace battle
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{
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class UnitInfo;
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}
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class DLL_LINKAGE IBattleInfo
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{
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public:
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using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
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virtual ~IBattleInfo() = default;
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virtual int32_t getActiveStackID() const = 0;
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virtual TStacks getStacksIf(TStackFilter predicate) const = 0;
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virtual battle::Units getUnitsIf(battle::UnitFilter predicate) const = 0;
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virtual BFieldType getBattlefieldType() const = 0;
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virtual ETerrainType getTerrainType() const = 0;
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virtual ObstacleCList getAllObstacles() const = 0;
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virtual const CGTownInstance * getDefendedTown() const = 0;
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virtual si8 getWallState(int partOfWall) const = 0;
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virtual EGateState getGateState() const = 0;
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virtual PlayerColor getSidePlayer(ui8 side) const = 0;
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virtual const CArmedInstance * getSideArmy(ui8 side) const = 0;
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virtual const CGHeroInstance * getSideHero(ui8 side) const = 0;
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virtual uint32_t getCastSpells(ui8 side) const = 0;
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virtual int32_t getEnchanterCounter(ui8 side) const = 0;
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virtual ui8 getTacticDist() const = 0;
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virtual ui8 getTacticsSide() const = 0;
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virtual const IBonusBearer * asBearer() const = 0;
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virtual uint32_t nextUnitId() const = 0;
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virtual int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
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};
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class DLL_LINKAGE IBattleState : public IBattleInfo
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{
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public:
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//TODO: add non-const API
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virtual void nextRound(int32_t roundNr) = 0;
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virtual void nextTurn(uint32_t unitId) = 0;
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virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
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virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
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virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
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virtual void removeUnit(uint32_t id) = 0;
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virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void setWallState(int partOfWall, si8 state) = 0;
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virtual void addObstacle(const ObstacleChanges & changes) = 0;
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virtual void removeObstacle(uint32_t id) = 0;
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};
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