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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
88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
/*
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* CSkillHandler.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 "../lib/HeroBonus.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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class DLL_LINKAGE CSkill // secondary skill
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{
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protected:
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struct LevelInfo
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{
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std::string description; //descriptions of spell for skill level
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std::vector<std::shared_ptr<Bonus>> effects;
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LevelInfo();
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~LevelInfo();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & description;
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h & effects;
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}
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};
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std::vector<LevelInfo> levels; // bonuses provided by basic, advanced and expert level
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public:
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CSkill(SecondarySkill id = SecondarySkill::DEFAULT);
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~CSkill();
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void addNewBonus(const std::shared_ptr<Bonus> & b, int level);
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void setDescription(const std::string & desc, int level);
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const std::vector<std::shared_ptr<Bonus>> & getBonus(int level) const;
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const std::string & getDescription(int level) const;
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std::string toString() const;
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SecondarySkill id;
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std::string identifier;
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std::string name; //as displayed in GUI
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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 & identifier;
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h & name;
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h & levels;
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}
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friend class CSkillHandler;
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friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill & skill);
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friend DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CSkill::LevelInfo & info);
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};
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class DLL_LINKAGE CSkillHandler: public CHandlerBase<SecondarySkill, CSkill>
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{
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public:
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CSkillHandler();
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virtual ~CSkillHandler();
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///IHandler base
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void afterLoadFinalization() override;
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void beforeValidate(JsonNode & object) override;
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std::vector<bool> getDefaultAllowed() const override;
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const std::string getTypeName() const override;
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const std::string & skillInfo(int skill, int level) const;
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const std::string & skillName(int skill) const;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & objects;
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}
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protected:
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CSkill * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) override;
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};
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