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vcmi/lib/battle/BattleAction.h
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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/*
* BattleAction.h, 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
*
*/
#pragma once
#include "Destination.h"
#include "../GameConstants.h"
class CBattleInfoCallback;
namespace battle
{
class Unit;
}
/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
class DLL_LINKAGE BattleAction
{
public:
ui8 side; //who made this action
ui32 stackNumber; //stack ID, -1 left hero, -2 right hero,
EActionType actionType; //use ActionType enum for values
si32 actionSubtype;
BattleAction();
static BattleAction makeHeal(const battle::Unit * healer, const battle::Unit * healed);
static BattleAction makeDefend(const battle::Unit * stack);
static BattleAction makeWait(const battle::Unit * stack);
static BattleAction makeMeleeAttack(const battle::Unit * stack, BattleHex destination, BattleHex attackFrom, bool returnAfterAttack = true);
static BattleAction makeShotAttack(const battle::Unit * shooter, const battle::Unit * target);
static BattleAction makeMove(const battle::Unit * stack, BattleHex dest);
static BattleAction makeEndOFTacticPhase(ui8 side);
std::string toString() const;
void aimToHex(const BattleHex & destination);
void aimToUnit(const battle::Unit * destination);
battle::Target getTarget(const CBattleInfoCallback * cb) const;
void setTarget(const battle::Target & target_);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & side;
h & stackNumber;
h & actionType;
h & actionSubtype;
h & target;
}
private:
struct DestinationInfo
{
int32_t unitValue;
BattleHex hexValue;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & unitValue;
h & hexValue;
}
};
std::vector<DestinationInfo> target;
};
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleAction & ba); //todo: remove