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vcmi/lib/spells/effects/Effect.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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/*
* Effect.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 "../Magic.h"
struct BattleHex;
class CBattleInfoCallback;
class JsonSerializeFormat;
class IBattleState;
namespace vstd
{
class RNG;
}
namespace spells
{
using EffectTarget = Target;
class BattleStateProxy;
namespace effects
{
using RNG = ::vstd::RNG;
class Effects;
class Effect;
class Registry;
template<typename F>
class RegisterEffect;
using TargetType = ::spells::AimType;
class DLL_LINKAGE Effect
{
public:
bool indirect;
bool optional;
std::string name;
Effect();
virtual ~Effect();
virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
virtual void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
virtual bool applicable(Problem & problem, const Mechanics * m) const;
virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
virtual void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const = 0;
virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
void serializeJson(JsonSerializeFormat & handler);
static std::shared_ptr<Effect> create(const std::string & type);
protected:
virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
};
}
}