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	* 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
		
			
				
	
	
		
			39 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * AccessibilityInfo.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 "BattleHex.h"
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| #include "../GameConstants.h"
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| 
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| namespace battle
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| {
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| 	class Unit;
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| }
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| 
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| //Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
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| enum class EAccessibility
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| {
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| 	ACCESSIBLE,
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| 	ALIVE_STACK,
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| 	OBSTACLE,
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| 	DESTRUCTIBLE_WALL,
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| 	GATE, //sieges -> gate opens only for defender stacks
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| 	UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
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| 	SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
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| };
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| 
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| 
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| typedef std::array<EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
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| 
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| struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
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| {
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| 	bool accessible(BattleHex tile, const battle::Unit * stack) const; //checks for both tiles if stack is double wide
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| 	bool accessible(BattleHex tile, bool doubleWide, ui8 side) const; //checks for both tiles if stack is double wide
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| };
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