mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
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
55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
/*
|
|
* BattleProxy.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 "CBattleInfoCallback.h"
|
|
#include "IBattleState.h"
|
|
|
|
class DLL_LINKAGE BattleProxy : public CBattleInfoCallback, public IBattleState
|
|
{
|
|
public:
|
|
using Subject = std::shared_ptr<CBattleInfoCallback>;
|
|
|
|
BattleProxy(Subject subject_);
|
|
~BattleProxy();
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IBattleInfo
|
|
|
|
int32_t getActiveStackID() const override;
|
|
|
|
TStacks getStacksIf(TStackFilter predicate) const override;
|
|
|
|
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
|
|
|
|
BFieldType getBattlefieldType() const override;
|
|
ETerrainType getTerrainType() const override;
|
|
|
|
ObstacleCList getAllObstacles() const override;
|
|
|
|
PlayerColor getSidePlayer(ui8 side) const override;
|
|
const CArmedInstance * getSideArmy(ui8 side) const override;
|
|
const CGHeroInstance * getSideHero(ui8 side) const override;
|
|
|
|
ui8 getTacticDist() const override;
|
|
ui8 getTacticsSide() const override;
|
|
|
|
const CGTownInstance * getDefendedTown() const override;
|
|
si8 getWallState(int partOfWall) const override;
|
|
EGateState getGateState() const override;
|
|
|
|
uint32_t getCastSpells(ui8 side) const override;
|
|
int32_t getEnchanterCounter(ui8 side) const override;
|
|
|
|
const IBonusBearer * asBearer() const override;
|
|
protected:
|
|
Subject subject;
|
|
};
|