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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/battle/IBattleState.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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/*
* IBattleState.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 "CBattleInfoEssentials.h"
class ObstacleChanges;
class UnitChanges;
struct Bonus;
class JsonNode;
class JsonSerializeFormat;
namespace vstd
{
class RNG;
}
namespace battle
{
class UnitInfo;
}
class DLL_LINKAGE IBattleInfo
{
public:
using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
virtual ~IBattleInfo() = default;
virtual int32_t getActiveStackID() const = 0;
virtual TStacks getStacksIf(TStackFilter predicate) const = 0;
virtual battle::Units getUnitsIf(battle::UnitFilter predicate) const = 0;
virtual BFieldType getBattlefieldType() const = 0;
virtual ETerrainType getTerrainType() const = 0;
virtual ObstacleCList getAllObstacles() const = 0;
virtual const CGTownInstance * getDefendedTown() const = 0;
virtual si8 getWallState(int partOfWall) const = 0;
virtual EGateState getGateState() const = 0;
virtual PlayerColor getSidePlayer(ui8 side) const = 0;
virtual const CArmedInstance * getSideArmy(ui8 side) const = 0;
virtual const CGHeroInstance * getSideHero(ui8 side) const = 0;
virtual uint32_t getCastSpells(ui8 side) const = 0;
virtual int32_t getEnchanterCounter(ui8 side) const = 0;
virtual ui8 getTacticDist() const = 0;
virtual ui8 getTacticsSide() const = 0;
virtual const IBonusBearer * asBearer() const = 0;
virtual uint32_t nextUnitId() const = 0;
virtual int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
};
class DLL_LINKAGE IBattleState : public IBattleInfo
{
public:
//TODO: add non-const API
virtual void nextRound(int32_t roundNr) = 0;
virtual void nextTurn(uint32_t unitId) = 0;
virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
virtual void removeUnit(uint32_t id) = 0;
virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void setWallState(int partOfWall, si8 state) = 0;
virtual void addObstacle(const ObstacleChanges & changes) = 0;
virtual void removeObstacle(uint32_t id) = 0;
};