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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
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
/*
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* ReachabilityInfo.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 "CBattleInfoEssentials.h"
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#include "AccessibilityInfo.h"
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// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
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// startPosition and perpective.
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struct DLL_LINKAGE ReachabilityInfo
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{
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typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
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typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
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enum { INFINITE_DIST = 1000000 };
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struct DLL_LINKAGE Parameters
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{
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ui8 side;
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bool doubleWide;
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bool flying;
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std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
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BattleHex startPosition; //assumed position of stack
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BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
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Parameters();
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Parameters(const battle::Unit * Stack, BattleHex StartPosition);
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};
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Parameters params;
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AccessibilityInfo accessibility;
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TDistances distances;
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TPredecessors predecessors;
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ReachabilityInfo();
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bool isReachable(BattleHex hex) const;
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};
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