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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
130 lines
4.2 KiB
C++
130 lines
4.2 KiB
C++
/*
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* Unit.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 "../HeroBonus.h"
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#include "IUnitInfo.h"
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#include "BattleHex.h"
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#include "../spells/Magic.h"
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struct MetaString;
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class JsonNode;
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class JsonSerializeFormat;
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namespace battle
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{
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class CUnitState;
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class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer
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{
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public:
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virtual ~Unit();
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virtual bool doubleWide() const = 0;
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virtual int32_t creatureIndex() const = 0;
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virtual CreatureID creatureId() const = 0;
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virtual int32_t creatureLevel() const = 0;
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virtual int32_t creatureCost() const = 0;
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virtual int32_t creatureIconIndex() const = 0;
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virtual bool ableToRetaliate() const = 0;
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virtual bool alive() const = 0;
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virtual bool isGhost() const = 0;
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bool isDead() const;
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bool isTurret() const;
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virtual bool isValidTarget(bool allowDead = false) const = 0; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
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virtual bool isClone() const = 0;
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virtual bool hasClone() const = 0;
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virtual bool canCast() const = 0;
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virtual bool isCaster() const = 0;
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virtual bool canShoot() const = 0;
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virtual bool isShooter() const = 0;
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virtual int32_t getCount() const = 0;
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virtual int32_t getFirstHPleft() const = 0;
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virtual int32_t getKilled() const = 0;
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virtual int64_t getAvailableHealth() const = 0;
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virtual int64_t getTotalHealth() const = 0;
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virtual int getTotalAttacks(bool ranged) const = 0;
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virtual BattleHex getPosition() const = 0;
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virtual void setPosition(BattleHex hex) = 0;
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virtual int32_t getInitiative(int turn = 0) const = 0;
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virtual bool canMove(int turn = 0) const = 0; //if stack can move
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virtual bool defended(int turn = 0) const = 0;
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virtual bool moved(int turn = 0) const = 0; //if stack was already moved this turn
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virtual bool willMove(int turn = 0) const = 0; //if stack has remaining move this turn
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virtual bool waited(int turn = 0) const = 0;
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virtual std::shared_ptr<Unit> acquire() const = 0;
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virtual std::shared_ptr<CUnitState> acquireState() const = 0;
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virtual int battleQueuePhase(int turn) const = 0;
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virtual std::string getDescription() const;
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std::vector<BattleHex> getSurroundingHexes(BattleHex assumedPosition = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
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static std::vector<BattleHex> getSurroundingHexes(BattleHex position, bool twoHex, ui8 side);
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bool coversPos(BattleHex position) const; //checks also if unit is double-wide
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std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
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std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
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static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, ui8 side);
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BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
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BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
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static BattleHex occupiedHex(BattleHex assumedPos, bool twoHex, ui8 side);
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///MetaStrings
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void addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
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void addNameReplacement(MetaString & text, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
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std::string formatGeneralMessage(const int32_t baseTextId) const;
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int getRawSurrenderCost() const;
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//NOTE: save could possibly be const, but this requires heavy changes to Json serialization,
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//also this method should be called only after modifying object
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virtual void save(JsonNode & data) = 0;
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virtual void load(const JsonNode & data) = 0;
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virtual void damage(int64_t & amount) = 0;
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virtual void heal(int64_t & amount, EHealLevel level, EHealPower power) = 0;
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};
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class DLL_LINKAGE UnitInfo
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{
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public:
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uint32_t id;
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TQuantity count;
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CreatureID type;
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ui8 side;
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BattleHex position;
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bool summoned;
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UnitInfo();
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void serializeJson(JsonSerializeFormat & handler);
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void save(JsonNode & data);
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void load(uint32_t id_, const JsonNode & data);
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};
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}
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