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vcmi/lib/spells/Magic.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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/*
* Magic.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
/**
* High-level interface for spells subsystem
*/
class CSpell;
class PlayerColor;
struct MetaString;
struct CPackForClient;
namespace battle
{
class Unit;
class Destination;
}
namespace spells
{
class Mechanics;
class BattleCast;
using Destination = ::battle::Destination;
using Target = std::vector<Destination>;
struct SchoolInfo;
enum class Mode
{
//ACTIVE, //todo: use
HERO, //deprecated
AFTER_ATTACK,
BEFORE_ATTACK,
MAGIC_MIRROR,
CREATURE_ACTIVE, //deprecated
ENCHANTER,
SPELL_LIKE_ATTACK,
PASSIVE//f.e. opening battle spells
};
enum class AimType
{
NO_TARGET,
CREATURE,
OBSTACLE,
LOCATION
};
class DLL_LINKAGE PacketSender
{
public:
virtual ~PacketSender(){};
virtual void sendAndApply(CPackForClient * info) const = 0;
virtual void complain(const std::string & problem) const = 0;
};
class DLL_LINKAGE Problem
{
public:
typedef int Severity;
enum ESeverity
{
LOWEST = std::numeric_limits<Severity>::min(),
NORMAL = 0,
CRITICAL = std::numeric_limits<Severity>::max()
};
virtual ~Problem() = default;
virtual void add(MetaString && description, Severity severity = CRITICAL) = 0;
virtual void getAll(std::vector<std::string> & target) const = 0;
};
class DLL_LINKAGE Spell
{
public:
virtual ~Spell() = default;
virtual int32_t getIndex() const = 0;
virtual void forEachSchool(const std::function<void (const SchoolInfo &, bool &)> & cb) const = 0;
};
class DLL_LINKAGE Caster
{
public:
virtual ~Caster() = default;
/// returns level on which given spell would be cast by this(0 - none, 1 - basic etc);
/// caster may not know this spell at all
/// optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic
virtual ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const = 0;
///default spell school level for effect calculation
virtual int getEffectLevel(const Spell * spell) const = 0;
///applying sorcery secondary skill etc
virtual int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const = 0;
///only bonus for particular spell
virtual int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const = 0;
///default spell-power for damage/heal calculation
virtual int getEffectPower(const Spell * spell) const = 0;
///default spell-power for timed effects duration
virtual int getEnchantPower(const Spell * spell) const = 0;
///damage/heal override(ignores spell configuration, effect level and effect power)
virtual int64_t getEffectValue(const Spell * spell) const = 0;
virtual const PlayerColor getOwner() const = 0;
///only name substitution
virtual void getCasterName(MetaString & text) const = 0;
///full default text
virtual void getCastDescription(const Spell * spell, MetaString & text) const = 0;
virtual void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const = 0;
virtual void spendMana(const PacketSender * server, const int spellCost) const = 0;
};
}