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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
93 lines
5.8 KiB
C++
93 lines
5.8 KiB
C++
/*
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* {file}.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 "../../lib/IGameCallback.h"
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//TODO: move/rename PacketSender to better place
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#include "../../lib/int3.h"
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#include "../../lib/spells/Magic.h"
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class GameCallbackMock : public IGameCallback
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{
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public:
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using UpperCallback = ::spells::PacketSender;
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GameCallbackMock(const UpperCallback * upperCallback_);
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virtual ~GameCallbackMock();
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void setGameState(CGameState * gameState);
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///STUBS, to be removed as long as same methods moved from GameHandler
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//all calls to such methods should be replaced with other object calls or actual netpacks
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//currently they are declared in callbacks, overridden in GameHandler and stubbed in client
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//TODO: fail all stub calls
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {};
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bool removeObject(const CGObjectInstance * obj) override {return false;};
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void setBlockVis(ObjectInstanceID objid, bool bv) override {};
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void setOwner(const CGObjectInstance * objid, PlayerColor owner) override {};
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {};
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {};
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void showBlockingDialog(BlockingDialog *iw) override {};
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {}; //cb will be called when player closes garrison window
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void showTeleportDialog(TeleportDialog *iw) override {};
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
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void giveResource(PlayerColor player, Res::ERes which, int val) override {};
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void giveResources(PlayerColor player, TResources resources) override {};
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void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {};
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override {};
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bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;};
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bool changeStackType(const StackLocation &sl, const CCreature *c) override {return false;};
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bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) override {return false;}; //count -1 => moves whole stack
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bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override {return false;};
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bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;};
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bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;}; //makes new stack or increases count of already existing
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void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {}; //merges army from src do dst or opens a garrison window
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bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) override {return false;};
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void removeAfterVisit(const CGObjectInstance *object) override {}; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
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void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {};
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {};
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void removeArtifact(const ArtifactLocation &al) override {};
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bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;};
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void synchronizeArtifactHandlerLists() override {};
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void showCompInfo(ShowInInfobox * comp) override {};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {}; //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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void setAmount(ObjectInstanceID objid, ui32 val) override {};
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
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void giveHeroBonus(GiveBonus * bonus) override {};
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void setMovePoints(SetMovePoints * smp) override {};
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void setManaPoints(ObjectInstanceID hid, int val) override {};
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void giveHero(ObjectInstanceID id, PlayerColor player) override {};
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void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override {};
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {}; //when two heroes meet on adventure map
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {};
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void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override {};
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///useful callback methods
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void commitPackage(CPackForClient * pack) override;
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void sendAndApply(CPackForClient * info) override;
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private:
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const UpperCallback * upperCallback;
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};
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