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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/serializer/JsonTreeSerializer.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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/*
* JsonTreeSerializer.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 "JsonSerializeFormat.h"
template <typename T>
class JsonTreeSerializer : public JsonSerializeFormat
{
public:
const JsonNode & getCurrent() override
{
return * currentObject;
}
protected:
T currentObject;
std::vector<T> treeRoute;
JsonTreeSerializer(const IInstanceResolver * instanceResolver_, T root, const bool saving_)
: JsonSerializeFormat(instanceResolver_, saving_),
currentObject(root),
treeRoute()
{
}
void pop() override
{
assert(!treeRoute.empty());
currentObject = treeRoute.back();
treeRoute.pop_back();
}
void pushStruct(const std::string & fieldName) override
{
pushObject(fieldName);
}
void pushArray(const std::string & fieldName) override
{
pushObject(fieldName);
}
void pushArrayElement(const size_t index) override
{
pushObject(&(currentObject->Vector().at(index)));
}
private:
void pushObject(const std::string & fieldName)
{
pushObject(&(currentObject->operator[](fieldName)));
}
void pushObject(T newCurrentObject)
{
treeRoute.push_back(currentObject);
currentObject = newCurrentObject;
}
};