mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
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
75 lines
1.2 KiB
C++
75 lines
1.2 KiB
C++
/*
|
|
* Registry.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 "Effect.h"
|
|
|
|
#define VCMI_REGISTER_SPELL_EFFECT(Type, Name) \
|
|
namespace\
|
|
{\
|
|
RegisterEffect<Type> register ## Type(Name);\
|
|
}\
|
|
\
|
|
|
|
namespace spells
|
|
{
|
|
namespace effects
|
|
{
|
|
|
|
class IEffectFactory
|
|
{
|
|
public:
|
|
IEffectFactory() = default;
|
|
virtual ~IEffectFactory() = default;
|
|
|
|
virtual Effect * create() const = 0;
|
|
};
|
|
|
|
class Registry
|
|
{
|
|
public:
|
|
virtual ~Registry();
|
|
virtual const IEffectFactory * find(const std::string & name) const = 0;
|
|
virtual void add(const std::string & name, IEffectFactory * item) = 0;
|
|
|
|
static Registry * get();
|
|
protected:
|
|
Registry();
|
|
};
|
|
|
|
template<typename E>
|
|
class EffectFactory : public IEffectFactory
|
|
{
|
|
public:
|
|
EffectFactory() = default;
|
|
virtual ~EffectFactory() = default;
|
|
|
|
Effect * create() const override
|
|
{
|
|
return new E();
|
|
}
|
|
};
|
|
|
|
template<typename E>
|
|
class RegisterEffect
|
|
{
|
|
public:
|
|
RegisterEffect(const std::string & name)
|
|
{
|
|
IEffectFactory * f = new EffectFactory<E>();
|
|
Registry::get()->add(name, f);
|
|
}
|
|
};
|
|
|
|
}
|
|
}
|
|
|