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vcmi/lib/battle/BattleProxy.cpp
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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/*
* BattleProxy.cpp, 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
*
*/
#include "StdInc.h"
#include "BattleProxy.h"
#include "Unit.h"
///BattleProxy
BattleProxy::BattleProxy(Subject subject_)
: subject(subject_)
{
setBattle(this);
player = subject->getPlayerID();
}
BattleProxy::~BattleProxy() = default;
int32_t BattleProxy::getActiveStackID() const
{
auto ret = subject->battleActiveUnit();
if(ret)
return ret->unitId();
else
return -1;
}
TStacks BattleProxy::getStacksIf(TStackFilter predicate) const
{
return subject->battleGetStacksIf(predicate);
}
battle::Units BattleProxy::getUnitsIf(battle::UnitFilter predicate) const
{
return subject->battleGetUnitsIf(predicate);
}
BFieldType BattleProxy::getBattlefieldType() const
{
return subject->battleGetBattlefieldType();
}
ETerrainType BattleProxy::getTerrainType() const
{
return subject->battleTerrainType();
}
IBattleInfo::ObstacleCList BattleProxy::getAllObstacles() const
{
return subject->battleGetAllObstacles();
}
PlayerColor BattleProxy::getSidePlayer(ui8 side) const
{
return subject->sideToPlayer(side);
}
const CArmedInstance * BattleProxy::getSideArmy(ui8 side) const
{
return subject->battleGetArmyObject(side);
}
const CGHeroInstance * BattleProxy::getSideHero(ui8 side) const
{
return subject->battleGetFightingHero(side);
}
ui8 BattleProxy::getTacticDist() const
{
return subject->battleTacticDist();
}
ui8 BattleProxy::getTacticsSide() const
{
return subject->battleGetTacticsSide();
}
const CGTownInstance * BattleProxy::getDefendedTown() const
{
return subject->battleGetDefendedTown();
}
si8 BattleProxy::getWallState(int partOfWall) const
{
return subject->battleGetWallState(partOfWall);
}
EGateState BattleProxy::getGateState() const
{
return subject->battleGetGateState();
}
uint32_t BattleProxy::getCastSpells(ui8 side) const
{
return subject->battleCastSpells(side);
}
int32_t BattleProxy::getEnchanterCounter(ui8 side) const
{
return subject->battleGetEnchanterCounter(side);
}
const IBonusBearer * BattleProxy::asBearer() const
{
return subject->getBattleNode();
}