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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/battle/SideInBattle.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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/*
* SideInBattle.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 "../GameConstants.h"
class CGHeroInstance;
class CArmedInstance;
struct DLL_LINKAGE SideInBattle
{
PlayerColor color;
const CGHeroInstance * hero; //may be NULL if army is not commanded by hero
const CArmedInstance * armyObject; //adv. map object with army that participates in battle; may be same as hero
uint32_t castSpellsCount; //how many spells each side has been cast this turn
std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
int32_t enchanterCounter; //tends to pass through 0, so sign is needed
SideInBattle();
void init(const CGHeroInstance * Hero, const CArmedInstance * Army);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color;
h & hero;
h & armyObject;
h & castSpellsCount;
h & usedSpellsHistory;
h & enchanterCounter;
}
};