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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
131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
/*
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* CStack.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 "JsonNode.h"
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#include "HeroBonus.h"
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#include "CCreatureHandler.h" //todo: remove
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#include "battle/BattleHex.h"
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#include "mapObjects/CGHeroInstance.h" // for commander serialization
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#include "battle/CUnitState.h"
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struct BattleStackAttacked;
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class BattleInfo;
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class DLL_LINKAGE CStack : public CBonusSystemNode, public battle::CUnitState, public battle::IUnitEnvironment
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{
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public:
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const CStackInstance * base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
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ui32 ID; //unique ID of stack
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const CCreature * type;
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ui32 baseAmount;
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PlayerColor owner; //owner - player color (255 for neutrals)
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SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 side;
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BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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CStack(const CStackInstance * base, PlayerColor O, int I, ui8 Side, SlotID S);
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CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255));
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CStack();
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~CStack();
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const CCreature * getCreature() const; //deprecated
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std::string nodeName() const override;
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void localInit(BattleInfo * battleInfo);
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std::string getName() const; //plural or singular
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bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
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ui32 level() const;
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si32 magicResistance() const override; //include aura of resistance
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std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
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const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
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static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
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BattleHex::EDir destShiftDir() const;
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void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const; //requires bsa.damageAmout filled
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static void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, std::shared_ptr<battle::CUnitState> customState); //requires bsa.damageAmout filled
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const CCreature * unitType() const override;
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int32_t unitBaseAmount() const override;
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uint32_t unitId() const override;
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ui8 unitSide() const override;
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PlayerColor unitOwner() const override;
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SlotID unitSlot() const override;
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std::string getDescription() const override;
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bool unitHasAmmoCart(const battle::Unit * unit) const override;
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PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
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void spendMana(const spells::PacketSender * server, const int spellCost) const override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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//this assumes that stack objects is newly created
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//stackState is not serialized here
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assert(isIndependentNode());
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h & static_cast<CBonusSystemNode&>(*this);
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h & type;
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h & ID;
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h & baseAmount;
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h & owner;
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h & slot;
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h & side;
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h & initialPosition;
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const CArmedInstance * army = (base ? base->armyObj : nullptr);
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SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
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if(h.saving)
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{
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h & army;
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h & extSlot;
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}
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else
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{
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h & army;
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h & extSlot;
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if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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{
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auto hero = dynamic_cast<const CGHeroInstance *>(army);
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assert(hero);
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base = hero->commander;
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}
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else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
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{
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//no external slot possible, so no base stack
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base = nullptr;
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}
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else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
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{
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base = nullptr;
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logGlobal->warn("%s doesn't have a base stack!", type->nameSing);
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}
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else
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{
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base = &army->getStack(extSlot);
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}
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}
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}
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private:
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const BattleInfo * battle; //do not serialize
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};
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