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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
56 lines
1.2 KiB
C++
56 lines
1.2 KiB
C++
/*
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* LocationEffect.cpp, 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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#include "StdInc.h"
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#include "LocationEffect.h"
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#include "../ISpellMechanics.h"
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namespace spells
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{
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namespace effects
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{
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LocationEffect::LocationEffect()
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: Effect()
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{
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}
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LocationEffect::~LocationEffect() = default;
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void LocationEffect::adjustTargetTypes(std::vector<TargetType> & types) const
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{
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}
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void LocationEffect::adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const
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{
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for(auto & destnation : spellTarget)
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hexes.insert(destnation.hexValue);
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}
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EffectTarget LocationEffect::filterTarget(const Mechanics * m, const EffectTarget & target) const
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{
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EffectTarget res;
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vstd::copy_if(target, std::back_inserter(res), [](const Destination & d)
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{
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return !d.unitValue && (d.hexValue.isValid());
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});
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return res;
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}
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EffectTarget LocationEffect::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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//by default effect covers exactly spell range
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return EffectTarget(spellTarget);
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}
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}
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}
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