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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
106 lines
3.4 KiB
C++
106 lines
3.4 KiB
C++
/*
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* IHandlerBase.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 "../lib/ConstTransitivePtr.h"
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#include "VCMI_Lib.h"
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class JsonNode;
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/// base class for all handlers that can be accessed from mod system
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class DLL_LINKAGE IHandlerBase
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{
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// there also should be private member with such signature:
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// Object * loadFromJson(const JsonNode & json);
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// where Object is type of data loaded by handler
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// primary used in loadObject methods
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protected:
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/// Calls modhandler. Mostly needed to avoid large number of includes in headers
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void registerObject(std::string scope, std::string type_name, std::string name, si32 index);
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std::string normalizeIdentifier(const std::string & scope, const std::string & remoteScope, const std::string & identifier) const;
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public:
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/// loads all original game data in vector of json nodes
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/// dataSize - is number of items that must be loaded (normally - constant from GameConstants)
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virtual std::vector<JsonNode> loadLegacyData(size_t dataSize) = 0;
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/// loads single object into game. Scope is namespace of this object, same as name of source mod
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virtual void loadObject(std::string scope, std::string name, const JsonNode & data) = 0;
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virtual void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) = 0;
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/// allows handlers to alter object configuration before validation and actual load
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virtual void beforeValidate(JsonNode & object){};
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/// allows handler to load some custom internal data before identifier finalization
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virtual void loadCustom(){};
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/// allows handler to do post-loading step for validation or integration of loaded data
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virtual void afterLoadFinalization(){};
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/**
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* Gets a list of objects that are allowed by default on maps
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*
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* @return a list of allowed objects, the index is the object id
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*/
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virtual std::vector<bool> getDefaultAllowed() const = 0;
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virtual ~IHandlerBase(){}
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};
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template <class _ObjectID, class _Object> class CHandlerBase: public IHandlerBase
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{
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public:
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virtual ~CHandlerBase()
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{
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for(auto & o : objects)
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{
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o.dellNull();
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}
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}
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void loadObject(std::string scope, std::string name, const JsonNode & data) override
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{
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auto type_name = getTypeName();
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auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name), objects.size());
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objects.push_back(object);
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registerObject(scope, type_name, name, object->id);
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}
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override
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{
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auto type_name = getTypeName();
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auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name), index);
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assert(objects[index] == nullptr); // ensure that this id was not loaded before
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objects[index] = object;
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registerObject(scope,type_name, name, object->id);
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}
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ConstTransitivePtr<_Object> operator[] (const _ObjectID id) const
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{
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const auto raw_id = id.toEnum();
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if (raw_id < 0 || raw_id >= objects.size())
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{
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logMod->error("%s id %d is invalid", getTypeName(), static_cast<si64>(raw_id));
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throw std::runtime_error("internal error");
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}
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return objects[raw_id];
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}
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protected:
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virtual _Object * loadFromJson(const JsonNode & json, const std::string & identifier, size_t index) = 0;
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virtual const std::string getTypeName() const = 0;
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public: //todo: make private
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std::vector<ConstTransitivePtr<_Object>> objects;
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};
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