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vcmi/lib/spells/BattleSpellMechanics.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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/*
* BattleSpellMechanics.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 "ISpellMechanics.h"
#include "effects/Effects.h"
struct BattleSpellCast;
namespace spells
{
class BattleSpellMechanics : public BaseMechanics
{
public:
BattleSpellMechanics(const IBattleCast * event, std::shared_ptr<effects::Effects> effects_, std::shared_ptr<IReceptiveCheck> targetCondition_);
virtual ~BattleSpellMechanics();
void applyEffects(BattleStateProxy * battleState, vstd::RNG & rng, const Target & targets, bool indirect, bool ignoreImmunity) const override;
bool canBeCast(Problem & problem) const override;
bool canBeCastAt(const Target & target) const override;
void cast(const PacketSender * server, vstd::RNG & rng, const Target & target) override final;
void cast(IBattleState * battleState, vstd::RNG & rng, const Target & target) override final;
std::vector<const CStack *> getAffectedStacks(const Target & target) const override final;
std::vector<AimType> getTargetTypes() const override final;
std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current) const override final;
bool isReceptive(const battle::Unit * target) const override;
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, bool * outDroppedHexes = nullptr) const override;
bool counteringSelector(const Bonus * bonus) const;
private:
std::shared_ptr<effects::Effects> effects;
std::shared_ptr<IReceptiveCheck> targetCondition;
std::vector<const battle::Unit *> affectedUnits;
effects::Effects::EffectsToApply effectsToApply;
void beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target);
void addCustomEffect(BattleSpellCast & sc, const battle::Unit * target, ui32 effect);
std::set<const battle::Unit *> collectTargets() const;
static void doRemoveEffects(const PacketSender * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector);
std::set<BattleHex> spellRangeInHexes(BattleHex centralHex) const;
Target transformSpellTarget(const Target & aimPoint) const;
};
}