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* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
64 lines
1.2 KiB
C++
64 lines
1.2 KiB
C++
/*
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* UnitProxy.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 "UnitProxy.h"
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#include "../../LuaStack.h"
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#include "../../LuaCallWrapper.h"
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#include "../Registry.h"
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namespace scripting
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{
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namespace api
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{
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namespace battle
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{
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VCMI_REGISTER_SCRIPT_API(UnitProxy, "battle.Unit")
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const std::vector<UnitProxy::RegType> UnitProxy::REGISTER =
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{
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{
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"getMinDamage",
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LuaCallWrapper<const IBonusBearer>::createFunctor(&IBonusBearer::getMinDamage)
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},
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{
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"getMaxDamage",
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LuaCallWrapper<const IBonusBearer>::createFunctor(&IBonusBearer::getMaxDamage)
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},
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{
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"getAttack",
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LuaCallWrapper<const IBonusBearer>::createFunctor(&IBonusBearer::getAttack)
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},
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{
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"getDefense",
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LuaCallWrapper<const IBonusBearer>::createFunctor(&IBonusBearer::getDefense)
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},
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{
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"isAlive",
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LuaCallWrapper<const Unit>::createFunctor(&Unit::alive)
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},
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{
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"unitId",
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LuaCallWrapper<const IUnitInfo>::createFunctor(&IUnitInfo::unitId)
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}
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};
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const std::vector<UnitProxy::CustomRegType> UnitProxy::REGISTER_CUSTOM =
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{
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};
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}
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}
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}
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