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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
65 lines
1.0 KiB
C++
65 lines
1.0 KiB
C++
/*
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* Destination.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 "Destination.h"
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#include "Unit.h"
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namespace battle
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{
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Destination::Destination()
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: unitValue(nullptr),
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hexValue(BattleHex::INVALID)
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{
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}
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Destination::~Destination() = default;
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Destination::Destination(const battle::Unit * destination)
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: unitValue(destination),
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hexValue(destination->getPosition())
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{
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}
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Destination::Destination(const BattleHex & destination)
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: unitValue(nullptr),
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hexValue(destination)
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{
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}
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Destination::Destination(const Unit * destination, const BattleHex & exactHex)
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: unitValue(destination),
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hexValue(exactHex)
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{
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}
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Destination::Destination(const Destination & other)
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: unitValue(other.unitValue),
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hexValue(other.hexValue)
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{
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}
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Destination & Destination::operator=(const Destination & other)
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{
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unitValue = other.unitValue;
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hexValue = other.hexValue;
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return *this;
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}
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}
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