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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
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/*
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* StackWithBonuses.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/HeroBonus.h"
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#include "../../lib/battle/BattleProxy.h"
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#include "../../lib/battle/CUnitState.h"
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class HypotheticBattle;
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class CStack;
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class StackWithBonuses : public battle::CUnitState, public virtual IBonusBearer
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{
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public:
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std::vector<Bonus> bonusesToAdd;
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std::vector<Bonus> bonusesToUpdate;
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std::set<std::shared_ptr<Bonus>> bonusesToRemove;
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StackWithBonuses(const HypotheticBattle * Owner, const CStack * Stack);
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StackWithBonuses(const HypotheticBattle * Owner, const battle::UnitInfo & info);
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virtual ~StackWithBonuses();
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StackWithBonuses & operator= (const battle::CUnitState & other);
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///IUnitInfo
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const CCreature * unitType() const override;
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int32_t unitBaseAmount() const override;
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uint32_t unitId() const override;
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ui8 unitSide() const override;
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PlayerColor unitOwner() const override;
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SlotID unitSlot() const override;
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///IBonusBearer
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const TBonusListPtr getAllBonuses(const CSelector & selector, const CSelector & limit,
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const CBonusSystemNode * root = nullptr, const std::string & cachingStr = "") const override;
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int64_t getTreeVersion() const override;
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void addUnitBonus(const std::vector<Bonus> & bonus);
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void updateUnitBonus(const std::vector<Bonus> & bonus);
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void removeUnitBonus(const std::vector<Bonus> & bonus);
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void removeUnitBonus(const CSelector & selector);
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void spendMana(const spells::PacketSender * server, const int spellCost) const override;
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private:
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const IBonusBearer * origBearer;
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const HypotheticBattle * owner;
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const CCreature * type;
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ui32 baseAmount;
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uint32_t id;
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ui8 side;
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PlayerColor player;
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SlotID slot;
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};
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class HypotheticBattle : public BattleProxy, public battle::IUnitEnvironment
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{
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public:
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std::map<uint32_t, std::shared_ptr<StackWithBonuses>> stackStates;
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HypotheticBattle(Subject realBattle);
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bool unitHasAmmoCart(const battle::Unit * unit) const override;
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PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
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std::shared_ptr<StackWithBonuses> getForUpdate(uint32_t id);
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int32_t getActiveStackID() const override;
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battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
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void nextRound(int32_t roundNr) override;
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void nextTurn(uint32_t unitId) override;
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void addUnit(uint32_t id, const JsonNode & data) override;
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void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
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void moveUnit(uint32_t id, BattleHex destination) override;
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void removeUnit(uint32_t id) override;
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void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void setWallState(int partOfWall, si8 state) override;
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void addObstacle(const ObstacleChanges & changes) override;
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void removeObstacle(uint32_t id) override;
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uint32_t nextUnitId() const override;
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int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
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int64_t getTreeVersion() const;
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private:
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int32_t bonusTreeVersion;
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int32_t activeUnitId;
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mutable uint32_t nextId;
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};
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