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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
153 lines
3.6 KiB
C++
153 lines
3.6 KiB
C++
/*
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* JsonSerializeFormat.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 "JsonSerializeFormat.h"
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#include "../JsonNode.h"
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//JsonSerializeHelper
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JsonSerializeHelper::JsonSerializeHelper(JsonSerializeHelper && other):
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owner(other.owner),
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restoreState(false)
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{
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std::swap(restoreState, other.restoreState);
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}
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JsonSerializeHelper::~JsonSerializeHelper()
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{
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if(restoreState)
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owner->pop();
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}
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JsonSerializeFormat * JsonSerializeHelper::operator->()
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{
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return owner;
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}
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JsonSerializeHelper::JsonSerializeHelper(JsonSerializeFormat * owner_)
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: owner(owner_),
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restoreState(true)
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{
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}
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//JsonStructSerializer
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JsonStructSerializer::JsonStructSerializer(JsonStructSerializer && other)
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: JsonSerializeHelper(std::move(static_cast<JsonSerializeHelper &>(other)))
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{
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}
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JsonStructSerializer::JsonStructSerializer(JsonSerializeFormat * owner_)
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: JsonSerializeHelper(owner_)
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{
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}
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JsonStructSerializer::~JsonStructSerializer()
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{
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}
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//JsonArraySerializer
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JsonArraySerializer::JsonArraySerializer(JsonArraySerializer && other)
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: JsonSerializeHelper(std::move(static_cast<JsonSerializeHelper &>(other)))
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{
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}
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JsonArraySerializer::JsonArraySerializer(JsonSerializeFormat * owner_):
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JsonSerializeHelper(owner_)
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{
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thisNode = &owner->getCurrent();
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}
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JsonStructSerializer JsonArraySerializer::enterStruct(const size_t index)
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{
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owner->pushArrayElement(index);
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return JsonStructSerializer(owner);
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}
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JsonArraySerializer JsonArraySerializer::enterArray(const size_t index)
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{
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owner->pushArrayElement(index);
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return JsonArraySerializer(owner);
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}
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void JsonArraySerializer::serializeString(const size_t index, std::string & value)
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{
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owner->pushArrayElement(index);
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owner->serializeInternal(value);
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owner->pop();
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}
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void JsonArraySerializer::serializeInt64(const size_t index, int64_t & value)
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{
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owner->pushArrayElement(index);
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owner->serializeInternal(value);
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owner->pop();
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}
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void JsonArraySerializer::resize(const size_t newSize)
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{
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resize(newSize, JsonNode::JsonType::DATA_NULL);
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}
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void JsonArraySerializer::resize(const size_t newSize, JsonNode::JsonType type)
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{
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owner->resizeCurrent(newSize, type);
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}
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size_t JsonArraySerializer::size() const
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{
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return thisNode->Vector().size();
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}
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//JsonSerializeFormat::LIC
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JsonSerializeFormat::LIC::LIC(const std::vector<bool> & Standard, const TDecoder Decoder, const TEncoder Encoder):
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standard(Standard), decoder(Decoder), encoder(Encoder)
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{
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any.resize(standard.size(), false);
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all.resize(standard.size(), false);
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none.resize(standard.size(), false);
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}
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JsonSerializeFormat::LICSet::LICSet(const std::set<si32>& Standard, const TDecoder Decoder, const TEncoder Encoder):
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standard(Standard), decoder(Decoder), encoder(Encoder)
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{
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}
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//JsonSerializeFormat
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JsonSerializeFormat::JsonSerializeFormat(const IInstanceResolver * instanceResolver_, const bool saving_):
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saving(saving_),
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instanceResolver(instanceResolver_)
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{
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}
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JsonStructSerializer JsonSerializeFormat::enterStruct(const std::string & fieldName)
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{
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pushStruct(fieldName);
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return JsonStructSerializer(this);
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}
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JsonArraySerializer JsonSerializeFormat::enterArray(const std::string & fieldName)
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{
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pushArray(fieldName);
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return JsonArraySerializer(this);
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}
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void JsonSerializeFormat::serializeBool(const std::string & fieldName, bool & value)
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{
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serializeBool<bool>(fieldName, value, true, false, false);
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}
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void JsonSerializeFormat::serializeBool(const std::string & fieldName, bool & value, const bool defaultValue)
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{
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serializeBool<bool>(fieldName, value, true, false, defaultValue);
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}
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