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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
47 lines
2.5 KiB
C++
47 lines
2.5 KiB
C++
/*
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* JsonSerializer.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 "JsonTreeSerializer.h"
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class DLL_LINKAGE JsonSerializer : public JsonTreeSerializer<JsonNode *>
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{
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public:
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JsonSerializer(const IInstanceResolver * instanceResolver_, JsonNode & root_);
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void serializeLIC(const std::string & fieldName, const TDecoder & decoder, const TEncoder & encoder, const std::vector<bool> & standard, std::vector<bool> & value) override;
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void serializeLIC(const std::string & fieldName, LIC & value) override;
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void serializeLIC(const std::string & fieldName, LICSet & value) override;
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void serializeString(const std::string & fieldName, std::string & value) override;
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void serializeRaw(const std::string & fieldName, JsonNode & value, const boost::optional<const JsonNode &> defaultValue) override;
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protected:
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void serializeInternal(const std::string & fieldName, boost::logic::tribool & value) override;
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void serializeInternal(const std::string & fieldName, si32 & value, const boost::optional<si32> & defaultValue, const TDecoder & decoder, const TEncoder & encoder) override;
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void serializeInternal(const std::string & fieldName, std::vector<si32> & value, const TDecoder & decoder, const TEncoder & encoder) override;
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void serializeInternal(const std::string & fieldName, double & value, const boost::optional<double> & defaultValue) override;
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void serializeInternal(const std::string & fieldName, si64 & value, const boost::optional<si64> & defaultValue) override;
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void serializeInternal(const std::string & fieldName, si32 & value, const boost::optional<si32> & defaultValue, const std::vector<std::string> & enumMap) override;
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void serializeInternal(std::string & value) override;
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void serializeInternal(int64_t & value) override;
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void pushStruct(const std::string & fieldName) override;
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void pushArray(const std::string & fieldName) override;
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void pushArrayElement(const size_t index) override;
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void resizeCurrent(const size_t newSize, JsonNode::JsonType type) override;
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private:
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void writeLICPart(const std::string & fieldName, const std::string & partName, const TEncoder & encoder, const std::vector<bool> & data);
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void writeLICPart(const std::string & fieldName, const std::string & partName, const TEncoder & encoder, const std::set<si32> & data);
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void writeLICPartBuffer(const std::string & fieldName, const std::string & partName, std::vector<std::string> & buffer);
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};
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