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/*
* Clone.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "Clone.h"
#include "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/CUnitState.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:clone";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Clone, EFFECT_NAME);
Clone::Clone()
: UnitEffect(),
maxTier(0)
{
}
Clone::~Clone() = default;
void Clone::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const
{
for(const Destination & dest : target)
{
const battle::Unit * clonedStack = dest.unitValue;
//we shall have all targets to be stacks
if(!clonedStack)
{
battleState->complain("No target stack to clone! Invalid effect target transformation.");
continue;
}
//should not happen, but in theory we might have stack took damage from other effects
if(clonedStack->getCount() < 1)
continue;
auto hex = m->cb->getAvaliableHex(clonedStack->creatureId(), m->casterSide);
if(!hex.isValid())
{
battleState->complain("No place to put new clone!");
break;
}
auto unitId = m->cb->battleNextUnitId();
battle::UnitInfo info;
info.id = unitId;
info.count = clonedStack->getCount();
info.type = clonedStack->creatureId();
info.side = m->casterSide;
info.position = hex;
info.summoned = true;
BattleUnitsChanged pack;
pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
info.save(pack.changedStacks.back().data);
battleState->apply(&pack);
//TODO: use BattleUnitsChanged with UPDATE operation
BattleUnitsChanged cloneFlags;
auto cloneUnit = m->cb->battleGetUnitByID(unitId);
auto cloneState = cloneUnit->acquireState();
cloneState->cloned = true;
cloneFlags.changedStacks.emplace_back(cloneState->unitId(), UnitChanges::EOperation::RESET_STATE);
cloneState->save(cloneFlags.changedStacks.back().data);
auto originalState = clonedStack->acquireState();
originalState->cloneID = unitId;
cloneFlags.changedStacks.emplace_back(originalState->unitId(), UnitChanges::EOperation::RESET_STATE);
originalState->save(cloneFlags.changedStacks.back().data);
battleState->apply(&cloneFlags);
SetStackEffect sse;
Bonus lifeTimeMarker(Bonus::N_TURNS, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::CLONE); //TODO: use special bonus type
lifeTimeMarker.turnsRemain = m->getEffectDuration();
std::vector<Bonus> buffer;
buffer.push_back(lifeTimeMarker);
sse.toAdd.push_back(std::make_pair(unitId, buffer));
battleState->apply(&sse);
}
}
bool Clone::isReceptive(const Mechanics * m, const battle::Unit * s) const
{
int creLevel = s->creatureLevel();
if(creLevel > maxTier)
return false;
//use default algorithm only if there is no mechanics-related problem
return UnitEffect::isReceptive(m, s);
}
bool Clone::isValidTarget(const Mechanics * m, const battle::Unit * s) const
{
//can't clone already cloned creature
if(s->isClone())
return false;
//can`t clone if old clone still alive
if(s->hasClone())
return false;
return UnitEffect::isValidTarget(m, s);
}
void Clone::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
handler.serializeInt("maxTier", maxTier);
}
}
}
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