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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 "../../battle/CBattleInfoCallback.h"
- #include "../../battle/IBattleState.h"
- #include "../../battle/CUnitState.h"
- #include "../../networkPacks/PacksForClientBattle.h"
- #include "../../networkPacks/SetStackEffect.h"
- #include "../../serializer/JsonSerializeFormat.h"
- VCMI_LIB_NAMESPACE_BEGIN
- namespace spells
- {
- namespace effects
- {
- void Clone::apply(ServerCallback * server, 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)
- {
- server->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->battle()->getAvailableHex(clonedStack->creatureId(), m->casterSide, clonedStack->getPosition().toInt());
- if(!hex.isValid())
- {
- server->complain("No place to put new clone!");
- break;
- }
- auto unitId = m->battle()->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.battleID = m->battle()->getBattle()->getBattleID();
- pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
- info.save(pack.changedStacks.back().data);
- server->apply(pack);
- //TODO: use BattleUnitsChanged with UPDATE operation
- BattleUnitsChanged cloneFlags;
- cloneFlags.battleID = m->battle()->getBattle()->getBattleID();
- const auto *cloneUnit = m->battle()->battleGetUnitByID(unitId);
- if(!cloneUnit)
- {
- server->complain("[Internal error] Cloned unit missing.");
- continue;
- }
- 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);
- server->apply(cloneFlags);
- SetStackEffect sse;
- sse.battleID = m->battle()->getBattle()->getBattleID();
- Bonus lifeTimeMarker(BonusDuration::N_TURNS, BonusType::NONE, BonusSource::SPELL_EFFECT, 0, BonusSourceID(SpellID(SpellID::CLONE))); //TODO: use special bonus type
- lifeTimeMarker.turnsRemain = m->getEffectDuration();
- std::vector<Bonus> buffer;
- buffer.push_back(lifeTimeMarker);
- sse.toAdd.emplace_back(unitId, buffer);
- server->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);
- }
- }
- }
- VCMI_LIB_NAMESPACE_END
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