/* * 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/IBattleState.h" #include "../../battle/CUnitState.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()->getAvaliableHex(clonedStack->creatureId(), m->casterSide, clonedStack->getPosition()); 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, SpellID::CLONE); //TODO: use special bonus type lifeTimeMarker.turnsRemain = m->getEffectDuration(); std::vector 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