/* * Teleport.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 "Teleport.h" #include "Registry.h" #include "../ISpellMechanics.h" #include "../../NetPacks.h" #include "../../battle/CBattleInfoCallback.h" #include "../../serializer/JsonSerializeFormat.h" #include "../../battle/Unit.h" VCMI_LIB_NAMESPACE_BEGIN namespace spells { namespace effects { void Teleport::adjustTargetTypes(std::vector & types) const { if(!types.empty()) { if(types[0] != AimType::CREATURE) { types.clear(); return; } if(types.size() == 1) { types.push_back(AimType::LOCATION); } else if(types.size() > 1) { if(types[1] != AimType::LOCATION) types.clear(); } } } bool Teleport::applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const { if(target.size() == 1) //Assume, this is check only for selecting a unit return UnitEffect::applicable(problem, m); if(target.size() != 2) return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem); const auto *targetUnit = target[0].unitValue; const auto & targetHex = target[1].hexValue; if(!targetUnit) return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem); if(!targetHex.isValid() || !m->battle()->getAccesibility(targetUnit).accessible(targetHex, targetUnit)) return m->adaptProblem(ESpellCastProblem::WRONG_SPELL_TARGET, problem); if(m->battle()->battleGetSiegeLevel() && !(isWallPassable && isMoatPassable)) { return !m->battle()->battleHasPenaltyOnLine(target[0].hexValue, target[1].hexValue, !isWallPassable, !isMoatPassable); } return true; } void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const { const auto *targetUnit = target[0].unitValue; const auto destination = target[1].hexValue; BattleStackMoved pack; pack.distance = 0; pack.stack = targetUnit->unitId(); std::vector tiles; tiles.push_back(destination); pack.tilesToMove = tiles; pack.teleporting = true; server->apply(&pack); if(triggerObstacles) { auto spellEnv = dynamic_cast(server); m->battle()->handleObstacleTriggersForUnit(*spellEnv, *targetUnit); } } void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler) { handler.serializeBool("triggerObstacles", triggerObstacles); handler.serializeBool("isWallPassable", isWallPassable); handler.serializeBool("isMoatPassable", isMoatPassable); } EffectTarget Teleport::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const { //first transformed destination is unit to teleport, let base class handle immunity etc. //second spell destination is destination tile, use it directly EffectTarget transformed = UnitEffect::transformTarget(m, aimPoint, spellTarget); EffectTarget ret; if(!transformed.empty()) ret.push_back(transformed.front()); if(aimPoint.size() == 2) ret.push_back(aimPoint.back()); return ret; } } } VCMI_LIB_NAMESPACE_END