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https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
144 lines
3.6 KiB
C++
144 lines
3.6 KiB
C++
/*
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* Clone.cpp, 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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#include "StdInc.h"
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#include "Clone.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/CUnitState.h"
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#include "../../serializer/JsonSerializeFormat.h"
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VCMI_LIB_NAMESPACE_BEGIN
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static const std::string EFFECT_NAME = "core:clone";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Clone, EFFECT_NAME);
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Clone::Clone()
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: UnitEffect(),
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maxTier(0)
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{
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}
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Clone::~Clone() = default;
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void Clone::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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for(const Destination & dest : target)
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{
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const battle::Unit * clonedStack = dest.unitValue;
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//we shall have all targets to be stacks
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if(!clonedStack)
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{
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server->complain("No target stack to clone! Invalid effect target transformation.");
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continue;
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}
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//should not happen, but in theory we might have stack took damage from other effects
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if(clonedStack->getCount() < 1)
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continue;
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auto hex = m->battle()->getAvaliableHex(clonedStack->creatureId(), m->casterSide, clonedStack->getPosition());
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if(!hex.isValid())
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{
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server->complain("No place to put new clone!");
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break;
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}
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auto unitId = m->battle()->battleNextUnitId();
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battle::UnitInfo info;
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info.id = unitId;
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info.count = clonedStack->getCount();
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info.type = clonedStack->creatureId();
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info.side = m->casterSide;
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info.position = hex;
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info.summoned = true;
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BattleUnitsChanged pack;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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server->apply(&pack);
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//TODO: use BattleUnitsChanged with UPDATE operation
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BattleUnitsChanged cloneFlags;
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auto cloneUnit = m->battle()->battleGetUnitByID(unitId);
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if(!cloneUnit)
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{
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server->complain("[Internal error] Cloned unit missing.");
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continue;
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}
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auto cloneState = cloneUnit->acquireState();
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cloneState->cloned = true;
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cloneFlags.changedStacks.emplace_back(cloneState->unitId(), UnitChanges::EOperation::RESET_STATE);
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cloneState->save(cloneFlags.changedStacks.back().data);
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auto originalState = clonedStack->acquireState();
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originalState->cloneID = unitId;
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cloneFlags.changedStacks.emplace_back(originalState->unitId(), UnitChanges::EOperation::RESET_STATE);
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originalState->save(cloneFlags.changedStacks.back().data);
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server->apply(&cloneFlags);
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SetStackEffect sse;
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Bonus lifeTimeMarker(Bonus::N_TURNS, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::CLONE); //TODO: use special bonus type
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lifeTimeMarker.turnsRemain = m->getEffectDuration();
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std::vector<Bonus> buffer;
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buffer.push_back(lifeTimeMarker);
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sse.toAdd.push_back(std::make_pair(unitId, buffer));
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server->apply(&sse);
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}
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}
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bool Clone::isReceptive(const Mechanics * m, const battle::Unit * s) const
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{
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int creLevel = s->creatureLevel();
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if(creLevel > maxTier)
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return false;
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//use default algorithm only if there is no mechanics-related problem
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return UnitEffect::isReceptive(m, s);
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}
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bool Clone::isValidTarget(const Mechanics * m, const battle::Unit * s) const
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{
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//can't clone already cloned creature
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if(s->isClone())
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return false;
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//can`t clone if old clone still alive
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if(s->hasClone())
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return false;
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return UnitEffect::isValidTarget(m, s);
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}
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void Clone::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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handler.serializeInt("maxTier", maxTier);
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}
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}
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}
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VCMI_LIB_NAMESPACE_END
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