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vcmi/lib/spells/effects/Teleport.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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2.6 KiB
C++

/*
* 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 "Registry.h"
#include "../ISpellMechanics.h"
#include "../../NetPacks.h"
#include "../../battle/CBattleInfoCallback.h"
#include "../../battle/Unit.h"
//TODO: Teleport effect
static const std::string EFFECT_NAME = "core:teleport";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Teleport, EFFECT_NAME);
Teleport::Teleport()
: UnitEffect()
{
}
Teleport::~Teleport() = default;
void Teleport::adjustTargetTypes(std::vector<TargetType> & 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
{
return UnitEffect::applicable(problem, m);
}
void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
{
if(target.size() != 2)
{
server->complain("Teleport requires 2 destinations.");
return;
}
auto targetUnit = target[0].unitValue;
if(nullptr == targetUnit)
{
server->complain("No unit to teleport");
return;
}
const BattleHex destination = target[1].hexValue;
if(!destination.isValid())
{
server->complain("Invalid teleport destination");
return;
}
//TODO: move here all teleport checks
if(!m->battle()->battleCanTeleportTo(targetUnit, destination, m->getEffectLevel()))
{
server->complain("Forbidden teleport.");
return;
}
BattleStackMoved pack;
pack.distance = 0;
pack.stack = targetUnit->unitId();
std::vector<BattleHex> tiles;
tiles.push_back(destination);
pack.tilesToMove = tiles;
pack.teleporting = true;
server->apply(&pack);
}
void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler)
{
//TODO: teleport options
}
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;
}
}
}