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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
133 lines
3.4 KiB
C++
133 lines
3.4 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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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(BattleStateProxy * battleState, RNG & rng, 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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battleState->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->cb->getAvaliableHex(clonedStack->creatureId(), m->casterSide);
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if(!hex.isValid())
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{
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battleState->complain("No place to put new clone!");
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break;
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}
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auto unitId = m->cb->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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battleState->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->cb->battleGetUnitByID(unitId);
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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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battleState->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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battleState->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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