1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/lib/spells/effects/Clone.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

133 lines
3.4 KiB
C++

/*
* 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/CUnitState.h"
#include "../../serializer/JsonSerializeFormat.h"
static const std::string EFFECT_NAME = "core:clone";
namespace spells
{
namespace effects
{
VCMI_REGISTER_SPELL_EFFECT(Clone, EFFECT_NAME);
Clone::Clone()
: UnitEffect(),
maxTier(0)
{
}
Clone::~Clone() = default;
void Clone::apply(BattleStateProxy * battleState, RNG & rng, 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)
{
battleState->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->cb->getAvaliableHex(clonedStack->creatureId(), m->casterSide);
if(!hex.isValid())
{
battleState->complain("No place to put new clone!");
break;
}
auto unitId = m->cb->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.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
info.save(pack.changedStacks.back().data);
battleState->apply(&pack);
//TODO: use BattleUnitsChanged with UPDATE operation
BattleUnitsChanged cloneFlags;
auto cloneUnit = m->cb->battleGetUnitByID(unitId);
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);
battleState->apply(&cloneFlags);
SetStackEffect sse;
Bonus lifeTimeMarker(Bonus::N_TURNS, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::CLONE); //TODO: use special bonus type
lifeTimeMarker.turnsRemain = m->getEffectDuration();
std::vector<Bonus> buffer;
buffer.push_back(lifeTimeMarker);
sse.toAdd.push_back(std::make_pair(unitId, buffer));
battleState->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);
}
}
}