/** * Returns the AMLA-advanced version of a unit (with traits and items retained). */ unit_ptr get_amla_unit(const unit &u, const config &mod_option) { unit_ptr amla_unit = u.clone(); amla_unit->set_experience(amla_unit->experience_overflow()); amla_unit->add_modification("advancement", mod_option); return amla_unit; }
unit_map::umap_retval_pair_t unit_map::add(const map_location& l, const unit& u) { self_check(); // TODO: should this take a shared pointer to a unit rather than make a copy? unit_ptr p = u.clone(); p->set_location(l); unit_map::umap_retval_pair_t res(insert(p)); if(res.second == false) { p.reset(); } return res; }
void helper_place_unit(const unit& u, const map_location& loc){ unit_ptr new_unit = u.clone(); new_unit->set_movement(0, true); new_unit->set_attacks(0); new_unit->heal_fully(); new_unit->set_location(loc); unit_map::unit_iterator new_unit_itor; bool success = false; std::tie(new_unit_itor, success) = resources::gameboard->units().insert(new_unit); assert(success); if(resources::gameboard->map().is_village(loc)){ helper_check_village(loc, new_unit_itor->side()); } }
unit_ptr get_advanced_unit(const unit &u, const std::string& advance_to) { const unit_type *new_type = unit_types.find(advance_to); if (!new_type) { throw game::game_error("Could not find the unit being advanced" " to: " + advance_to); } unit_ptr new_unit = u.clone(); new_unit->set_experience(new_unit->experience_overflow()); new_unit->advance_to(*new_type); new_unit->heal_fully(); new_unit->set_state(unit::STATE_POISONED, false); new_unit->set_state(unit::STATE_SLOWED, false); new_unit->set_state(unit::STATE_PETRIFIED, false); new_unit->set_user_end_turn(false); new_unit->set_hidden(false); return new_unit; }
temporary_unit_placer::temporary_unit_placer(game_board& b, const map_location& loc, unit& u) : m_(b.units_), loc_(loc), temp_(m_.extract(loc)) { u.clone(); m_.add(loc, u); }
temporary_unit_placer::temporary_unit_placer(unit_map& m, const map_location& loc, unit& u) : m_(m), loc_(loc), temp_(m_.extract(loc)) { u.clone(); m_.add(loc, u); }