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vcmi/lib/spells/effects/Dispel.h

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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
2017-07-20 06:08:49 +02:00
/*
* Dispel.h, 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
*
*/
#pragma once
#include "UnitEffect.h"
struct Bonus;
class CSelector;
class BonusList;
struct SetStackEffect;
namespace spells
{
namespace effects
{
class Dispel : public UnitEffect
{
public:
Dispel();
virtual ~Dispel();
void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const override;
protected:
bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const override;
void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final;
private:
bool positive = false;
bool negative = false;
bool neutral = false;
std::shared_ptr<BonusList> getBonuses(const Mechanics * m, const battle::Unit * unit) const;
static bool mainSelector(const Bonus * bonus);
void prepareEffects(SetStackEffect & pack, RNG & rng, const Mechanics * m, const EffectTarget & target, bool describe) const;
};
}
}