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vcmi/lib/spells/BattleSpellMechanics.h

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/*
* BattleSpellMechanics.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
*
*/
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#pragma once
#include "CDefaultSpellMechanics.h"
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class ChainLightningMechanics: public DefaultSpellMechanics
{
public:
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ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
};
class CloneMechanics: public DefaultSpellMechanics
{
public:
CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class CureMechanics: public DefaultSpellMechanics
{
public:
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CureMechanics(CSpell * s): DefaultSpellMechanics(s){};
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
};
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class DispellMechanics: public DefaultSpellMechanics
{
public:
DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override;
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};
class HypnotizeMechanics: public DefaultSpellMechanics
{
public:
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HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
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class ObstacleMechanics: public DefaultSpellMechanics
{
public:
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ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class WallMechanics: public ObstacleMechanics
{
public:
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WallMechanics(CSpell * s): ObstacleMechanics(s){};
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
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};
class RemoveObstacleMechanics: public DefaultSpellMechanics
{
public:
RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
///all rising spells
class RisingSpellMechanics: public DefaultSpellMechanics
{
public:
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RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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};
class SacrificeMechanics: public RisingSpellMechanics
{
public:
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SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
///all rising spells but SACRIFICE
class SpecialRisingSpellMechanics: public RisingSpellMechanics
{
public:
SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
class SummonMechanics: public DefaultSpellMechanics
{
public:
SummonMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class TeleportMechanics: public DefaultSpellMechanics
{
public:
TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};