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vcmi/lib/spells/ISpellMechanics.h

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/*
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* ISpellMechanics.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 "CSpellHandler.h"
#include "../battle/BattleHex.h"
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struct Query;
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///callback to be provided by server
class DLL_LINKAGE SpellCastEnvironment
{
public:
virtual ~SpellCastEnvironment(){};
virtual void sendAndApply(CPackForClient * info) const = 0;
virtual CRandomGenerator & getRandomGenerator() const = 0;
virtual void complain(const std::string & problem) const = 0;
virtual const CMap * getMap() const = 0;
virtual const CGameInfoCallback * getCb() const = 0;
virtual bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const = 0; //TODO: remove
virtual void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const = 0;//TODO: type safety on query, use generic query packet when implemented
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};
///all parameters of particular cast event
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struct DLL_LINKAGE BattleSpellCastParameters
{
public:
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///Single spell destination.
/// (assumes that anything but battle stack can share same hex)
struct DLL_LINKAGE Destination
{
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explicit Destination(const CStack * destination);
explicit Destination(const BattleHex & destination);
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const CStack * stackValue;
const BattleHex hexValue;
};
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//normal constructor
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BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell_);
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//magic mirror constructor
BattleSpellCastParameters(const BattleSpellCastParameters & orig, const ISpellCaster * caster);
void aimToHex(const BattleHex & destination);
void aimToStack(const CStack * destination);
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void cast(const SpellCastEnvironment * env);
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///cast with silent check for permitted cast
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///returns true if cast was permitted
bool castIfPossible(const SpellCastEnvironment * env);
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BattleHex getFirstDestinationHex() const;
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int getEffectValue() const;
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const CSpell * spell;
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const BattleInfo * cb;
const ISpellCaster * caster;
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const PlayerColor casterColor;
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const ui8 casterSide;
std::vector<Destination> destinations;
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const CGHeroInstance * casterHero; //deprecated
ECastingMode::ECastingMode mode;
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const CStack * casterStack; //deprecated
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///spell school level
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int spellLvl;
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///spell school level to use for effects
int effectLevel;
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///actual spell-power affecting effect values
int effectPower;
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///actual spell-power affecting effect duration
int enchantPower;
private:
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///for Archangel-like casting
int effectValue;
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};
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class DLL_LINKAGE ISpellMechanics
{
public:
ISpellMechanics(const CSpell * s);
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virtual ~ISpellMechanics(){};
virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const = 0;
virtual std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const = 0;
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virtual void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const = 0;
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virtual void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const = 0;
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//if true use generic algorithm for target existence check, see CSpell::canBeCast
virtual bool requiresCreatureTarget() const = 0;
static std::unique_ptr<ISpellMechanics> createMechanics(const CSpell * s);
protected:
const CSpell * owner;
};
struct DLL_LINKAGE AdventureSpellCastParameters
{
const CGHeroInstance * caster;
int3 pos;
};
class DLL_LINKAGE IAdventureSpellMechanics
{
public:
IAdventureSpellMechanics(const CSpell * s);
virtual ~IAdventureSpellMechanics() = default;
virtual bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const = 0;
static std::unique_ptr<IAdventureSpellMechanics> createMechanics(const CSpell * s);
protected:
const CSpell * owner;
};