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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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73
scripting/lua/LuaSpellEffect.h
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73
scripting/lua/LuaSpellEffect.h
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/*
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* LuaSpellEffect.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/spells/effects/Effect.h"
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#include "../../lib/spells/effects/Registry.h"
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namespace scripting
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{
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class Script;
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class Context;
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}
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namespace spells
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{
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namespace effects
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{
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using ::scripting::Script;
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using ::scripting::Context;
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class LuaSpellEffectFactory : public IEffectFactory
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{
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public:
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LuaSpellEffectFactory(const Script * script_);
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virtual ~LuaSpellEffectFactory();
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virtual Effect * create() const override;
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private:
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const Script * script;
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};
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class LuaSpellEffect : public Effect
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{
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public:
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LuaSpellEffect(const Script * script_);
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virtual ~LuaSpellEffect();
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void adjustTargetTypes(std::vector<TargetType> & types) const override;
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void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
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bool applicable(Problem & problem, const Mechanics * m) const override;
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bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
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void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
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EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
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EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
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protected:
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void serializeJsonEffect(JsonSerializeFormat & handler) override;
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private:
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const Script * script;
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std::shared_ptr<Context> resolveScript(const Mechanics * m) const;
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void setContextVariables(const Mechanics * m, std::shared_ptr<Context> context) const;
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};
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}
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}
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