/* * Effects.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 "Effect.h" #include "../../GameConstants.h" namespace spells { namespace effects { class DLL_LINKAGE Effects { public: using EffectsToApply = std::vector>; using EffectsMap = std::map>; using EffectData = std::array; EffectData data; Effects(); virtual ~Effects(); void add(const std::string & name, std::shared_ptr effect, const int level); bool applicable(Problem & problem, const Mechanics * m) const; bool applicable(Problem & problem, const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const; void forEachEffect(const int level, const std::function & callback) const; EffectsToApply prepare(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const; void serializeJson(JsonSerializeFormat & handler, const int level); }; } }