/* * 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 * */ #pragma once #include "ISpellMechanics.h" #include "effects/Effects.h" struct BattleSpellCast; namespace spells { class BattleSpellMechanics : public BaseMechanics { public: BattleSpellMechanics(const IBattleCast * event, std::shared_ptr effects_, std::shared_ptr targetCondition_); virtual ~BattleSpellMechanics(); void applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const override; bool canBeCast(Problem & problem) const override; bool canBeCastAt(const Target & target, Problem & problem) const override; void cast(ServerCallback * server, const Target & target) override final; void castEval(ServerCallback * server, const Target & target) override final; std::vector getAffectedStacks(const Target & target) const override final; std::vector getTargetTypes() const override final; std::vector getPossibleDestinations(size_t index, AimType aimType, const Target & current) const override final; bool isReceptive(const battle::Unit * target) const override; std::vector rangeInHexes(BattleHex centralHex, bool * outDroppedHexes = nullptr) const override; const Spell * getSpell() const override; bool counteringSelector(const Bonus * bonus) const; private: std::shared_ptr effects; std::shared_ptr targetCondition; std::vector affectedUnits; effects::Effects::EffectsToApply effectsToApply; void beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target); void addCustomEffect(BattleSpellCast & sc, const battle::Unit * target, ui32 effect); void addCustomEffect(BattleSpellCast & sc, ui32 targetId, ui32 effect); std::set collectTargets() const; static void doRemoveEffects(ServerCallback * server, const std::vector & targets, const CSelector & selector); std::set spellRangeInHexes(BattleHex centralHex) const; Target transformSpellTarget(const Target & aimPoint) const; }; }