/* * Summon.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 Summon : public Effect { public: Summon(); virtual ~Summon(); void adjustAffectedHexes(std::set & hexes, const Mechanics * m, const Target & spellTarget) const override; void adjustTargetTypes(std::vector & types) const override; bool applicable(Problem & problem, const Mechanics * m) const override; void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override; EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override; EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override; protected: void serializeJsonEffect(JsonSerializeFormat & handler) override final; private: CreatureID creature; bool permanent; bool exclusive; bool summonByHealth; bool summonSameUnit; }; } }