/* * Sacrifice.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 "Heal.h" namespace spells { namespace effects { class Sacrifice : public Heal { public: Sacrifice(); virtual ~Sacrifice(); void adjustTargetTypes(std::vector & types) const override; bool applicable(Problem & problem, const Mechanics * m) const override; bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override; void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override; EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override; protected: bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const override; private: int64_t calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim ) const; }; } }