/* * Heal.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 "UnitEffect.h" #include "../../GameConstants.h" struct BattleUnitsChanged; namespace spells { namespace effects { class Heal : public UnitEffect { public: Heal(); virtual ~Heal(); void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const override; protected: void apply(int64_t value, BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const; bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const override; void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final; private: EHealLevel healLevel; EHealPower healPower; int32_t minFullUnits; void prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const; }; } }