/* * Obstacle.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 "LocationEffect.h" #include "../../battle/BattleHex.h" #include "../../battle/CObstacleInstance.h" namespace spells { namespace effects { class ObstacleSideOptions { public: using RelativeShape = std::vector>; RelativeShape shape; //shape of single obstacle relative to obstacle position RelativeShape range; //position of obstacles relative to effect destination std::string appearAnimation; std::string animation; int offsetY; ObstacleSideOptions(); void serializeJson(JsonSerializeFormat & handler); private: void serializeRelativeShape(JsonSerializeFormat & handler, const std::string & fieldName, RelativeShape & value); }; class Obstacle : public LocationEffect { public: Obstacle(); virtual ~Obstacle(); void adjustAffectedHexes(std::set & hexes, const Mechanics * m, const Target & spellTarget) const override; bool applicable(Problem & problem, const Mechanics * m) const override; bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override; EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override; void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override; protected: void serializeJsonEffect(JsonSerializeFormat & handler) override; private: bool hidden; bool passable; bool trigger; bool trap; bool removeOnTrigger; int32_t patchCount;//random patches to place, only for massive spells int32_t turnsRemaining; std::array sideOptions; static bool isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear); static bool noRoomToPlace(Problem & problem, const Mechanics * m); void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const; }; } }