/* * Damage.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" struct StacksInjured; namespace spells { namespace effects { class Damage : public UnitEffect { public: Damage(); virtual ~Damage(); void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override; protected: bool isReceptive(const Mechanics * m, const battle::Unit * unit) const override; void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final; int64_t damageForTarget(size_t targetIndex, const Mechanics * m, const battle::Unit * target) const; virtual void describeEffect(std::vector & log, const Mechanics * m, const battle::Unit * firstTarget, uint32_t kills, int64_t damage, bool multiple) const; private: int32_t customEffectId; bool killByPercentage; bool killByCount; }; } }