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vcmi/lib/spells/effects/SpellEffectHandler.h
2026-06-10 10:19:16 +03:00

63 lines
1.7 KiB
C++

/*
* SpellEffectHandler.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 "SpellEffectService.h"
#include "../../IHandlerBase.h"
#include "../../json/JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells::effects
{
struct SpellEffectType
{
std::string identifier;
std::string modScope;
std::string effectId; ///< modScope + ':' + identifier
std::string type;
std::string scriptName;
std::vector<ISpellEffectFactory::PatchEntry> patches; ///vector(modScope, sourcePath)
JsonNode validationSchema;
std::vector<std::string> stringRegistrations;
};
class SpellEffectHandler final : public IHandlerBase, public SpellEffectService
{
public:
SpellEffectHandler();
std::shared_ptr<Effect> create(SpellEffectID effectID) const override;
void registerFactory(const std::string & typeName, std::shared_ptr<ISpellEffectFactory> factory) override;
void prepareEffect(SpellEffectID effectID, JsonNode & data, const std::string & spellScope, const std::string & spellIdentifier, const std::string & effectName) const override;
std::vector<JsonNode> loadLegacyData() override;
/// loads single object into game. Scope is namespace of this object, same as name of source mod
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
void afterLoadFinalization() override;
private:
std::unordered_map<std::string, std::shared_ptr<ISpellEffectFactory>> effectTypeFactories;
std::vector<SpellEffectType> effectTypes;
};
}
VCMI_LIB_NAMESPACE_END