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ff635edc0b
preparation for having client and server in a single process
48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
/*
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* Sacrifice.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "Heal.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace effects
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{
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class Sacrifice : public Heal
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{
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public:
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Sacrifice();
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virtual ~Sacrifice();
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void adjustTargetTypes(std::vector<TargetType> & types) const override;
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bool applicable(Problem & problem, const Mechanics * m) const override;
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bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
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void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
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EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
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protected:
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bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const override;
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private:
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int64_t calculateHealEffectValue(const Mechanics * m, const battle::Unit * victim ) const;
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};
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}
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}
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VCMI_LIB_NAMESPACE_END
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