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vcmi/lib/spells/TargetCondition.h
Konstantin 1e7875cb36 vcmi: selector-based target conditions
For now, allows us to define target conditions by selector and even
by minimal and maximal value of bonuses. Convert Bonus condition
to Selector condition.
Allow structures inside TargetCondition struct.
2023-03-16 16:46:42 +03:00

85 lines
2.0 KiB
C++

/*
* TargetCondition.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 "ISpellMechanics.h"
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
class JsonSerializeFormat;
namespace battle
{
class Unit;
}
namespace spells
{
class Mechanics;
class DLL_LINKAGE TargetConditionItem : public IReceptiveCheck
{
public:
virtual void setInverted(bool value) = 0;
virtual void setExclusive(bool value) = 0;
virtual bool isExclusive() const = 0;
};
class DLL_LINKAGE TargetConditionItemFactory
{
public:
using Object = std::shared_ptr<TargetConditionItem>;
static const TargetConditionItemFactory * getDefault();
virtual ~TargetConditionItemFactory() = default;
virtual Object createAbsoluteLevel() const = 0;
virtual Object createAbsoluteSpell() const = 0;
virtual Object createElemental() const = 0;
virtual Object createNormalLevel() const = 0;
virtual Object createNormalSpell() const = 0;
virtual Object createConfigurable(std::string scope, std::string type, std::string identifier) const = 0;
virtual Object createFromJsonStruct(const JsonNode & jsonStruct) const = 0;
virtual Object createReceptiveFeature() const = 0;
virtual Object createImmunityNegation() const = 0;
};
class DLL_LINKAGE TargetCondition : public IReceptiveCheck
{
public:
using Item = TargetConditionItem;
using ItemVector = std::vector<std::shared_ptr<Item>>;
using ItemFactory = TargetConditionItemFactory;
ItemVector normal;
ItemVector absolute;
ItemVector negation;
bool isReceptive(const Mechanics * m, const battle::Unit * target) const override;
void serializeJson(JsonSerializeFormat & handler, const ItemFactory * itemFactory);
protected:
private:
bool check(const ItemVector & condition, const Mechanics * m, const battle::Unit * target) const;
void loadConditions(const JsonNode & source, bool exclusive, bool inverted, const ItemFactory * itemFactory);
};
}
VCMI_LIB_NAMESPACE_END