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vcmi/lib/spells/effects/Effect.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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1.6 KiB
C++

/*
* Effect.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 <vcmi/spells/Magic.h>
struct BattleHex;
class CBattleInfoCallback;
class JsonSerializeFormat;
class ServerCallback;
namespace vstd
{
class RNG;
}
namespace spells
{
using EffectTarget = Target;
namespace effects
{
using RNG = ::vstd::RNG;
class Effects;
class Effect;
class Registry;
template<typename F>
class RegisterEffect;
using TargetType = ::spells::AimType;
class DLL_LINKAGE Effect
{
public:
bool indirect;
bool optional;
std::string name;
Effect();
virtual ~Effect();
virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
virtual void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
virtual bool applicable(Problem & problem, const Mechanics * m) const;
virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
virtual void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const = 0;
virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
void serializeJson(JsonSerializeFormat & handler);
static std::shared_ptr<Effect> create(const Registry * registry, const std::string & type);
protected:
virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
};
}
}