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vcmi/lib/spells/TargetCondition.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

90 lines
2.1 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:
TargetConditionItem();
virtual ~TargetConditionItem();
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 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;
TargetCondition();
virtual ~TargetCondition();
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