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vcmi/lib/spells/effects/Catapult.h
Konstantin 9205ef2c91 vcmi: skill-agnostic ballistics
Made ballistics by using spell action and more code is shared now.
2023-03-16 16:46:41 +03:00

55 lines
1.4 KiB
C++

/*
* Catapult.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 "LocationEffect.h"
#include "../../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class Catapult : public LocationEffect
{
public:
bool applicable(Problem & problem, const Mechanics * m) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
private:
int targetsToAttack = 0;
//Ballistics percentage
int gate = 0;
int keep = 0;
int tower = 0;
int wall = 0;
//Damage percentage, used for both ballistics and earthquake
int hit = 0;
int crit = 0;
int noDmg = 0;
int getCatapultHitChance(EWallPart part) const;
int getRandomDamage(ServerCallback * server) const;
void adjustHitChance();
void applyMassive(ServerCallback * server, const Mechanics * m) const;
void applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
void removeTowerShooters(ServerCallback * server, const Mechanics * m) const;
std::vector<EWallPart> getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const;
};
}
}
VCMI_LIB_NAMESPACE_END