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ff635edc0b
preparation for having client and server in a single process
50 lines
998 B
C++
50 lines
998 B
C++
/*
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* Timed.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 "UnitEffect.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct Bonus;
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struct SetStackEffect;
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struct MetaString;
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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 Timed : public UnitEffect
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{
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public:
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bool cumulative;
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std::vector<std::shared_ptr<Bonus>> bonus;
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Timed();
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virtual ~Timed();
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void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
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protected:
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void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final;
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private:
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void convertBonus(const Mechanics * m, int32_t & duration, std::vector<Bonus> & converted) const;
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void describeEffect(std::vector<MetaString> & log, const Mechanics * m, const std::vector<Bonus> & bonuses, const battle::Unit * target) 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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