1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/spells/TargetCondition.h
Konstantin c6b198ce14
Warning fix (I moved C++17 and CI to another branch) (#739)
* clang warning fixes
* use CMake 3.10 due to MXE CI does not have 3.13 yet

Co-authored-by: Konstantin <rilian@niisi.ras.ru>
2022-05-19 15:14:50 +03:00

86 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"
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);
};
}