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vcmi/lib/spells/effects/Effects.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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1.2 KiB
C++

/*
* Effects.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 "Effect.h"
#include "../../GameConstants.h"
namespace spells
{
namespace effects
{
class DLL_LINKAGE Effects
{
public:
using EffectsToApply = std::vector<std::pair<const Effect *, EffectTarget>>;
using EffectsMap = std::map<std::string, std::shared_ptr<Effect>>;
using EffectData = std::array<EffectsMap, GameConstants::SPELL_SCHOOL_LEVELS>;
EffectData data;
Effects();
virtual ~Effects();
void add(const std::string & name, std::shared_ptr<Effect> effect, const int level);
bool applicable(Problem & problem, const Mechanics * m) const;
bool applicable(Problem & problem, const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
void forEachEffect(const int level, const std::function<void(const Effect *, bool &)> & callback) const;
EffectsToApply prepare(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
void serializeJson(const Registry * registry, JsonSerializeFormat & handler, const int level);
};
}
}