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vcmi/lib/spells/TargetCondition.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* 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 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);
};
}