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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* 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.
48 lines
1.0 KiB
C++
48 lines
1.0 KiB
C++
/*
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* Heal.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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#include "../../GameConstants.h"
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struct BattleUnitsChanged;
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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 Heal : public UnitEffect
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{
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public:
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Heal();
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virtual ~Heal();
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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 apply(int64_t value, ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
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bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const override;
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void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final;
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private:
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EHealLevel healLevel;
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EHealPower healPower;
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int32_t minFullUnits;
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void prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const;
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};
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}
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}
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