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vcmi/lib/spells/effects/Obstacle.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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/*
* Obstacle.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 "LocationEffect.h"
#include "../../battle/BattleHex.h"
#include "../../battle/CObstacleInstance.h"
namespace spells
{
namespace effects
{
class ObstacleSideOptions
{
public:
using RelativeShape = std::vector<std::vector<BattleHex::EDir>>;
RelativeShape shape; //shape of single obstacle relative to obstacle position
RelativeShape range; //position of obstacles relative to effect destination
std::string appearAnimation;
std::string animation;
int offsetY;
ObstacleSideOptions();
void serializeJson(JsonSerializeFormat & handler);
private:
void serializeRelativeShape(JsonSerializeFormat & handler, const std::string & fieldName, RelativeShape & value);
};
class Obstacle : public LocationEffect
{
public:
Obstacle();
virtual ~Obstacle();
void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
private:
bool hidden;
bool passable;
bool trigger;
bool trap;
bool removeOnTrigger;
int32_t patchCount;//random patches to place, only for massive spells
int32_t turnsRemaining;
std::array<ObstacleSideOptions, 2> sideOptions;
static bool isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear);
static bool noRoomToPlace(Problem & problem, const Mechanics * m);
void placeObstacles(BattleStateProxy * battleState, const Mechanics * m, const EffectTarget & target) const;
};
}
}