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https://github.com/vcmi/vcmi.git
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9205ef2c91
Made ballistics by using spell action and more code is shared now.
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
/*
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* Catapult.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 "LocationEffect.h"
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#include "../../GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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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 Catapult : public LocationEffect
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{
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public:
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bool applicable(Problem & problem, const Mechanics * m) const override;
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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 serializeJsonEffect(JsonSerializeFormat & handler) override;
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private:
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int targetsToAttack = 0;
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//Ballistics percentage
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int gate = 0;
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int keep = 0;
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int tower = 0;
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int wall = 0;
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//Damage percentage, used for both ballistics and earthquake
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int hit = 0;
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int crit = 0;
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int noDmg = 0;
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int getCatapultHitChance(EWallPart part) const;
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int getRandomDamage(ServerCallback * server) const;
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void adjustHitChance();
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void applyMassive(ServerCallback * server, const Mechanics * m) const;
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void applyTargeted(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
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void removeTowerShooters(ServerCallback * server, const Mechanics * m) const;
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std::vector<EWallPart> getPotentialTargets(const Mechanics * m, bool bypassGateCheck, bool bypassTowerCheck) const;
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};
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}
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}
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VCMI_LIB_NAMESPACE_END
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