Effect.h 2.1 KB

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  1. /*
  2. * Effect.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include <vcmi/spells/Magic.h>
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. struct BattleHex;
  14. class CBattleInfoCallback;
  15. class JsonSerializeFormat;
  16. class ServerCallback;
  17. namespace vstd
  18. {
  19. class RNG;
  20. }
  21. namespace spells
  22. {
  23. using EffectTarget = Target;
  24. namespace effects
  25. {
  26. using RNG = vstd::RNG;
  27. class Effects;
  28. class Effect;
  29. class Registry;
  30. using TargetType = spells::AimType;
  31. class DLL_LINKAGE Effect
  32. {
  33. public:
  34. bool indirect = false;
  35. bool optional = false;
  36. std::string name;
  37. virtual ~Effect() = default; //Required for child classes
  38. // TODO: document me
  39. virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
  40. /// Generates list of hexes affected by spell, if spell were to cast at specified target
  41. virtual void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
  42. /// Returns whether effect has any valid targets on the battlefield
  43. virtual bool applicable(Problem & problem, const Mechanics * m) const;
  44. /// Returns whether effect is valid and can be applied onto selected target
  45. virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
  46. virtual void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const = 0;
  47. /// Processes input target and generates subset-result that contains only valid targets
  48. virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
  49. // TODO: document me
  50. virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
  51. /// Serializes (or deserializes) parameters of Effect
  52. void serializeJson(JsonSerializeFormat & handler);
  53. static std::shared_ptr<Effect> create(const Registry * registry, const std::string & type);
  54. protected:
  55. virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
  56. };
  57. }
  58. }
  59. VCMI_LIB_NAMESPACE_END