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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;
- };
- }
- }
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