UnitEffect.h 1.9 KB

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  1. /*
  2. * UnitEffect.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 "Effect.h"
  12. namespace spells
  13. {
  14. namespace effects
  15. {
  16. class UnitEffect : public Effect
  17. {
  18. public:
  19. UnitEffect();
  20. virtual ~UnitEffect();
  21. void adjustTargetTypes(std::vector<TargetType> & types) const override;
  22. void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
  23. bool applicable(Problem & problem, const Mechanics * m) const override;
  24. bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
  25. EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
  26. EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
  27. bool getStackFilter(const Mechanics * m, bool alwaysSmart, const battle::Unit * s) const;
  28. virtual bool eraseByImmunityFilter(const Mechanics * m, const battle::Unit * s) const;
  29. protected:
  30. int32_t chainLength;
  31. double chainFactor;
  32. virtual bool isReceptive(const Mechanics * m, const battle::Unit * unit) const;
  33. virtual bool isSmartTarget(const Mechanics * m, const battle::Unit * unit, bool alwaysSmart) const;
  34. virtual bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const;
  35. void serializeJsonEffect(JsonSerializeFormat & handler) override final;
  36. virtual void serializeJsonUnitEffect(JsonSerializeFormat & handler) = 0;
  37. private:
  38. bool ignoreImmunity;
  39. EffectTarget transformTargetByRange(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
  40. EffectTarget transformTargetByChain(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
  41. };
  42. }
  43. }