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/*
* Heal.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 "UnitEffect.h"
#include "../../GameConstants.h"
struct BattleUnitsChanged;
namespace spells
{
namespace effects
{
class Heal : public UnitEffect
{
public:
Heal();
virtual ~Heal();
void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const override;
protected:
void apply(int64_t value, BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const;
bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const override;
void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final;
private:
EHealLevel healLevel;
EHealPower healPower;
int32_t minFullUnits;
void prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng, const Mechanics * m, const EffectTarget & target) const;
};
}
}
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