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/*
* Summon.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 "Effect.h"
#include "../../GameConstants.h"
namespace spells
{
namespace effects
{
class Summon : public Effect
{
public:
Summon();
virtual ~Summon();
void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
void adjustTargetTypes(std::vector<TargetType> & types) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override final;
private:
CreatureID creature;
bool permanent;
bool exclusive;
bool summonByHealth;
bool summonSameUnit;
};
}
}
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