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/*
* Damage.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"
struct StacksInjured;
namespace spells
{
namespace effects
{
class Damage : public UnitEffect
{
public:
Damage();
virtual ~Damage();
void apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m, const EffectTarget & target) const override;
protected:
bool isReceptive(const Mechanics * m, const battle::Unit * unit) const override;
void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final;
int64_t damageForTarget(size_t targetIndex, const Mechanics * m, const battle::Unit * target) const;
virtual void describeEffect(std::vector<MetaString> & log, const Mechanics * m, const battle::Unit * firstTarget, uint32_t kills, int64_t damage, bool multiple) const;
private:
int32_t customEffectId;
bool killByPercentage;
bool killByCount;
void prepareEffects(StacksInjured & stacksInjured, RNG & rng, const Mechanics * m, const EffectTarget & target, bool describe) const;
};
}
}
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