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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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