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minion.h
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#ifndef MINION_H
#define MINION_H
#include <iostream>
#include <vector>
#include <sstream>
#include <iomanip>
#include <string>
#include "minionComponent.h"
#include "activatedAbility.h"
class Minion: public MinionComponent {
ActivatedAbility *aa;
int attack, defense, action;
const string CARDTYPE = "minion";
public:
//Minion(string cardName, int life, int attack, int defense);
Minion(string cardName);
Minion(const Minion &m); //copy constructor
virtual ~Minion() override;
//override card class
//note minion does not have a cardAt, minionComponent takes care of that
void apply(Player* active, Player* other) override;
string getCardType() const override;
int getCardCost() override;
//override the minion component
int getAttack() const override;
int getDefense() const override;
void setAttack(int attack) override;
void setDefense(int defense) override;
int getAction() const override;
void setAction(int) override; //<- At the start of the turn, all minions gain 1 action point, after minion is used, loses one action point
MinionComponent* getNext() override;
Minion* getMinion() override;
int getActivateCost() const override;
ActivatedAbility *getActivatedAbility() const override;
void apply_target (Player* active, Player* other, Card *&card) override;
string getMCardDesc() const override {
return cardDesc;
}
string getMCardName() const override {
return cardName;
}
int getMCost() const override {
return cost;
}
virtual void setNext(MinionComponent*) override {
}
};
#endif