2019-10-17 12:33:25 +00:00
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#ifndef CREATURELIB_BATTLE_HPP
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#define CREATURELIB_BATTLE_HPP
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#include <vector>
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2019-11-28 11:55:22 +00:00
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#include "../Flow/ChoiceQueue.hpp"
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#include "../Library/BattleLibrary.hpp"
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#include "../TurnChoices/BaseTurnChoice.hpp"
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2019-12-05 11:56:41 +00:00
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#include "BattleParty.hpp"
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#include "BattleSide.hpp"
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#include "CreatureIndex.hpp"
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namespace CreatureLib::Battling {
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class Battle : public ScriptSource {
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const BattleLibrary* _library;
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std::vector<BattleParty> _parties;
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uint8_t _numberOfSides;
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uint8_t _creaturesPerSide;
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std::vector<BattleSide*> _sides;
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Core::Random _random;
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ChoiceQueue* _currentTurnQueue = nullptr;
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2019-11-10 13:32:05 +00:00
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ScriptSet _volatile;
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public:
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Battle(const BattleLibrary* library, std::vector<BattleParty> parties, uint8_t numberOfSides = 2,
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uint8_t creaturesPerSide = 1)
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: _library(library), _parties(parties), _numberOfSides(numberOfSides), _creaturesPerSide(creaturesPerSide) {
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_sides = std::vector<BattleSide*>(numberOfSides);
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for (size_t i = 0; i < numberOfSides; i++) {
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_sides[i] = new BattleSide(i, this, creaturesPerSide);
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}
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}
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~Battle() {
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for (auto s : _sides) {
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delete s;
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}
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}
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[[nodiscard]] const BattleLibrary* GetLibrary() const;
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virtual bool CanUse(const BaseTurnChoice* choice);
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virtual bool TrySetChoice(BaseTurnChoice* choice);
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void CheckChoicesSetAndRun();
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[[nodiscard]] ChoiceQueue* GetCurrentTurnQueue() const;
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Core::Random& GetRandom();
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bool CreatureInField(const Creature* creature) const;
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Creature* GetTarget(const CreatureIndex& target) {
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return _sides[target.GetSideIndex()]->GetCreature(target.GetCreatureIndex());
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}
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void ForceRecall(uint8_t side, uint8_t index);
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void SwitchCreature(uint8_t side, uint8_t index, Creature* c);
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bool CanSlotBeFilled(uint8_t side, uint8_t index) const;
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void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
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};
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}
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2019-11-28 11:55:22 +00:00
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#endif // CREATURELIB_BATTLE_HPP
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