CreatureLib/src/Battling/Models/Battle.hpp

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#ifndef CREATURELIB_BATTLE_HPP
#define CREATURELIB_BATTLE_HPP
#include <vector>
#include "../Flow/ChoiceQueue.hpp"
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#include "../Library/BattleLibrary.hpp"
#include "../TurnChoices/BaseTurnChoice.hpp"
#include "BattleParty.hpp"
#include "BattleSide.hpp"
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#include "CreatureIndex.hpp"
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namespace CreatureLib::Battling {
class Battle : public ScriptSource {
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const BattleLibrary* _library;
std::vector<BattleParty> _parties;
uint8_t _numberOfSides;
uint8_t _creaturesPerSide;
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std::vector<BattleSide*> _sides;
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Core::Random _random;
ChoiceQueue* _currentTurnQueue = nullptr;
uint8_t _numberOfRecalledSlots = 0;
ScriptSet _volatile;
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public:
Battle(const BattleLibrary* library, std::vector<BattleParty> parties, uint8_t numberOfSides = 2,
uint8_t creaturesPerSide = 1)
: _library(library), _parties(parties), _numberOfSides(numberOfSides), _creaturesPerSide(creaturesPerSide) {
_sides = std::vector<BattleSide*>(numberOfSides);
for (size_t i = 0; i < numberOfSides; i++) {
_sides[i] = new BattleSide(this, creaturesPerSide);
}
}
~Battle() {
for (auto s : _sides) {
delete s;
}
}
[[nodiscard]] const BattleLibrary* GetLibrary() const;
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virtual bool CanUse(const BaseTurnChoice* choice);
virtual bool TrySetChoice(BaseTurnChoice* choice);
void CheckChoicesSetAndRun();
[[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());
}
[[nodiscard]] bool HasRecalledSlots() const;
void ForceRecall(uint8_t side, uint8_t index);
void FillRecall(uint8_t side, uint8_t, Creature* c);
void SwitchCreature(uint8_t side, uint8_t index, Creature* c);
void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
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};
}
#endif // CREATURELIB_BATTLE_HPP