2020-03-08 14:19:19 +00:00
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#include "../../src/Battling/Models/BattleParty.hpp"
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2020-03-25 18:07:36 +00:00
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#include "../Core.hpp"
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2020-03-08 14:19:19 +00:00
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using namespace CreatureLib::Battling;
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// Note that creatureIndices should be twice the size of numberOfIndices, and have index of side, index of creature on
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// side, one after the other.
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2020-03-25 18:07:36 +00:00
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export uint8_t CreatureLib_BattleParty_Construct(BattleParty*& out, CreatureParty* p, uint8_t creatureIndices[],
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size_t numberOfIndices) {
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2020-05-26 16:31:06 +00:00
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Try(ArbUt::List<CreatureIndex> indices(numberOfIndices); for (size_t i = 0; i < numberOfIndices; i++) {
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indices[i] = CreatureIndex(creatureIndices[i * 2], creatureIndices[i * 2 + 1]);
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} out = new BattleParty(p, indices);)
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2020-03-08 14:19:19 +00:00
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}
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export void CreatureLib_BattleParty_Destruct(const BattleParty* p) { delete p; }
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2020-03-25 18:07:36 +00:00
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export uint8_t CreatureLib_BattleParty_IsResponsibleForIndex(bool& out, const BattleParty* p, uint8_t side,
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uint8_t creature) {
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Try(out = p->IsResponsibleForIndex(side, creature);)
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2020-03-08 14:19:19 +00:00
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}
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export bool CreatureLib_BattleParty_HasCreaturesNotInField(const BattleParty* p) { return p->HasCreaturesNotInField(); }
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2020-06-02 10:14:49 +00:00
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inline bool BattleParty::IsResponsibleForIndex(uint8_t side, uint8_t index) const {
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return std::any_of(_responsibleIndices.begin(), _responsibleIndices.end(), [side, index](const CreatureIndex& ci) {
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return ci.GetSideIndex() == side && ci.GetCreatureIndex() == index;
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});
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}
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