CreatureLib/src/Battling/ScriptHandling/BattleScript.hpp

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#ifndef CREATURELIB_SCRIPT_HPP
#define CREATURELIB_SCRIPT_HPP
#include <Arbutils/Collections/List.hpp>
#include <Arbutils/Memory/Memory.hpp>
#include <Arbutils/Misc.hpp>
#include "../../Library/EffectParameter.hpp"
#include "../Models/DamageSource.hpp"
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namespace CreatureLib::Battling {
class BaseTurnChoice;
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class AttackTurnChoice;
class SwitchTurnChoice;
class FleeTurnChoice;
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class ExecutingAttack;
class Creature;
class BattleScript {
ArbUt::OptionalBorrowedPtr<void> _owner;
public:
BattleScript(const ArbUt::OptionalBorrowedPtr<void>& owner) { _owner = owner; };
NO_COPY_OR_MOVE(BattleScript);
inline ArbUt::OptionalBorrowedPtr<void> GetOwner() const noexcept { return _owner; }
virtual ~BattleScript() = default;
virtual BattleScript* Clone(const ArbUt::OptionalBorrowedPtr<void>& owner) = 0;
virtual void Stack(){};
virtual void OnRemove(){};
[[nodiscard]] virtual const ArbUt::StringView& GetName() const noexcept = 0;
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virtual void
OnInitialize([[maybe_unused]] const ArbUt::List<CreatureLib::Library::EffectParameter*>& parameters){};
virtual void OnBeforeTurn([[maybe_unused]] const BaseTurnChoice* choice){};
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virtual void ChangePriority([[maybe_unused]] AttackTurnChoice* choice, [[maybe_unused]] int8_t* priority){};
virtual void ChangeAttack([[maybe_unused]] AttackTurnChoice* choice,
[[maybe_unused]] ArbUt::StringView* outAttack){};
virtual void ModifyNumberOfHits([[maybe_unused]] AttackTurnChoice* choice, [[maybe_unused]] u8* numberOfHits){};
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virtual void PreventAttack([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] bool* outResult){};
virtual void FailAttack([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] bool* outFailed){};
virtual void StopBeforeAttack([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] bool* outResult){};
virtual void OnBeforeAttack([[maybe_unused]] ExecutingAttack* attack){};
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virtual void FailIncomingAttack([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] bool* outResult){};
virtual void IsInvulnerable([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] bool* outResult){};
virtual void OnAttackMiss([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target){};
virtual void ChangeAttackType([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitNumber, [[maybe_unused]] u8* outType){};
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virtual void ChangeEffectiveness([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitNumber, [[maybe_unused]] float* effectiveness){};
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virtual void OverrideBasePower([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] u8* basePower){};
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virtual void ChangeDamageStatsUser([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] Creature** statsUser){};
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virtual void BypassDefensiveStat([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] bool* bypass){};
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virtual void BypassOffensiveStat([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] bool* bypass){};
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virtual void ModifyStatModifier([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] float* modifier){};
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virtual void ModifyDamageModifier([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] float* modifier){};
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virtual void OverrideDamage([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] u32* damage){};
virtual void OverrideIncomingDamage([[maybe_unused]] ExecutingAttack* attack, [[maybe_unused]] Creature* target,
[[maybe_unused]] u8 hitIndex, [[maybe_unused]] u32* damage){};
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virtual void PreventSecondaryEffects([[maybe_unused]] const ExecutingAttack* attack,
[[maybe_unused]] Creature* target, [[maybe_unused]] u8 hitNumber,
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[[maybe_unused]] bool* outResult){};
virtual void OnSecondaryEffect([[maybe_unused]] const ExecutingAttack* attack,
[[maybe_unused]] Creature* target, [[maybe_unused]] u8 hitNumber){};
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virtual void OnAfterHits([[maybe_unused]] const ExecutingAttack* attack, [[maybe_unused]] Creature* target){};
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virtual void PreventSelfSwitch([[maybe_unused]] const SwitchTurnChoice* choice,
[[maybe_unused]] bool* outResult){};
virtual void PreventOpponentSwitch([[maybe_unused]] const SwitchTurnChoice* choice,
[[maybe_unused]] bool* outResult){};
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virtual void ModifyEffectChance([[maybe_unused]] const ExecutingAttack* attack,
[[maybe_unused]] Creature* target, [[maybe_unused]] float* chance){};
virtual void ModifyIncomingEffectChance([[maybe_unused]] const ExecutingAttack* attack,
[[maybe_unused]] Creature* target, [[maybe_unused]] float* chance){};
virtual void OnFail([[maybe_unused]] Creature* target){};
virtual void OnOpponentFail([[maybe_unused]] Creature* target){};
virtual void PreventRunAway([[maybe_unused]] const FleeTurnChoice* choice, [[maybe_unused]] bool* result){};
virtual void PreventOpponentRunAway([[maybe_unused]] const FleeTurnChoice* choice,
[[maybe_unused]] bool* result){};
virtual void OnEndTurn(){};
virtual void OnFaint(Creature*, DamageSource){};
};
}
#endif // CREATURELIB_SCRIPT_HPP