CreatureLib/src/Battling/Flow/TurnOrdering.cpp

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#include "TurnOrdering.hpp"
#include <algorithm>
#include "../Models/Battle.hpp"
#include "../TurnChoices/AttackTurnChoice.hpp"
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using namespace CreatureLib;
using namespace Battling;
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class ChoiceCompare {
Arbutils::Random& _rand;
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public:
explicit ChoiceCompare(Arbutils::Random& rand) : _rand(rand) {}
bool operator()(const BaseTurnChoice* a, const BaseTurnChoice* b) {
auto aKind = a->GetKind();
auto bKind = b->GetKind();
if (aKind != bKind)
return aKind > bKind;
if (aKind == TurnChoiceKind::Attack) {
auto aPriority = dynamic_cast<const AttackTurnChoice*>(a)->GetPriority();
auto bPriority = dynamic_cast<const AttackTurnChoice*>(b)->GetPriority();
if (aPriority != bPriority)
return aPriority > bPriority;
}
auto aSpeed = a->GetUser()->GetBoostedStat(Library::Statistic::Speed);
auto bSpeed = b->GetUser()->GetBoostedStat(Library::Statistic::Speed);
if (aSpeed != bSpeed)
return aSpeed > bSpeed;
auto randomValue = _rand.Get(2);
return randomValue == 0;
}
};
void TurnOrdering::OrderChoices(std::vector<BaseTurnChoice*>& vec, Arbutils::Random& rand) {
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std::sort(vec.begin(), vec.end(), ChoiceCompare(rand));
}