CreatureLib/src/Battling/Flow/TurnHandler.cpp

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#include "TurnHandler.hpp"
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#include "../Models/Creature.hpp"
#include "../Models/Battle.hpp"
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#include "../../Core/Exceptions/NotImplementedException.hpp"
void CreatureLib::Battling::TurnHandler::RunTurn(CreatureLib::Battling::ChoiceQueue &queue) {
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//HOOK: On Before Turn hook for all choices
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while (queue.HasNext()){
ExecuteChoice(queue.Dequeue());
}
}
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void CreatureLib::Battling::TurnHandler::ExecuteChoice(const CreatureLib::Battling::BaseTurnChoice *choice) {
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if (choice == nullptr)
{
return;
}
auto choiceKind = choice->GetKind();
if (choiceKind == TurnChoiceKind::Pass) {
return;
}
auto user = choice->GetUser();
// If the user is fainted, we don't want to execute its choice.
if (user->IsFainted()){
return;
}
auto battle = user->GetBattle();
// If the user is not in the field, we don't want to execute its choice.
if (!battle->CreatureInField(user)){
return;
}
// If the choice is not valid, we don't want to execute it.
if (!battle->CanUse(choice)){
return;
}
switch (choiceKind){
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case TurnChoiceKind::Pass: return;
case TurnChoiceKind::Attack:
return ExecuteAttackChoice(static_cast<const AttackTurnChoice*>(choice));
case TurnChoiceKind::Item:
case TurnChoiceKind::Switch:
case TurnChoiceKind::RunAway:
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throw NotImplementedException();
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}
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delete choice;
}
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void CreatureLib::Battling::TurnHandler::ExecuteAttackChoice(const CreatureLib::Battling::AttackTurnChoice *choice) {
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//HOOK: Change attack
//HOOK: Prevent attack
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}