Adds functions to add, remove, and get volatile scripts from a BattleSide.
continuous-integration/drone/push Build is passing Details

Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
This commit is contained in:
Deukhoofd 2021-10-28 14:49:24 +02:00
parent 47c3429295
commit 19375c2f87
Signed by: Deukhoofd
GPG Key ID: F63E044490819F6F
4 changed files with 55 additions and 1 deletions

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@ -41,4 +41,28 @@ export void CreatureLib_BattleSide_MarkAsFled(BattleSide* p) { p->MarkAsFled();
export u8 CreatureLib_BattleSide_SwapPositions(u8& out, BattleSide* p, u8 a, u8 b) { export u8 CreatureLib_BattleSide_SwapPositions(u8& out, BattleSide* p, u8 a, u8 b) {
Try(out = p->SwapPositions(a, b);) Try(out = p->SwapPositions(a, b);)
} }
export BattleScript* CreatureLib_BattleSide_GetVolatileScript(BattleSide* p, const char* key) {
auto v = p->GetVolatileScript(ArbUt::StringView::CalculateHash(key));
if (!v.HasValue()) {
return nullptr;
}
return v.GetValue();
}
export uint8_t CreatureLib_BattleSide_AddVolatileScriptByName(BattleSide* p, const char* key) {
Try(p->AddVolatileScript(ArbUt::StringView(key));)
}
export uint8_t CreatureLib_BattleSide_AddVolatileScript(BattleSide* p, BattleScript* script) {
Try(p->AddVolatileScript(script);)
}
export uint8_t CreatureLib_BattleSide_RemoveVolatileScript(BattleSide* p, const char* key) {
Try(p->RemoveVolatileScript(ArbUt::StringView::CalculateHash(key));)
}
export uint8_t CreatureLib_BattleSide_RemoveVolatileScriptWithScript(BattleSide* p, BattleScript* script) {
Try(p->RemoveVolatileScript(script);)
}
export bool CreatureLib_BattleSide_HasVolatileScript(BattleSide* p, const char* key) {
return p->HasVolatileScript(ArbUt::StringView::CalculateHash(key));
}

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@ -88,6 +88,7 @@ namespace CreatureLib::Battling {
ArbUt::OptionalBorrowedPtr<BattleParty> FindPartyForCreature(const ArbUt::BorrowedPtr<Creature>&); ArbUt::OptionalBorrowedPtr<BattleParty> FindPartyForCreature(const ArbUt::BorrowedPtr<Creature>&);
const ArbUt::UniquePtrList<BattleSide>& GetSides() const noexcept { return _sides; } const ArbUt::UniquePtrList<BattleSide>& GetSides() const noexcept { return _sides; }
ArbUt::OptionalBorrowedPtr<BattleScript> GetVolatileScript(const ArbUt::StringView& key) const { ArbUt::OptionalBorrowedPtr<BattleScript> GetVolatileScript(const ArbUt::StringView& key) const {
return _volatile.Get(key); return _volatile.Get(key);
} }

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@ -132,3 +132,18 @@ BattleSide* BattleSide::CloneWithoutCreatures(ArbUt::BorrowedPtr<Battle> battle)
side->_hasFled = _hasFled; side->_hasFled = _hasFled;
return side; return side;
} }
BattleScript* BattleSide::AddVolatileScript(const ArbUt::StringView& key) {
auto script = _volatile.Get(key);
if (script.HasValue()) {
script.GetValue()->Stack();
return script.GetValue();
}
script = _battle->GetLibrary()->LoadScript(ScriptCategory::Battle, key);
if (!script.HasValue()) {
THROW("Invalid volatile script requested for battle: '" << key.c_str() << "'.");
}
return _volatile.Add(script.GetValue());
}
BattleScript* BattleSide::AddVolatileScript(BattleScript* script) { return _volatile.Add(script); }
void BattleSide::RemoveVolatileScript(BattleScript* script) { _volatile.Remove(script->GetName()); }

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@ -92,6 +92,20 @@ namespace CreatureLib::Battling {
bool SwapPositions(u8 a, u8 b); bool SwapPositions(u8 a, u8 b);
BattleSide* CloneWithoutCreatures(ArbUt::BorrowedPtr<Battle> battle) const; BattleSide* CloneWithoutCreatures(ArbUt::BorrowedPtr<Battle> battle) const;
ArbUt::OptionalBorrowedPtr<BattleScript> GetVolatileScript(const ArbUt::StringView& key) const {
return _volatile.Get(key);
}
ArbUt::OptionalBorrowedPtr<BattleScript> GetVolatileScript(uint32_t keyHash) const noexcept {
return _volatile.Get(keyHash);
}
BattleScript* AddVolatileScript(const ArbUt::StringView& key);
BattleScript* AddVolatileScript(BattleScript* script);
void RemoveVolatileScript(const ArbUt::BasicStringView& name) { _volatile.Remove(name); }
void RemoveVolatileScript(uint32_t keyHash) { _volatile.Remove(keyHash); }
void RemoveVolatileScript(BattleScript* script);
bool HasVolatileScript(const ArbUt::BasicStringView& name) const { return _volatile.Has(name); }
bool HasVolatileScript(uint32_t keyHash) const { return _volatile.Has(keyHash); }
}; };
} }