Replace most collections with Arbutils collections for more safety.
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@@ -84,7 +84,7 @@ bool Battle::CreatureInField(const Creature* creature) const {
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void Battle::ForceRecall(uint8_t side, uint8_t index) { _sides[side]->SetCreature(nullptr, index); }
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void Battle::GetActiveScripts(std::vector<ScriptWrapper>& scripts) { scripts.emplace_back(&_volatile); }
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void Battle::GetActiveScripts(Arbutils::Collections::List<ScriptWrapper>& scripts) { scripts.Append(&_volatile); }
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void Battle::SwitchCreature(uint8_t sideIndex, uint8_t index, Creature* c) {
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AssertNotNull(c)
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@@ -105,7 +105,7 @@ bool Battle::CanSlotBeFilled(uint8_t side, uint8_t index) const {
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void Battle::ValidateBattleState() {
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bool survivingSideExists = false;
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uint8_t winningSide = 0;
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for (uint8_t i = 0; i < _sides.size(); i++) {
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for (uint8_t i = 0; i < _sides.Count(); i++) {
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auto side = _sides[i];
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if (side->HasFled()) {
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this->_battleResult = BattleResult::Inconclusive();
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