Replace most collections with Arbutils collections for more safety.
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@@ -9,7 +9,7 @@ bool BattleSide::AllChoicesSet() const { return _choicesSet == _creaturesPerSide
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bool BattleSide::AllPossibleSlotsFilled() const {
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AssertNotNull(_battle)
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for (size_t i = 0; i < _creatures.size(); i++) {
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for (size_t i = 0; i < _creatures.Count(); i++) {
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auto c = _creatures[i];
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if (c == nullptr || c->IsFainted()) {
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if (_battle->CanSlotBeFilled(_index, i))
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@@ -26,7 +26,7 @@ void BattleSide::ResetChoices() {
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}
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}
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const std::vector<BaseTurnChoice*>& BattleSide::GetChoices() const { return _choices; }
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const List<BaseTurnChoice*>& BattleSide::GetChoices() const { return _choices; }
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void BattleSide::SetChoice(BaseTurnChoice* choice) {
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AssertNotNull(choice)
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@@ -68,8 +68,8 @@ bool BattleSide::CreatureOnSide(const Creature* creature) const {
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Creature* BattleSide::GetCreature(uint8_t index) const { return _creatures[index]; }
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void BattleSide::GetActiveScripts(std::vector<ScriptWrapper>& scripts) {
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scripts.emplace_back(&_volatile);
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void BattleSide::GetActiveScripts(Arbutils::Collections::List<ScriptWrapper>& scripts) {
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scripts.Append(&_volatile);
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_battle->GetActiveScripts(scripts);
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}
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uint8_t BattleSide::GetRandomCreatureIndex() {
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