Make ChoiceQueue use smart pointers.
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This commit is contained in:
2020-05-31 18:00:39 +02:00
parent ff181204ae
commit 29cb4eac37
8 changed files with 32 additions and 35 deletions

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@@ -1,13 +1,14 @@
#ifndef CREATURELIB_CHOICEQUEUE_HPP
#define CREATURELIB_CHOICEQUEUE_HPP
#include <Arbutils/Memory/UniquePtrList.hpp>
#include <utility>
#include <vector>
#include "../TurnChoices/BaseTurnChoice.hpp"
namespace CreatureLib::Battling {
class ChoiceQueue {
std::vector<BaseTurnChoice*> _queue;
ArbUt::UniquePtrList<BaseTurnChoice> _queue;
size_t _current = 0;
public:
@@ -15,17 +16,17 @@ namespace CreatureLib::Battling {
explicit ChoiceQueue(std::vector<BaseTurnChoice*> queue) : _queue(std::move(queue)) {}
BaseTurnChoice* Dequeue() {
ArbUt::BorrowedPtr<BaseTurnChoice> Dequeue() {
auto b = _queue[_current];
_current++;
return b;
}
BaseTurnChoice* Peek() { return _queue[_current]; }
ArbUt::BorrowedPtr<BaseTurnChoice> Peek() { return _queue[_current]; }
[[nodiscard]] bool HasNext() const { return _current < _queue.size(); }
[[nodiscard]] bool HasNext() const { return _current < _queue.Count(); }
std::vector<BaseTurnChoice*>& GetInnerQueue() { return _queue; }
ArbUt::UniquePtrList<BaseTurnChoice>& GetInnerQueue() { return _queue; }
bool MoveCreatureChoiceNext(Creature* creature);
};