Make ChoiceQueue use smart pointers.
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@@ -13,12 +13,11 @@ void TurnHandler::RunTurn(ChoiceQueue* queue) {
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while (queue->HasNext()) {
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auto item = queue->Dequeue();
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ExecuteChoice(item);
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delete item;
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}
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queue->HasCompletedQueue = true;
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}
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void TurnHandler::ExecuteChoice(BaseTurnChoice* choice) {
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void TurnHandler::ExecuteChoice(ArbUt::BorrowedPtr<BaseTurnChoice> choice) {
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AssertNotNull(choice);
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auto choiceKind = choice->GetKind();
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if (choiceKind == TurnChoiceKind::Pass) {
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@@ -42,18 +41,18 @@ void TurnHandler::ExecuteChoice(BaseTurnChoice* choice) {
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switch (choiceKind) {
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case TurnChoiceKind::Pass: throw NotReachableException();
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case TurnChoiceKind::Attack: return ExecuteAttackChoice(dynamic_cast<AttackTurnChoice*>(choice));
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case TurnChoiceKind::Switch: return ExecuteSwitchChoice(dynamic_cast<SwitchTurnChoice*>(choice));
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case TurnChoiceKind::Flee: return ExecuteFleeChoice(dynamic_cast<FleeTurnChoice*>(choice));
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case TurnChoiceKind::Attack: return ExecuteAttackChoice(choice.ForceAs<AttackTurnChoice>());
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case TurnChoiceKind::Switch: return ExecuteSwitchChoice(choice.ForceAs<SwitchTurnChoice>());
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case TurnChoiceKind::Flee: return ExecuteFleeChoice(choice.ForceAs<FleeTurnChoice>());
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case TurnChoiceKind::Item: throw NotImplementedException();
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}
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}
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void TurnHandler::ExecuteAttackChoice(AttackTurnChoice* choice) {
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void TurnHandler::ExecuteAttackChoice(ArbUt::BorrowedPtr<AttackTurnChoice> choice) {
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AssertNotNull(choice)
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auto attackName = choice->GetAttack()->GetAttack()->GetName();
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HOOK(ChangeAttack, choice, choice, &attackName);
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HOOK(ChangeAttack, choice, choice.GetRaw(), &attackName);
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if (attackName != choice->GetAttack()->GetAttack()->GetName()) {
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// TODO: Change attack
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}
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@@ -196,9 +195,9 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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}
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}
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void TurnHandler::ExecuteSwitchChoice(CreatureLib::Battling::SwitchTurnChoice* choice) {
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void TurnHandler::ExecuteSwitchChoice(ArbUt::BorrowedPtr<SwitchTurnChoice> choice) {
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bool preventSwitch = false;
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HOOK(PreventSelfSwitch, choice, choice, &preventSwitch);
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HOOK(PreventSelfSwitch, choice, choice.GetRaw(), &preventSwitch);
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if (preventSwitch) {
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return;
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}
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@@ -210,7 +209,7 @@ void TurnHandler::ExecuteSwitchChoice(CreatureLib::Battling::SwitchTurnChoice* c
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auto userIndex = userSide->GetCreatureIndex(user);
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userSide->SetCreature(choice->GetNewCreature(), userIndex);
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}
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void TurnHandler::ExecuteFleeChoice(FleeTurnChoice* choice) {
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void TurnHandler::ExecuteFleeChoice(ArbUt::BorrowedPtr<FleeTurnChoice> choice) {
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auto user = choice->GetUser();
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auto battle = user->GetBattle();
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if (!battle->CanFlee()) {
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@@ -219,7 +218,7 @@ void TurnHandler::ExecuteFleeChoice(FleeTurnChoice* choice) {
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// TODO: If any of the creatures on the users side has a script that prevents it from running, block.
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// TODO: If any of the creatures on any other side has a script that prevents this side from running, block.
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if (battle->GetLibrary()->GetMiscLibrary()->CanFlee(choice)) {
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if (battle->GetLibrary()->GetMiscLibrary()->CanFlee(choice.GetRaw())) {
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user->GetBattleSide()->MarkAsFled();
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battle->ValidateBattleState();
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}
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