Reset weight/height when variant changes, when a creature is moved out of the battle.
continuous-integration/drone/push Build is failing
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continuous-integration/drone/push Build is failing
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@ -61,6 +61,9 @@ namespace CreatureLib::Battling {
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_types.push_back(t);
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_types.push_back(t);
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}
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}
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_weight = variant->GetWeight();
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_height = variant->GetHeight();
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// Grab the new active talent.
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// Grab the new active talent.
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_activeTalent =
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_activeTalent =
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std::unique_ptr<BattleScript>(_library->LoadScript(this, ScriptCategory::Talent, GetActiveTalent()));
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std::unique_ptr<BattleScript>(_library->LoadScript(this, ScriptCategory::Talent, GetActiveTalent()));
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@ -113,6 +116,15 @@ namespace CreatureLib::Battling {
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_height = _variant->GetHeight();
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_height = _variant->GetHeight();
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}
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}
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void Battling::Creature::SetOnBattleField(bool value) {
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_battleData.OnBattleField = value;
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if (!value) {
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ResetActiveScripts();
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_weight = _variant->GetWeight();
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_height = _variant->GetHeight();
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}
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}
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bool Creature::ChangeStatBoost(Library::Statistic stat, int8_t diffAmount) {
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bool Creature::ChangeStatBoost(Library::Statistic stat, int8_t diffAmount) {
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bool changed = false;
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bool changed = false;
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auto oldValue = this->_statBoost.GetStat(stat);
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auto oldValue = this->_statBoost.GetStat(stat);
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@ -131,7 +131,7 @@ namespace CreatureLib::Battling {
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void ClearBattleData() noexcept;
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void ClearBattleData() noexcept;
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inline const ArbUt::OptionalBorrowedPtr<Battle>& GetBattle() const { return _battleData.Battle; }
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inline const ArbUt::OptionalBorrowedPtr<Battle>& GetBattle() const { return _battleData.Battle; }
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inline const ArbUt::OptionalBorrowedPtr<BattleSide>& GetBattleSide() const { return _battleData.Side; }
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inline const ArbUt::OptionalBorrowedPtr<BattleSide>& GetBattleSide() const { return _battleData.Side; }
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inline void SetOnBattleField(bool value) { _battleData.OnBattleField = value; }
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inline void SetOnBattleField(bool value);
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inline void SetBattleIndex(const CreatureIndex& index) { _battleData.Index = index; }
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inline void SetBattleIndex(const CreatureIndex& index) { _battleData.Index = index; }
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inline const CreatureIndex& GetBattleIndex() const noexcept { return _battleData.Index; }
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inline const CreatureIndex& GetBattleIndex() const noexcept { return _battleData.Index; }
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inline bool IsOnBattleField() const { return _battleData.OnBattleField; }
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inline bool IsOnBattleField() const { return _battleData.OnBattleField; }
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