Added Helper function to ChoiceQueue to move a specific creature's choice up next.

This commit is contained in:
Deukhoofd 2020-02-22 14:16:38 +01:00
parent d4fd7282f5
commit 442d6cd5b1
Signed by: Deukhoofd
GPG Key ID: ADF2E9256009EDCE
3 changed files with 79 additions and 0 deletions

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@ -1 +1,28 @@
#include "ChoiceQueue.hpp"
bool CreatureLib::Battling::ChoiceQueue::MoveCreatureChoiceNext(CreatureLib::Battling::Creature* creature) {
// Find which index the creature choice is at.
size_t choiceIndex = -1;
for (size_t index = _current; index < _queue.size(); index++) {
if (_queue.at(index)->GetUser() == creature) {
// If the creature choice is already next up, return.
if (index == _current)
return false;
choiceIndex = index;
}
}
// If the creature has no choice anymore, return.
if (choiceIndex == -1)
return false;
// Save the pointer to the creature choice.
auto creatureChoice = _queue[choiceIndex];
// Starting at the position before the current creature choice, and iterating backwards up till the current choice.
for (size_t i = choiceIndex - 1; i >= _current && i != SIZE_MAX; i--) {
// Place everything in one spot later.
_queue[i + 1] = _queue[i];
}
// Set the creature choice up next.
_queue[_current] = creatureChoice;
return true;
}

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@ -21,9 +21,13 @@ namespace CreatureLib::Battling {
return b;
}
BaseTurnChoice* Peek() { return _queue[_current]; }
[[nodiscard]] bool HasNext() const { return _current < _queue.size(); }
std::vector<BaseTurnChoice*>& GetInnerQueue() { return _queue; }
bool MoveCreatureChoiceNext(Creature* creature);
};
}

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@ -0,0 +1,48 @@
#ifdef TESTS_BUILD
#include "../../extern/catch.hpp"
#include "../../src/Battling/Flow/ChoiceQueue.hpp"
#include "../../src/Battling/Models/BattleSide.hpp"
#include "../../src/Battling/Models/CreateCreature.hpp"
#include "../../src/Battling/TurnChoices/PassTurnChoice.hpp"
#include "../TestLibrary/TestLibrary.hpp"
using namespace CreatureLib::Battling;
TEST_CASE("Move creature choice up next.", "[Battling]") {
auto lib = TestLibrary::Get();
auto c1 = CreateCreature(lib, "testSpecies1", 1).Create();
auto c2 = CreateCreature(lib, "testSpecies1", 1).Create();
auto c3 = CreateCreature(lib, "testSpecies1", 1).Create();
auto c4 = CreateCreature(lib, "testSpecies1", 1).Create();
std::vector<BaseTurnChoice*> choices = {
new PassTurnChoice(c1),
new PassTurnChoice(c2),
new PassTurnChoice(c3),
new PassTurnChoice(c4),
};
auto choiceQueue = ChoiceQueue(choices);
CHECK(choiceQueue.MoveCreatureChoiceNext(c4));
auto currentChoices = choiceQueue.GetInnerQueue();
CHECK(currentChoices[0]->GetUser() == c4);
CHECK(currentChoices[1]->GetUser() == c1);
CHECK(currentChoices[2]->GetUser() == c2);
CHECK(currentChoices[3]->GetUser() == c3);
CHECK_FALSE(choiceQueue.MoveCreatureChoiceNext(c4));
delete choiceQueue.Dequeue();
delete choiceQueue.Dequeue();
CHECK_FALSE(choiceQueue.MoveCreatureChoiceNext(c1));
delete choiceQueue.Dequeue();
delete choiceQueue.Dequeue();
delete c1;
delete c2;
delete c3;
delete c4;
}
#endif