Better handling of filling empty slots.
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@@ -19,7 +19,6 @@ namespace CreatureLib::Battling {
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Core::Random _random;
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ChoiceQueue* _currentTurnQueue = nullptr;
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uint8_t _numberOfRecalledSlots = 0;
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ScriptSet _volatile;
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public:
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@@ -28,7 +27,7 @@ namespace CreatureLib::Battling {
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: _library(library), _parties(parties), _numberOfSides(numberOfSides), _creaturesPerSide(creaturesPerSide) {
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_sides = std::vector<BattleSide*>(numberOfSides);
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for (size_t i = 0; i < numberOfSides; i++) {
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_sides[i] = new BattleSide(this, creaturesPerSide);
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_sides[i] = new BattleSide(i, this, creaturesPerSide);
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}
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}
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@@ -54,11 +53,10 @@ namespace CreatureLib::Battling {
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return _sides[target.GetSideIndex()]->GetCreature(target.GetCreatureIndex());
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}
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[[nodiscard]] bool HasRecalledSlots() const;
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void ForceRecall(uint8_t side, uint8_t index);
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void FillRecall(uint8_t side, uint8_t, Creature* c);
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void FillEmptySlot(uint8_t side, uint8_t index, Creature* c);
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void SwitchCreature(uint8_t side, uint8_t index, Creature* c);
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bool CanSlotBeFilled(uint8_t side, uint8_t index) const;
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void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
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};
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