Better handling of filling empty slots.
continuous-integration/drone/push Build is passing Details

This commit is contained in:
Deukhoofd 2019-12-07 12:13:12 +01:00
parent 345af31464
commit 57f16bc420
Signed by: Deukhoofd
GPG Key ID: ADF2E9256009EDCE
10 changed files with 80 additions and 31 deletions

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@ -10,9 +10,6 @@ void TurnHandler::RunTurn(Battle* battle, ChoiceQueue* queue) {
HOOK(OnBeforeTurn, choice, choice);
}
while (queue->HasNext()) {
if (battle->HasRecalledSlots()) {
return;
}
auto item = queue->Dequeue();
ExecuteChoice(item);
delete item;

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@ -26,6 +26,9 @@ bool Battle::TrySetChoice(BaseTurnChoice* choice) {
void Battle::CheckChoicesSetAndRun() {
for (auto side : _sides) {
if (!side->AllPossibleSlotsFilled()) {
return;
}
if (!side->AllChoicesSet()) {
return;
}
@ -34,8 +37,11 @@ void Battle::CheckChoicesSetAndRun() {
auto i = 0;
for (auto side : _sides) {
for (BaseTurnChoice* choice : side->GetChoices()) {
if (choice == nullptr) {
throw CreatureException("Choice was null");
}
if (choice->GetKind() == TurnChoiceKind::Attack) {
auto attack = dynamic_cast<const AttackTurnChoice*>(choice)->GetAttack();
auto attack = (dynamic_cast<AttackTurnChoice*>((choice)))->GetAttack();
uint8_t uses = 1;
// HOOK: change number of uses needed.
if (attack->GetRemainingUses() < uses) {
@ -70,23 +76,21 @@ bool Battle::CreatureInField(const Creature* creature) const {
return false;
}
bool Battle::HasRecalledSlots() const { return _numberOfRecalledSlots > 0; }
void Battle::ForceRecall(uint8_t side, uint8_t index) { _sides[side]->SetCreature(nullptr, index); }
void Battle::ForceRecall(uint8_t side, uint8_t index) {
_numberOfRecalledSlots++;
// TODO: Switch out.
}
void Battle::FillRecall(uint8_t side, uint8_t, Creature* c) {
_numberOfRecalledSlots--;
// TODO: switch in.
if (_numberOfRecalledSlots == 0 && _currentTurnQueue != nullptr) {
TurnHandler::RunTurn(this, _currentTurnQueue);
}
}
void Battle::FillEmptySlot(uint8_t side, uint8_t index, Creature* c) { _sides[side]->SetCreature(c, index); }
void Battle::GetActiveScripts(std::vector<ScriptWrapper>& scripts) { scripts.emplace_back(&_volatile); }
void Battle::SwitchCreature(uint8_t sideIndex, uint8_t index, Creature* c) {
auto side = this->_sides[sideIndex];
side->SetCreature(c, index);
}
bool Battle::CanSlotBeFilled(uint8_t side, uint8_t index) const {
for (const auto& party : _parties) {
if (party.IsResponsibleForIndex(side, index)) {
if (party.HasCreaturesNotInField())
return true;
}
}
return false;
}

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

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@ -14,7 +14,37 @@ namespace CreatureLib::Battling {
: _party(party), _responsibleIndices(responsibleIndices) {}
CreatureParty* GetParty() { return _party; }
std::vector<CreatureIndex>& GetResponsibleIndices() { return _responsibleIndices; }
const std::vector<CreatureIndex>& GetResponsibleIndices() const { return _responsibleIndices; }
bool IsResponsibleForIndex(const CreatureIndex& index) const {
for (const auto& i : _responsibleIndices) {
if (i == index)
return true;
}
return false;
}
bool IsResponsibleForIndex(uint8_t side, uint8_t index) const {
for (const auto& i : _responsibleIndices) {
if (i.GetSideIndex() == side && i.GetCreatureIndex() == index)
return true;
}
return false;
}
bool HasCreaturesNotInField() const {
auto p = _party->GetParty();
for (const auto& creature : p) {
if (creature == nullptr)
continue;
if (creature->IsFainted())
continue;
if (creature->IsOnBattleField())
continue;
return true;
}
return false;
}
};
}

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@ -7,6 +7,17 @@ using namespace CreatureLib::Battling;
bool BattleSide::AllChoicesSet() const { return _choicesSet == _creaturesPerSide; }
bool BattleSide::AllPossibleSlotsFilled() const {
for (size_t i = 0; i < _creatures.size(); i++) {
auto c = _creatures[i];
if (c == nullptr || c->IsFainted()) {
if (_battle->CanSlotBeFilled(_index, i))
return false;
}
}
return true;
}
void BattleSide::ResetChoices() {
_choicesSet = 0;
for (uint8_t i = 0; i < _creaturesPerSide; i++) {

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@ -7,6 +7,7 @@
namespace CreatureLib::Battling {
class BattleSide : public ScriptSource {
uint8_t _index;
uint8_t _creaturesPerSide;
std::vector<Creature*> _creatures;
std::vector<BaseTurnChoice*> _choices;
@ -15,8 +16,8 @@ namespace CreatureLib::Battling {
Battle* _battle;
public:
explicit BattleSide(Battle* battle, uint8_t creaturesPerSide)
: _creaturesPerSide(creaturesPerSide), _battle(battle) {
explicit BattleSide(uint8_t index, Battle* battle, uint8_t creaturesPerSide)
: _index(index), _creaturesPerSide(creaturesPerSide), _battle(battle) {
_creatures = std::vector<Creature*>(creaturesPerSide);
_choices = std::vector<BaseTurnChoice*>(creaturesPerSide);
for (size_t i = 0; i < creaturesPerSide; i++) {
@ -31,6 +32,8 @@ namespace CreatureLib::Battling {
[[nodiscard]] bool AllChoicesSet() const;
[[nodiscard]] const std::vector<BaseTurnChoice*>& GetChoices() const;
[[nodiscard]] bool AllPossibleSlotsFilled() const;
void SetChoice(BaseTurnChoice* choice);
void ResetChoices();

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@ -39,6 +39,7 @@ namespace CreatureLib::Battling {
Battle* _battle;
BattleSide* _side;
bool _onBattleField;
std::string _nickname = "";
int8_t _talentIndex;
@ -68,6 +69,7 @@ namespace CreatureLib::Battling {
void SetBattleData(Battle* battle, BattleSide* side);
Battle* GetBattle() const;
BattleSide* GetBattleSide() const;
bool IsOnBattleField() const { return _onBattleField; }
const std::string& GetNickname() const;
const std::string& GetActiveTalent() const;

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@ -15,6 +15,10 @@ namespace CreatureLib::Battling {
uint8_t GetSideIndex() const { return _side; }
uint8_t GetCreatureIndex() const { return _creature; }
bool operator==(const CreatureIndex& rhs) const { return (_side == rhs._side) && (_creature == rhs._creature); }
bool operator!=(const CreatureIndex& rhs) const { return !operator==(rhs); }
};
}

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@ -8,7 +8,7 @@
using namespace CreatureLib::Battling;
TEST_CASE("Set Choice one-sized side", "[Battling]") {
auto side = BattleSide(nullptr, 1);
auto side = BattleSide(0, nullptr, 1);
auto c = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
side.SetCreature(c, 0);
auto choice = new PassTurnChoice(c);
@ -18,7 +18,7 @@ TEST_CASE("Set Choice one-sized side", "[Battling]") {
}
TEST_CASE("Set Choice one-sized side, validate all choices set", "[Battling]") {
auto side = BattleSide(nullptr, 1);
auto side = BattleSide(0, nullptr, 1);
auto c = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
side.SetCreature(c, 0);
auto choice = new PassTurnChoice(c);
@ -30,7 +30,7 @@ TEST_CASE("Set Choice one-sized side, validate all choices set", "[Battling]") {
}
TEST_CASE("Set Choice two-sized side", "[Battling]") {
auto side = BattleSide(nullptr, 2);
auto side = BattleSide(0, nullptr, 2);
auto c1 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
auto c2 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
side.SetCreature(c1, 0);
@ -46,7 +46,7 @@ TEST_CASE("Set Choice two-sized side", "[Battling]") {
}
TEST_CASE("Set Choice two-sized side, validate all choices set", "[Battling]") {
auto side = BattleSide(nullptr, 2);
auto side = BattleSide(0, nullptr, 2);
auto c1 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
auto c2 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
side.SetCreature(c1, 0);

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@ -41,8 +41,8 @@ TEST_CASE("Use damaging move", "[Integrations]") {
auto battle = Battle(library, {battleParty1, battleParty2});
battle.SwitchCreature(0, 0, c1);
battle.SwitchCreature(1, 0, c2);
battle.FillEmptySlot(0, 0, c1);
battle.FillEmptySlot(1, 0, c2);
battle.TrySetChoice(new AttackTurnChoice(c1, c1->GetAttacks()[0], CreatureIndex(1, 0)));
battle.TrySetChoice(new PassTurnChoice(c2));