Better handling of filling empty slots.
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
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@ -10,9 +10,6 @@ void TurnHandler::RunTurn(Battle* battle, ChoiceQueue* queue) {
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HOOK(OnBeforeTurn, choice, choice);
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}
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while (queue->HasNext()) {
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if (battle->HasRecalledSlots()) {
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return;
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}
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auto item = queue->Dequeue();
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ExecuteChoice(item);
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delete item;
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@ -26,6 +26,9 @@ bool Battle::TrySetChoice(BaseTurnChoice* choice) {
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void Battle::CheckChoicesSetAndRun() {
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for (auto side : _sides) {
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if (!side->AllPossibleSlotsFilled()) {
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return;
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}
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if (!side->AllChoicesSet()) {
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return;
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}
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@ -34,8 +37,11 @@ void Battle::CheckChoicesSetAndRun() {
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auto i = 0;
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for (auto side : _sides) {
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for (BaseTurnChoice* choice : side->GetChoices()) {
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if (choice == nullptr) {
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throw CreatureException("Choice was null");
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}
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if (choice->GetKind() == TurnChoiceKind::Attack) {
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auto attack = dynamic_cast<const AttackTurnChoice*>(choice)->GetAttack();
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auto attack = (dynamic_cast<AttackTurnChoice*>((choice)))->GetAttack();
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uint8_t uses = 1;
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// HOOK: change number of uses needed.
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if (attack->GetRemainingUses() < uses) {
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@ -70,23 +76,21 @@ bool Battle::CreatureInField(const Creature* creature) const {
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return false;
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}
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bool Battle::HasRecalledSlots() const { return _numberOfRecalledSlots > 0; }
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void Battle::ForceRecall(uint8_t side, uint8_t index) { _sides[side]->SetCreature(nullptr, index); }
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void Battle::ForceRecall(uint8_t side, uint8_t index) {
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_numberOfRecalledSlots++;
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// TODO: Switch out.
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}
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void Battle::FillRecall(uint8_t side, uint8_t, Creature* c) {
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_numberOfRecalledSlots--;
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// TODO: switch in.
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if (_numberOfRecalledSlots == 0 && _currentTurnQueue != nullptr) {
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TurnHandler::RunTurn(this, _currentTurnQueue);
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}
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}
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void Battle::FillEmptySlot(uint8_t side, uint8_t index, Creature* c) { _sides[side]->SetCreature(c, index); }
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void Battle::GetActiveScripts(std::vector<ScriptWrapper>& scripts) { scripts.emplace_back(&_volatile); }
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void Battle::SwitchCreature(uint8_t sideIndex, uint8_t index, Creature* c) {
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auto side = this->_sides[sideIndex];
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side->SetCreature(c, index);
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}
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bool Battle::CanSlotBeFilled(uint8_t side, uint8_t index) const {
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for (const auto& party : _parties) {
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if (party.IsResponsibleForIndex(side, index)) {
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if (party.HasCreaturesNotInField())
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return true;
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}
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}
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return false;
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}
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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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@ -14,7 +14,37 @@ namespace CreatureLib::Battling {
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: _party(party), _responsibleIndices(responsibleIndices) {}
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CreatureParty* GetParty() { return _party; }
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std::vector<CreatureIndex>& GetResponsibleIndices() { return _responsibleIndices; }
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const std::vector<CreatureIndex>& GetResponsibleIndices() const { return _responsibleIndices; }
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bool IsResponsibleForIndex(const CreatureIndex& index) const {
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for (const auto& i : _responsibleIndices) {
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if (i == index)
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return true;
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}
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return false;
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}
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bool IsResponsibleForIndex(uint8_t side, uint8_t index) const {
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for (const auto& i : _responsibleIndices) {
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if (i.GetSideIndex() == side && i.GetCreatureIndex() == index)
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return true;
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}
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return false;
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}
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bool HasCreaturesNotInField() const {
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auto p = _party->GetParty();
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for (const auto& creature : p) {
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if (creature == nullptr)
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continue;
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if (creature->IsFainted())
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continue;
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if (creature->IsOnBattleField())
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continue;
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return true;
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}
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return false;
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}
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};
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}
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@ -7,6 +7,17 @@ using namespace CreatureLib::Battling;
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bool BattleSide::AllChoicesSet() const { return _choicesSet == _creaturesPerSide; }
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bool BattleSide::AllPossibleSlotsFilled() const {
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for (size_t i = 0; i < _creatures.size(); i++) {
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auto c = _creatures[i];
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if (c == nullptr || c->IsFainted()) {
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if (_battle->CanSlotBeFilled(_index, i))
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return false;
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}
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}
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return true;
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}
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void BattleSide::ResetChoices() {
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_choicesSet = 0;
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for (uint8_t i = 0; i < _creaturesPerSide; i++) {
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@ -7,6 +7,7 @@
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namespace CreatureLib::Battling {
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class BattleSide : public ScriptSource {
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uint8_t _index;
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uint8_t _creaturesPerSide;
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std::vector<Creature*> _creatures;
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std::vector<BaseTurnChoice*> _choices;
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@ -15,8 +16,8 @@ namespace CreatureLib::Battling {
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Battle* _battle;
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public:
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explicit BattleSide(Battle* battle, uint8_t creaturesPerSide)
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: _creaturesPerSide(creaturesPerSide), _battle(battle) {
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explicit BattleSide(uint8_t index, Battle* battle, uint8_t creaturesPerSide)
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: _index(index), _creaturesPerSide(creaturesPerSide), _battle(battle) {
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_creatures = std::vector<Creature*>(creaturesPerSide);
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_choices = std::vector<BaseTurnChoice*>(creaturesPerSide);
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for (size_t i = 0; i < creaturesPerSide; i++) {
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@ -31,6 +32,8 @@ namespace CreatureLib::Battling {
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[[nodiscard]] bool AllChoicesSet() const;
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[[nodiscard]] const std::vector<BaseTurnChoice*>& GetChoices() const;
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[[nodiscard]] bool AllPossibleSlotsFilled() const;
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void SetChoice(BaseTurnChoice* choice);
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void ResetChoices();
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@ -39,6 +39,7 @@ namespace CreatureLib::Battling {
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Battle* _battle;
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BattleSide* _side;
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bool _onBattleField;
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std::string _nickname = "";
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int8_t _talentIndex;
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@ -68,6 +69,7 @@ namespace CreatureLib::Battling {
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void SetBattleData(Battle* battle, BattleSide* side);
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Battle* GetBattle() const;
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BattleSide* GetBattleSide() const;
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bool IsOnBattleField() const { return _onBattleField; }
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const std::string& GetNickname() const;
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const std::string& GetActiveTalent() const;
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@ -15,6 +15,10 @@ namespace CreatureLib::Battling {
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uint8_t GetSideIndex() const { return _side; }
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uint8_t GetCreatureIndex() const { return _creature; }
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bool operator==(const CreatureIndex& rhs) const { return (_side == rhs._side) && (_creature == rhs._creature); }
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bool operator!=(const CreatureIndex& rhs) const { return !operator==(rhs); }
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};
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}
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@ -8,7 +8,7 @@
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using namespace CreatureLib::Battling;
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TEST_CASE("Set Choice one-sized side", "[Battling]") {
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auto side = BattleSide(nullptr, 1);
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auto side = BattleSide(0, nullptr, 1);
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auto c = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
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side.SetCreature(c, 0);
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auto choice = new PassTurnChoice(c);
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@ -18,7 +18,7 @@ TEST_CASE("Set Choice one-sized side", "[Battling]") {
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}
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TEST_CASE("Set Choice one-sized side, validate all choices set", "[Battling]") {
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auto side = BattleSide(nullptr, 1);
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auto side = BattleSide(0, nullptr, 1);
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auto c = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
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side.SetCreature(c, 0);
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auto choice = new PassTurnChoice(c);
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@ -30,7 +30,7 @@ TEST_CASE("Set Choice one-sized side, validate all choices set", "[Battling]") {
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}
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TEST_CASE("Set Choice two-sized side", "[Battling]") {
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auto side = BattleSide(nullptr, 2);
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auto side = BattleSide(0, nullptr, 2);
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auto c1 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
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auto c2 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
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side.SetCreature(c1, 0);
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@ -46,7 +46,7 @@ TEST_CASE("Set Choice two-sized side", "[Battling]") {
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}
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TEST_CASE("Set Choice two-sized side, validate all choices set", "[Battling]") {
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auto side = BattleSide(nullptr, 2);
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auto side = BattleSide(0, nullptr, 2);
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auto c1 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
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auto c2 = CreateCreature(GetLibrary(), "testSpecies1", 5).Create();
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side.SetCreature(c1, 0);
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@ -41,8 +41,8 @@ TEST_CASE("Use damaging move", "[Integrations]") {
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auto battle = Battle(library, {battleParty1, battleParty2});
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battle.SwitchCreature(0, 0, c1);
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battle.SwitchCreature(1, 0, c2);
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battle.FillEmptySlot(0, 0, c1);
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battle.FillEmptySlot(1, 0, c2);
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battle.TrySetChoice(new AttackTurnChoice(c1, c1->GetAttacks()[0], CreatureIndex(1, 0)));
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battle.TrySetChoice(new PassTurnChoice(c2));
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