More handling of script hooks.
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@@ -78,23 +78,33 @@ void TurnHandler::ExecuteAttackChoice(const AttackTurnChoice *choice) {
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}
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void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *target, ExecutingAttack::TargetData &targetData) {
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//HOOK: Check if attack fails on target
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std::array<ScriptSource*, 1> sources = {target};
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HOOK(OnIncomingAttackFails, sources, &attack, target);
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auto user = attack.GetUser();
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//HOOK: Check if target is invulnerable
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HOOK(IsInvulnerable, sources, &attack, target);
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std::array<ScriptSource*, 1> targetSources = {target};
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std::array<ScriptSource*, 1> userSources = {user};
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bool fail = false;
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HOOK(FailIncomingAttack, targetSources, &attack, target, fail);
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if (fail){
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//TODO: Fail handling.
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return;
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}
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bool invulnerable = fail;
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HOOK(IsInvulnerable, targetSources, &attack, target, invulnerable);
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if (invulnerable){
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//TODO: We should probably do something when a target is invulnerable.
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return;
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}
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if (!targetData.IsHit()){
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//HOOK: On attack miss.
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HOOK(OnAttackMiss, sources, &attack, target);
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HOOK(OnAttackMiss, targetSources, &attack, target);
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return;
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}
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auto numHits = targetData.GetNumberOfHits();
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if (numHits == 0)
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return;
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auto user = attack.GetUser();
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auto attackData = attack.GetAttack()->GetAttack();
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auto library = user->GetBattle()->GetLibrary();
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auto dmgLibrary = library->GetDamageLibrary();
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@@ -108,14 +118,16 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *targe
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}
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auto hit = targetData.GetHit(hitIndex);
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//HOOK: Change move type
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hit.SetEffectiveness(library->GetTypeLibrary()->GetEffectiveness(hit.GetType(), target->GetTypes()));
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auto hitType = hit.GetType();
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HOOK(ChangeAttackType, targetSources, &attack, target, hitIndex, hitType);
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hit.SetEffectiveness(library->GetTypeLibrary()->GetEffectiveness(hitType, target->GetTypes()));
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hit.SetCritical(library->GetCriticalLibrary()->IsCritical(&attack, target, hitIndex));
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hit.SetBasePower(dmgLibrary->GetBasePower(&attack, target, hitIndex));
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hit.SetDamage(dmgLibrary->GetDamage(&attack, target, hitIndex));
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std::array<ScriptSource*, 1> attackSource = {&attack};
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if (attackData->GetCategory() == Library::AttackCategory::Status){
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//HOOK: Status attack
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HOOK(OnStatusMove, attackSource, &attack, target, hitIndex);
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}
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else{
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auto damage = hit.GetDamage();
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@@ -125,14 +137,17 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *targe
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}
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if (damage > 0){
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target->Damage(damage, DamageSource::AttackDamage);
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//HOOK: Prevent secondary effects
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//HOOK: On Move Hit
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bool preventSecondary = false;
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HOOK(PreventSecondaryEffects, targetSources, &attack, target, hitIndex, preventSecondary);
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if (!preventSecondary){
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//HOOK: On Move Hit
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}
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}
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}
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}
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if (!user->IsFainted()){
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//HOOK: On After Hits
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if (!user->IsFainted())
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HOOK(OnAfterHits, userSources, attack, target);
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}
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}
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