More handling of script hooks.
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ee14efe22e
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658672a246
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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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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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@ -7,7 +7,7 @@
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#include "Creature.hpp"
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namespace CreatureLib::Battling {
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class ExecutingAttack {
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class ExecutingAttack : public ScriptSource {
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public:
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class HitData{
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bool _critical = false;
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@ -65,6 +65,7 @@ namespace CreatureLib::Battling {
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std::unordered_map<Creature*, TargetData> _targets;
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Creature* _user;
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LearnedAttack* _attack;
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Script* _script;
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public:
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TargetData& GetAttackDataForTarget(Creature* creature){
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@ -86,6 +87,10 @@ namespace CreatureLib::Battling {
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LearnedAttack* GetAttack(){
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return _attack;
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}
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void GetActiveScripts(ScriptAggregator &aggr) override {
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aggr.Add(_script);
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}
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};
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}
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@ -1,15 +0,0 @@
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#ifndef CREATURELIB_HOOKS_HPP
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#define CREATURELIB_HOOKS_HPP
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#include <cstdint>
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namespace CreatureLib::Battling{
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enum class Hook : uint8_t{
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IncomingAttackFails,
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IsInvulnerable,
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AttackMiss,
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ChangeMove,
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};
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}
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#endif //CREATURELIB_HOOKS_HPP
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@ -5,7 +5,6 @@
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#include <string>
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#include <utility>
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#include <vector>
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#include "Hooks.hpp"
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namespace CreatureLib::Battling{
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class ExecutingAttack;
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@ -24,9 +23,15 @@ namespace CreatureLib::Battling{
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return _name;
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}
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virtual void OnIncomingAttackFails(ExecutingAttack* attack, Creature* target){};
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virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target){};
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virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool& result){};
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virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target , bool& result){};
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virtual void OnAttackMiss(ExecutingAttack* attack, Creature* target){};
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virtual void ChangeAttackType(ExecutingAttack* attack, Creature* target, uint8_t hitNumber, uint8_t& type){};
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virtual void OnStatusMove(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
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virtual void PreventSecondaryEffects(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber, bool& result){};
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virtual void OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
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virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target);
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};
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}
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