Implemented and fixed all code required to run at least a single turn.
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@@ -17,6 +17,8 @@ namespace CreatureLib::Battling {
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class BattleLibrary;
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class Creature : public ScriptSource {
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const BattleLibrary* _library;
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GetProperty(const Library::CreatureSpecies*, Species);
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GetProperty(const Library::SpeciesVariant*, Variant);
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@@ -37,7 +39,6 @@ namespace CreatureLib::Battling {
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Battle* _battle;
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BattleSide* _side;
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BattleLibrary* _library;
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std::string _nickname = "";
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int8_t _talentIndex;
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@@ -52,12 +53,17 @@ namespace CreatureLib::Battling {
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ScriptSet _volatile = {};
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public:
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Creature(const Library::CreatureSpecies* species, const Library::SpeciesVariant* variant, uint8_t level,
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uint32_t experience, Core::StatisticSet<uint8_t> statExp, Core::StatisticSet<uint8_t> statPotential,
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uint32_t uid, Library::Gender gender, uint8_t coloring, const Library::Item* heldItem,
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std::string nickname, int8_t talent, std::vector<LearnedAttack*> attacks);
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Creature(const BattleLibrary* library, const Library::CreatureSpecies* species,
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const Library::SpeciesVariant* variant, uint8_t level, uint32_t experience,
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Core::StatisticSet<uint8_t> statExp, Core::StatisticSet<uint8_t> statPotential, uint32_t uid,
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Library::Gender gender, uint8_t coloring, const Library::Item* heldItem, std::string nickname,
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int8_t talent, std::vector<LearnedAttack*> attacks);
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virtual ~Creature() = default;
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virtual ~Creature() {
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for (auto attack : _attacks) {
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delete attack;
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}
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};
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void SetBattleData(Battle* battle, BattleSide* side);
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Battle* GetBattle() const;
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@@ -76,10 +82,9 @@ namespace CreatureLib::Battling {
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void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
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// region Stat APIs
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std::vector<LearnedAttack*>& GetAttacks() { return _attacks; }
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void SetBattle(Battle* battle);
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void SetBattleLibrary(BattleLibrary* library);
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// region Stat APIs
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void ChangeStatBoost(Core::Statistic stat, int8_t diffAmount);
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[[nodiscard]] uint32_t GetFlatStat(Core::Statistic stat) const;
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