This commit is contained in:
Deukhoofd 2020-04-22 21:20:07 +02:00
parent d2cf26e950
commit 75baf19ebd
Signed by: Deukhoofd
GPG Key ID: ADF2E9256009EDCE
4 changed files with 32 additions and 30 deletions

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@ -17,10 +17,10 @@ if (NOT EXISTS ${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
SET(VERSION ${VERSION}.${MINOR})
endif ()
if (NOT WINDOWS)
execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build missing
execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build outdated
-s compiler=clang -s compiler.libcxx=libstdc++11 -s compiler.version=${VERSION})
else ()
execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build missing
execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build outdated
-s compiler=gcc -s compiler.libcxx=libstdc++11 -s compiler.version=${VERSION} -s os=Windows)
endif ()
endif ()

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@ -19,9 +19,7 @@ void TurnHandler::RunTurn(ChoiceQueue* queue) {
}
void TurnHandler::ExecuteChoice(BaseTurnChoice* choice) {
if (choice == nullptr) {
return;
}
AssertNotNull(choice);
auto choiceKind = choice->GetKind();
if (choiceKind == TurnChoiceKind::Pass) {
return;
@ -116,7 +114,7 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
return;
}
bool invulnerable = fail;
bool invulnerable = false;
HOOK(IsInvulnerable, targetSource, attack, target, &invulnerable);
if (invulnerable) {
// TODO: We should probably do something when a target is invulnerable.
@ -140,7 +138,6 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
break;
}
if (target->IsFainted()) {
// STOP, STOP! HE'S ALREADY DEAD ;_;
break;
}
auto hit = targetData->GetHit(hitIndex);

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@ -6,29 +6,32 @@
using namespace CreatureLib;
using namespace Battling;
bool ___ChoiceOrderFunc(const BaseTurnChoice* a, const BaseTurnChoice* b, Arbutils::Random& rand) {
auto aKind = a->GetKind();
auto bKind = b->GetKind();
if (aKind != bKind)
return aKind > bKind;
if (aKind == TurnChoiceKind::Attack) {
auto aPriority = dynamic_cast<const AttackTurnChoice*>(a)->GetPriority();
auto bPriority = dynamic_cast<const AttackTurnChoice*>(b)->GetPriority();
if (aPriority != bPriority)
return aPriority > bPriority;
}
auto aSpeed = a->GetUser()->GetBoostedStat(Library::Statistic::Speed);
auto bSpeed = b->GetUser()->GetBoostedStat(Library::Statistic::Speed);
if (aSpeed != bSpeed)
return aSpeed > bSpeed;
class ChoiceCompare {
Arbutils::Random& _rand;
auto randomValue = rand.Get(2);
return randomValue == 0;
}
public:
explicit ChoiceCompare(Arbutils::Random& rand) : _rand(rand) {}
bool operator()(const BaseTurnChoice* a, const BaseTurnChoice* b) {
auto aKind = a->GetKind();
auto bKind = b->GetKind();
if (aKind != bKind)
return aKind > bKind;
if (aKind == TurnChoiceKind::Attack) {
auto aPriority = dynamic_cast<const AttackTurnChoice*>(a)->GetPriority();
auto bPriority = dynamic_cast<const AttackTurnChoice*>(b)->GetPriority();
if (aPriority != bPriority)
return aPriority > bPriority;
}
auto aSpeed = a->GetUser()->GetBoostedStat(Library::Statistic::Speed);
auto bSpeed = b->GetUser()->GetBoostedStat(Library::Statistic::Speed);
if (aSpeed != bSpeed)
return aSpeed > bSpeed;
auto randomValue = _rand.Get(2);
return randomValue == 0;
}
};
void TurnOrdering::OrderChoices(std::vector<BaseTurnChoice*>& vec, Arbutils::Random& rand) {
auto comp = [&](const BaseTurnChoice* a, const BaseTurnChoice* b) -> bool {
return ___ChoiceOrderFunc(a, b, rand);
};
std::sort(vec.begin(), vec.end(), comp);
std::sort(vec.begin(), vec.end(), ChoiceCompare(rand));
}

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@ -96,7 +96,7 @@ Battling::Battle* Battling::Creature::GetBattle() const { return _battle; }
Battling::BattleSide* Battling::Creature::GetBattleSide() const { return _side; }
bool Battling::Creature::IsFainted() const noexcept { return this->_currentHealth <= 0; }
bool Battling::Creature::IsFainted() const noexcept { return this->_currentHealth == 0; }
void Battling::Creature::OnFaint() {
// HOOK: On Faint
@ -115,6 +115,8 @@ void Battling::Creature::Damage(uint32_t damage, Battling::DamageSource source)
if (damage > _currentHealth) {
damage = _currentHealth;
}
if (damage == 0)
return;
// HOOK: On Damage
auto newHealth = _currentHealth - damage;
auto battle = this->GetBattle();