Cleanup
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d2cf26e950
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@ -17,10 +17,10 @@ if (NOT EXISTS ${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
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SET(VERSION ${VERSION}.${MINOR})
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endif ()
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if (NOT WINDOWS)
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execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build missing
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execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build outdated
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-s compiler=clang -s compiler.libcxx=libstdc++11 -s compiler.version=${VERSION})
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else ()
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execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build missing
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execute_process(COMMAND conan install ${CMAKE_SOURCE_DIR} --install-folder=${CMAKE_BINARY_DIR} --build outdated
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-s compiler=gcc -s compiler.libcxx=libstdc++11 -s compiler.version=${VERSION} -s os=Windows)
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endif ()
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endif ()
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@ -19,9 +19,7 @@ void TurnHandler::RunTurn(ChoiceQueue* queue) {
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}
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void TurnHandler::ExecuteChoice(BaseTurnChoice* choice) {
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if (choice == nullptr) {
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return;
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}
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AssertNotNull(choice);
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auto choiceKind = choice->GetKind();
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if (choiceKind == TurnChoiceKind::Pass) {
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return;
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@ -116,7 +114,7 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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return;
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}
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bool invulnerable = fail;
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bool invulnerable = false;
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HOOK(IsInvulnerable, targetSource, 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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@ -140,7 +138,6 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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break;
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}
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if (target->IsFainted()) {
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// STOP, STOP! HE'S ALREADY DEAD ;_;
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break;
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}
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auto hit = targetData->GetHit(hitIndex);
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@ -6,29 +6,32 @@
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using namespace CreatureLib;
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using namespace Battling;
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bool ___ChoiceOrderFunc(const BaseTurnChoice* a, const BaseTurnChoice* b, Arbutils::Random& rand) {
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auto aKind = a->GetKind();
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auto bKind = b->GetKind();
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if (aKind != bKind)
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return aKind > bKind;
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if (aKind == TurnChoiceKind::Attack) {
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auto aPriority = dynamic_cast<const AttackTurnChoice*>(a)->GetPriority();
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auto bPriority = dynamic_cast<const AttackTurnChoice*>(b)->GetPriority();
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if (aPriority != bPriority)
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return aPriority > bPriority;
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}
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auto aSpeed = a->GetUser()->GetBoostedStat(Library::Statistic::Speed);
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auto bSpeed = b->GetUser()->GetBoostedStat(Library::Statistic::Speed);
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if (aSpeed != bSpeed)
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return aSpeed > bSpeed;
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class ChoiceCompare {
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Arbutils::Random& _rand;
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auto randomValue = rand.Get(2);
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return randomValue == 0;
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}
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public:
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explicit ChoiceCompare(Arbutils::Random& rand) : _rand(rand) {}
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bool operator()(const BaseTurnChoice* a, const BaseTurnChoice* b) {
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auto aKind = a->GetKind();
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auto bKind = b->GetKind();
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if (aKind != bKind)
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return aKind > bKind;
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if (aKind == TurnChoiceKind::Attack) {
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auto aPriority = dynamic_cast<const AttackTurnChoice*>(a)->GetPriority();
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auto bPriority = dynamic_cast<const AttackTurnChoice*>(b)->GetPriority();
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if (aPriority != bPriority)
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return aPriority > bPriority;
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}
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auto aSpeed = a->GetUser()->GetBoostedStat(Library::Statistic::Speed);
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auto bSpeed = b->GetUser()->GetBoostedStat(Library::Statistic::Speed);
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if (aSpeed != bSpeed)
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return aSpeed > bSpeed;
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auto randomValue = _rand.Get(2);
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return randomValue == 0;
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}
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};
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void TurnOrdering::OrderChoices(std::vector<BaseTurnChoice*>& vec, Arbutils::Random& rand) {
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auto comp = [&](const BaseTurnChoice* a, const BaseTurnChoice* b) -> bool {
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return ___ChoiceOrderFunc(a, b, rand);
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};
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std::sort(vec.begin(), vec.end(), comp);
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std::sort(vec.begin(), vec.end(), ChoiceCompare(rand));
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}
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@ -96,7 +96,7 @@ Battling::Battle* Battling::Creature::GetBattle() const { return _battle; }
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Battling::BattleSide* Battling::Creature::GetBattleSide() const { return _side; }
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bool Battling::Creature::IsFainted() const noexcept { return this->_currentHealth <= 0; }
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bool Battling::Creature::IsFainted() const noexcept { return this->_currentHealth == 0; }
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void Battling::Creature::OnFaint() {
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// HOOK: On Faint
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@ -115,6 +115,8 @@ void Battling::Creature::Damage(uint32_t damage, Battling::DamageSource source)
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if (damage > _currentHealth) {
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damage = _currentHealth;
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}
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if (damage == 0)
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return;
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// HOOK: On Damage
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auto newHealth = _currentHealth - damage;
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auto battle = this->GetBattle();
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