Change types on Creature to List instead of vector
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
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@ -64,8 +64,8 @@ export_func const char* CreatureLib_Creature_GetNickname(Creature* p) {
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}
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export_func void CreatureLib_Creature_SetNickname(Creature* p, const char* nickname) { p->SetNickname(nickname); }
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export_func bool CreatureLib_Creature_HasType(Creature* p, u8 type) { return p->HasType(type); }
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export_func size_t CreatureLib_Creature_GetTypeCount(Creature* p) { return p->GetTypes().size(); }
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export_func const u8* CreatureLib_Creature_GetTypes(Creature* p) { return p->GetTypes().data(); }
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export_func size_t CreatureLib_Creature_GetTypeCount(Creature* p) { return p->GetTypes().Count(); }
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export_func const u8* CreatureLib_Creature_GetTypes(Creature* p) { return p->GetTypes().RawData(); }
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SIMPLE_GET_FUNC(Creature, GetMaxHealth, u32);
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export_func u8 CreatureLib_Creature_ChangeLevelBy(Creature* p, i8 level) { Try(p->ChangeLevelBy(level);) }
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export_func u8 CreatureLib_Creature_Damage(Creature* p, u32 damage, DamageSource source) {
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@ -26,7 +26,7 @@ export_func u8 CreatureLib_TypeLibrary_GetSingleEffectiveness(float& out, TypeLi
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export_func u8 CreatureLib_TypeLibrary_GetEffectiveness(float& out, TypeLibrary* p, u8 attacking, u8 defensive[],
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size_t defensiveCount) {
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Try(out = p->GetEffectiveness(attacking, std::vector<u8>(defensive, defensive + defensiveCount));)
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Try(out = p->GetEffectiveness(attacking, ArbUt::List<u8>(defensive, defensive + defensiveCount));)
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}
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export_func u8 CreatureLib_TypeLibrary_GetTypeName(const char*& out, TypeLibrary* p, u8 type) {
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Try(out = p->GetTypeName(type).c_str();)
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@ -34,7 +34,7 @@ namespace CreatureLib::Battling {
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.TakeOwnership();
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}
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for (auto t : _variant->GetTypes()) {
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_types.push_back(t);
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_types.Append(t);
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}
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}
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@ -75,9 +75,9 @@ namespace CreatureLib::Battling {
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_variant = variant;
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// Set the types to the new variant.
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_types.clear();
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_types.Clear();
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for (auto t : variant->GetTypes()) {
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_types.push_back(t);
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_types.Append(t);
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}
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_weight = variant->GetWeight();
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@ -136,9 +136,9 @@ namespace CreatureLib::Battling {
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ResetActiveScripts();
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_weight = _variant->GetWeight();
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_height = _variant->GetHeight();
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_types.clear();
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_types.Clear();
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for (auto t : _variant->GetTypes()) {
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_types.push_back(t);
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_types.Append(t);
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}
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}
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@ -273,17 +273,11 @@ namespace CreatureLib::Battling {
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_overridenTalent = _library->GetStaticLib()->GetTalentLibrary()->Get(talent);
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}
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const std::vector<u8>& Creature::GetTypes() const noexcept { return _types; }
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bool Creature::HasType(u8 type) const noexcept {
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return std::find(_types.begin(), _types.end(), type) != _types.end();
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}
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void Creature::SetType(u8 index, u8 type) noexcept {
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if (_types.size() > index) {
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if (_types.Count() > index) {
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_types[index] = type;
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} else {
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_types.push_back(type);
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_types.Append(type);
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}
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}
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@ -474,7 +468,7 @@ namespace CreatureLib::Battling {
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c->_status = _status.GetValue()->Clone(c);
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}
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_volatile.Clone(c, c->_volatile);
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c->_types = std::vector<u8>(_types);
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c->_types = ArbUt::List<u8>(_types);
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c->RecalculateFlatStats();
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return c;
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@ -64,7 +64,7 @@ namespace CreatureLib::Battling {
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ArbUt::OptionalUniquePtr<BattleScript> _status = nullptr;
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ScriptSet _volatile = {};
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std::vector<u8> _types = {};
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ArbUt::List<u8> _types = {};
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ArbUt::OptionalBorrowedPtr<const Library::Item> _heldItem;
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ArbUt::OptionalUniquePtr<BattleScript> _heldItemTriggerScript = nullptr;
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@ -153,8 +153,8 @@ namespace CreatureLib::Battling {
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/// Are we allowed to use this creature in a battle?
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[[nodiscard]] virtual bool IsUsable() const noexcept;
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[[nodiscard]] bool IsFainted() const noexcept;
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[[nodiscard]] const std::vector<u8>& GetTypes() const noexcept;
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[[nodiscard]] bool HasType(u8 type) const noexcept;
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[[nodiscard]] inline const ArbUt::List<u8>& GetTypes() const noexcept { return _types; }
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[[nodiscard]] inline bool HasType(u8 type) const noexcept { return _types.Contains(type); }
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void SetType(u8 index, u8 type) noexcept;
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u32 GetMaxHealth() const noexcept { return _boostedStats.GetHealth(); }
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@ -27,7 +27,7 @@ namespace CreatureLib::Library {
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(u32)defensive);
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}
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}
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[[nodiscard]] inline float GetEffectiveness(u8 attacking, const std::vector<u8>& defensive) const {
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[[nodiscard]] inline float GetEffectiveness(u8 attacking, const ArbUt::List<u8>& defensive) const {
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return std::accumulate(defensive.begin(), defensive.end(), (float)1,
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[this, attacking](float init, u8 defense) {
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return init * GetSingleEffectiveness(attacking, defense);
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