Rework for C Interfaces to handle exceptions a bit better.
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@@ -57,18 +57,18 @@ namespace CreatureLib::Battling {
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delete _currentTurnQueue;
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}
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[[nodiscard]] const BattleLibrary* GetLibrary() const;
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[[nodiscard]] const BattleLibrary* GetLibrary() const noexcept;
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[[nodiscard]] uint32_t GetCurrentTurn() const noexcept { return _currentTurn; }
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virtual bool CanUse(const BaseTurnChoice* choice);
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virtual bool TrySetChoice(BaseTurnChoice* choice);
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bool CanFlee() const { return _canFlee; }
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bool CanFlee() const noexcept { return _canFlee; }
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void CheckChoicesSetAndRun();
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[[nodiscard]] ChoiceQueue* GetCurrentTurnQueue() const;
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BattleRandom* GetRandom();
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[[nodiscard]] ChoiceQueue* GetCurrentTurnQueue() const noexcept;
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BattleRandom* GetRandom() noexcept;
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bool CreatureInField(const Creature* creature) const;
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@@ -84,12 +84,12 @@ namespace CreatureLib::Battling {
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void GetActiveScripts(Arbutils::Collections::List<ScriptWrapper>& scripts) override;
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void ValidateBattleState();
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inline bool HasEnded() const { return _hasEnded; }
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inline const BattleResult& GetResult() const { return _battleResult; }
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inline bool HasEnded() const noexcept { return _hasEnded; }
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inline const BattleResult& GetResult() const noexcept { return _battleResult; }
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const List<BattleSide*>& GetSides() const { return _sides; }
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const List<BattleSide*>& GetSides() const noexcept { return _sides; }
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Script* GetVolatileScript(const ConstString& key) const { return _volatile.Get(key); }
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Script* GetVolatileScript(uint32_t keyHash) const { return _volatile.Get(keyHash); }
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Script* GetVolatileScript(uint32_t keyHash) const noexcept { return _volatile.Get(keyHash); }
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void AddVolatileScript(const ConstString& key);
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void AddVolatileScript(Script* script);
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void RemoveVolatileScript(const ConstString& name) { _volatile.Remove(name); }
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