Added lots of security using asserts.
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@@ -76,24 +76,24 @@ namespace CreatureLib::Battling {
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_currentHealth = GetBoostedStat(Library::Statistic::Health);
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}
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inline const Library::CreatureSpecies* GetSpecies() const { return _species; }
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inline const Library::SpeciesVariant* GetVariant() const { return _variant; }
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inline uint8_t GetLevel() const { return _level; }
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inline uint32_t GetExperience() const { return _experience; }
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inline Library::Gender GetGender() const { return _gender; }
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inline uint8_t GetColoring() const { return _coloring; }
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inline bool HasHeldItem(const ConstString& name) const {
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inline const Library::CreatureSpecies* GetSpecies() const noexcept { return _species; }
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inline const Library::SpeciesVariant* GetVariant() const noexcept { return _variant; }
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inline uint8_t GetLevel() const noexcept { return _level; }
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inline uint32_t GetExperience() const noexcept { return _experience; }
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inline Library::Gender GetGender() const noexcept { return _gender; }
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inline uint8_t GetColoring() const noexcept { return _coloring; }
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inline bool HasHeldItem(const ConstString& name) const noexcept {
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return _heldItem != nullptr && _heldItem->GetName() == name;
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}
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inline bool HasHeldItem(uint32_t nameHash) const {
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inline bool HasHeldItem(uint32_t nameHash) const noexcept {
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return _heldItem != nullptr && _heldItem->GetName() == nameHash;
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}
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inline const Library::Item* GetHeldItem() const { return _heldItem; }
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inline const Library::Item* GetHeldItem() const noexcept { return _heldItem; }
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void SetHeldItem(const ConstString& itemName);
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void SetHeldItem(uint32_t itemNameHash);
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inline void SetHeldItem(const Library::Item* item) { _heldItem = item; };
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inline void SetHeldItem(const Library::Item* item) noexcept { _heldItem = item; };
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inline uint32_t GetCurrentHealth() const { return _currentHealth; }
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inline uint32_t GetCurrentHealth() const noexcept { return _currentHealth; }
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void SetBattleData(Battle* battle, BattleSide* side);
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Battle* GetBattle() const;
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@@ -101,14 +101,14 @@ namespace CreatureLib::Battling {
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void SetOnBattleField(bool value) { _onBattleField = value; }
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bool IsOnBattleField() const { return _onBattleField; }
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const std::string& GetNickname() const { return _nickname; }
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const std::string& GetNickname() const noexcept { return _nickname; }
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const ConstString& GetActiveTalent() const;
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[[nodiscard]] bool IsFainted() const;
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[[nodiscard]] const std::vector<uint8_t>& GetTypes() const;
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[[nodiscard]] bool HasType(uint8_t type) const;
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[[nodiscard]] bool IsFainted() const noexcept;
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[[nodiscard]] const std::vector<uint8_t>& GetTypes() const noexcept;
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[[nodiscard]] bool HasType(uint8_t type) const noexcept;
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uint32_t GetMaxHealth() const { return _boostedStats.GetHealth(); }
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uint32_t GetMaxHealth() const noexcept { return _boostedStats.GetHealth(); }
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void ChangeLevelBy(int8_t amount);
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void Damage(uint32_t damage, DamageSource source);
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void Heal(uint32_t amount, bool canRevive = false);
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