Initial support for ordering choices and getting them ready for execution.
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#include "ChoiceQueue.hpp"
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#ifndef CREATURELIB_CHOICEQUEUE_HPP
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#define CREATURELIB_CHOICEQUEUE_HPP
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#include <vector>
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#include "../TurnChoices/BaseTurnChoice.hpp"
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namespace CreatureLib::Battling{
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class ChoiceQueue {
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std::vector<const BaseTurnChoice*> _queue;
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size_t _current = 0;
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public:
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ChoiceQueue(const std::vector<const BaseTurnChoice*>& queue)
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:_queue(queue){}
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const BaseTurnChoice* Dequeue(){
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auto b = _queue[_current];
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_current++;
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return b;
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}
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bool HasNext() const{
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return _current < _queue.size();
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}
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};
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}
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#endif //CREATURELIB_CHOICEQUEUE_HPP
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#include "TurnHandler.hpp"
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void CreatureLib::Battling::TurnHandler::RunTurn(CreatureLib::Battling::ChoiceQueue &queue) {
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}
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#ifndef CREATURELIB_TURNHANDLER_HPP
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#define CREATURELIB_TURNHANDLER_HPP
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#include "ChoiceQueue.hpp"
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namespace CreatureLib::Battling {
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class Battle;
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class TurnHandler {
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public:
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static void RunTurn(ChoiceQueue& queue);
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};
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}
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#endif //CREATURELIB_TURNHANDLER_HPP
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#include "TurnOrdering.hpp"
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#include <algorithm>
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using namespace CreatureLib::Battling;
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bool ___ChoiceOrderFunc(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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//FIXME: choices need to be ordered when they're the same type
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throw 1;
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}
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void TurnOrdering::OrderChoices(std::vector<const BaseTurnChoice *> &vec) {
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std::sort(vec.begin(), vec.end(), ___ChoiceOrderFunc);
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}
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#ifndef CREATURELIB_TURNORDERING_HPP
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#define CREATURELIB_TURNORDERING_HPP
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#include "../TurnChoices/BaseTurnChoice.hpp"
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#include <vector>
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namespace CreatureLib::Battling {
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class TurnOrdering {
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public:
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static void OrderChoices(std::vector<const BaseTurnChoice*>& vec);
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};
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}
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#endif //CREATURELIB_TURNORDERING_HPP
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#include "Battle.hpp"
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#include "../Flow/TurnHandler.hpp"
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#include "../TurnChoices/AttackTurnChoice.hpp"
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#include "../Flow/TurnOrdering.hpp"
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const CreatureLib::Battling::BattleLibrary *CreatureLib::Battling::Battle::GetLibrary() const {
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using namespace CreatureLib::Battling;
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const BattleLibrary *Battle::GetLibrary() const {
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return _library;
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}
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bool CreatureLib::Battling::Battle::CanUse(CreatureLib::Battling::BaseTurnChoice *choice) {
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bool Battle::CanUse(BaseTurnChoice *choice) {
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if (choice->GetKind() == TurnChoiceKind::Attack){
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//HOOK: change number of uses needed.
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return static_cast<AttackTurnChoice*>(choice)->GetAttack()->GetRemainingUses() > 1;
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return true;
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}
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bool CreatureLib::Battling::Battle::TrySetChoice(CreatureLib::Battling::BaseTurnChoice *choice) {
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bool Battle::TrySetChoice(BaseTurnChoice *choice) {
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if (!CanUse(choice))
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return false;
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choice->GetUser()->GetBattleSide()->SetChoice(choice);
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CheckChoicesSetAndRun();
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return true;
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}
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void Battle::CheckChoicesSetAndRun() {
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for (auto side: _sides){
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if (!side->AllChoicesSet()){
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return;
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}
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}
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auto choices = std::vector<const BaseTurnChoice*>(_numberOfSides * _creaturesPerSide);
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auto i = 0;
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for (auto side: _sides){
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for (auto choice: side->GetChoices()){
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choices[i] = choice;
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i++;
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}
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}
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TurnOrdering::OrderChoices(choices);
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auto choiceQueue = ChoiceQueue(choices);
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this->_currentTurnQueue = &choiceQueue;
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TurnHandler::RunTurn(choiceQueue);
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this->_currentTurnQueue = nullptr;
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}
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ChoiceQueue* Battle::GetCurrentTurnQueue() const {
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return _currentTurnQueue;
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}
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#include "BattleSide.hpp"
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#include "../Library/BattleLibrary.hpp"
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#include "../TurnChoices/BaseTurnChoice.hpp"
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#include "../Flow/ChoiceQueue.hpp"
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namespace CreatureLib::Battling {
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class Battle {
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const BattleLibrary* _library;
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uint8_t _numberOfSides;
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uint8_t _creaturesPerSide;
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std::vector<BattleSide*> _sides;
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ChoiceQueue* _currentTurnQueue = nullptr;
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public:
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const BattleLibrary* GetLibrary() const;
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virtual bool CanUse(BaseTurnChoice* choice);
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virtual bool TrySetChoice(BaseTurnChoice* choice);
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void CheckChoicesSetAndRun();
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ChoiceQueue* GetCurrentTurnQueue() const;
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};
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}
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class AttackTurnChoice : public BaseTurnChoice {
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LearnedAttack* _attack;
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public:
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AttackTurnChoice(Creature* c) : BaseTurnChoice(c){}
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AttackTurnChoice(Creature* c, LearnedAttack* attack)
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: BaseTurnChoice(c), _attack(attack){}
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inline LearnedAttack* GetAttack() const{
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return _attack;
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}
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TurnChoiceKind GetKind() const override {
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return TurnChoiceKind ::Attack;
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}
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};
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}
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#include "TurnChoiceKind.hpp"
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namespace CreatureLib::Battling{
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class Creature;
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class BaseTurnChoice {
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Creature* _user;
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protected:
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#ifdef TESTS_BUILD
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#include "../TestLibrary/TestLibrary.cpp"
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#include "../../src/Battling/TurnChoices/PassTurnChoice.hpp"
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#include "../../src/Battling/TurnChoices/AttackTurnChoice.hpp"
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#include "../../src/Battling/Flow/TurnOrdering.hpp"
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using namespace CreatureLib::Battling;
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TEST_CASE( "Turn ordering: Attack before pass", "[Battling]" ) {
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auto choice1 = new PassTurnChoice(nullptr);
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auto choice2 = new AttackTurnChoice(nullptr, nullptr);
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auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
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TurnOrdering::OrderChoices(vec);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
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TurnOrdering::OrderChoices(vec);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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delete choice1;
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delete choice2;
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}
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#endif
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