Used ClangFormat style guide I'm happy with.
All checks were successful
continuous-integration/drone/push Build is passing

This commit is contained in:
2019-11-28 12:55:22 +01:00
parent 3b685ae782
commit a8730d983f
91 changed files with 946 additions and 1121 deletions

View File

@@ -1,25 +1,22 @@
#include "Battle.hpp"
#include "../Flow/TurnHandler.hpp"
#include "../TurnChoices/AttackTurnChoice.hpp"
#include "../Flow/TurnOrdering.hpp"
#include "../../Core/Exceptions/NotImplementedException.hpp"
#include "../Flow/TurnHandler.hpp"
#include "../Flow/TurnOrdering.hpp"
using namespace CreatureLib;
using namespace CreatureLib::Battling;
const BattleLibrary *Battle::GetLibrary() const {
return _library;
}
const BattleLibrary* Battle::GetLibrary() const { return _library; }
bool Battle::CanUse(const BaseTurnChoice *choice) {
if (choice->GetKind() == TurnChoiceKind::Attack){
//HOOK: change number of uses needed.
bool Battle::CanUse(const BaseTurnChoice* choice) {
if (choice->GetKind() == TurnChoiceKind::Attack) {
// HOOK: change number of uses needed.
return dynamic_cast<const AttackTurnChoice*>(choice)->GetAttack()->GetRemainingUses() > 1;
}
return true;
}
bool Battle::TrySetChoice(BaseTurnChoice *choice) {
bool Battle::TrySetChoice(BaseTurnChoice* choice) {
if (!CanUse(choice))
return false;
choice->GetUser()->GetBattleSide()->SetChoice(choice);
@@ -28,29 +25,29 @@ bool Battle::TrySetChoice(BaseTurnChoice *choice) {
}
void Battle::CheckChoicesSetAndRun() {
for (auto side: _sides){
if (!side->AllChoicesSet()){
for (auto side : _sides) {
if (!side->AllChoicesSet()) {
return;
}
}
auto choices = std::vector<BaseTurnChoice*>(_numberOfSides * _creaturesPerSide);
auto i = 0;
for (auto side: _sides){
for (BaseTurnChoice* choice: side->GetChoices()){
if (choice->GetKind() == TurnChoiceKind::Attack){
auto attack = dynamic_cast<const AttackTurnChoice*>(choice)->GetAttack();
uint8_t uses = 1;
//HOOK: change number of uses needed.
if (attack->GetRemainingUses() < uses){
//TODO: Implement default move
throw NotImplementedException("Not enough remaining uses, change to default move.");
}
//HOOK: Check if we need to change the move
}
choices[i] = choice;
i++;
}
side->ResetChoices();
for (auto side : _sides) {
for (BaseTurnChoice* choice : side->GetChoices()) {
if (choice->GetKind() == TurnChoiceKind::Attack) {
auto attack = dynamic_cast<const AttackTurnChoice*>(choice)->GetAttack();
uint8_t uses = 1;
// HOOK: change number of uses needed.
if (attack->GetRemainingUses() < uses) {
// TODO: Implement default move
throw NotImplementedException("Not enough remaining uses, change to default move.");
}
// HOOK: Check if we need to change the move
}
choices[i] = choice;
i++;
}
side->ResetChoices();
}
TurnOrdering::OrderChoices(choices, _random);
auto choiceQueue = new ChoiceQueue(choices);
@@ -60,39 +57,31 @@ void Battle::CheckChoicesSetAndRun() {
_currentTurnQueue = nullptr;
}
ChoiceQueue* Battle::GetCurrentTurnQueue() const {
return _currentTurnQueue;
}
ChoiceQueue* Battle::GetCurrentTurnQueue() const { return _currentTurnQueue; }
Core::Random &Battle::GetRandom(){
return _random;
}
Core::Random& Battle::GetRandom() { return _random; }
bool Battle::CreatureInField(const Creature *creature) const {
for (auto s: _sides){
bool Battle::CreatureInField(const Creature* creature) const {
for (auto s : _sides) {
if (s->CreatureOnSide(creature))
return true;
}
return false;
}
bool Battle::HasRecalledSlots() const {
return _numberOfRecalledSlots > 0;
}
bool Battle::HasRecalledSlots() const { return _numberOfRecalledSlots > 0; }
void Battle::ForceRecall(uint8_t side, uint8_t index) {
_numberOfRecalledSlots++;
//TODO: Switch out.
// TODO: Switch out.
}
void Battle::FillRecall(uint8_t side, uint8_t, Creature *c) {
void Battle::FillRecall(uint8_t side, uint8_t, Creature* c) {
_numberOfRecalledSlots--;
//TODO: switch in.
if (_numberOfRecalledSlots == 0 && _currentTurnQueue != nullptr){
// TODO: switch in.
if (_numberOfRecalledSlots == 0 && _currentTurnQueue != nullptr) {
TurnHandler::RunTurn(this, _currentTurnQueue);
}
}
void Battle::GetActiveScripts(std::vector<ScriptWrapper> &scripts) {
scripts.emplace_back(&_volatile);
}
void Battle::GetActiveScripts(std::vector<ScriptWrapper>& scripts) { scripts.emplace_back(&_volatile); }