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@@ -1,6 +1,6 @@
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#include "Creature.hpp"
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#include <algorithm>
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#include <utility>
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#include "Creature.hpp"
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#include "../Models/Battle.hpp"
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using namespace CreatureLib;
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@@ -8,64 +8,48 @@ using namespace CreatureLib;
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Battling::Creature::Creature(const Library::CreatureSpecies* species, const Library::SpeciesVariant* variant,
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uint8_t level, uint32_t experience, Core::StatisticSet<uint8_t> statExp,
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Core::StatisticSet<uint8_t> statPotential, uint32_t uid, Library::Gender gender,
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uint8_t coloring, const Library::Item *heldItem, std::string nickname, int8_t talent,
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std::vector<LearnedAttack *> attacks)
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:
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__Species(species),
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__Variant(variant),
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__Level(level),
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__Experience(experience),
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__StatExperience(statExp),
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__StatPotential(statPotential),
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__UniqueIdentifier(uid),
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__Gender(gender),
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__Coloring(coloring),
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__HeldItem(heldItem),
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_nickname(std::move(nickname)),
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_talentIndex(talent),
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_hasOverridenTalent(false),
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_attacks(std::move(attacks))
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{
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uint8_t coloring, const Library::Item* heldItem, std::string nickname, int8_t talent,
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std::vector<LearnedAttack*> attacks)
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: __Species(species), __Variant(variant), __Level(level), __Experience(experience), __StatExperience(statExp),
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__StatPotential(statPotential), __UniqueIdentifier(uid), __Gender(gender), __Coloring(coloring),
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__HeldItem(heldItem), _nickname(std::move(nickname)), _talentIndex(talent), _hasOverridenTalent(false),
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_attacks(std::move(attacks)) {
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__CurrentHealth = GetBoostedStat(Core::Statistic::Health);
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}
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void Battling::Creature::ChangeLevel(int8_t amount) {
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this->__Level += amount;
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RecalculateFlatStats();
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}
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void Battling::Creature::SetBattle(Battling::Battle *battle) {
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this->_battle = battle;
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}
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void Battling::Creature::SetBattle(Battling::Battle* battle) { this->_battle = battle; }
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void Battling::Creature::SetBattleLibrary(Battling::BattleLibrary *library) {
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void Battling::Creature::SetBattleLibrary(Battling::BattleLibrary* library) {
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this->_library = library;
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_activeTalent = _library->LoadScript(ScriptResolver::ScriptCategory::Talent, GetActiveTalent());
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}
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const std::string &Battling::Creature::GetNickname() const {
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const std::string& Battling::Creature::GetNickname() const {
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if (_nickname.empty())
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return __Species->GetName();
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return _nickname;
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}
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const std::string &Battling::Creature::GetActiveTalent() const {
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if (_hasOverridenTalent){
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const std::string& Battling::Creature::GetActiveTalent() const {
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if (_hasOverridenTalent) {
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return _overridenTalentName;
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}
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return __Variant->GetTalent(_talentIndex);
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}
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void Battling::Creature::SetBattleData(Battling::Battle *battle, Battling::BattleSide *side) {
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void Battling::Creature::SetBattleData(Battling::Battle* battle, Battling::BattleSide* side) {
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_battle = battle;
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_side = side;
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}
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//region Stat APIs
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// region Stat APIs
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void Battling::Creature::ChangeStatBoost(Core::Statistic stat, int8_t diffAmount){
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void Battling::Creature::ChangeStatBoost(Core::Statistic stat, int8_t diffAmount) {
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if (diffAmount > 0)
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this->_statBoost.IncreaseStatBy(stat, diffAmount);
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else
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@@ -73,29 +57,17 @@ void Battling::Creature::ChangeStatBoost(Core::Statistic stat, int8_t diffAmount
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this->RecalculateBoostedStat(stat);
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}
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uint32_t Battling::Creature::GetFlatStat(Core::Statistic stat) const{
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return _flatStats.GetStat(stat);
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}
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uint32_t Battling::Creature::GetFlatStat(Core::Statistic stat) const { return _flatStats.GetStat(stat); }
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uint32_t Battling::Creature::GetBoostedStat(Core::Statistic stat) const{
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return _boostedStats.GetStat(stat);
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}
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uint32_t Battling::Creature::GetBoostedStat(Core::Statistic stat) const { return _boostedStats.GetStat(stat); }
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uint32_t Battling::Creature::GetBaseStat(Core::Statistic stat) const {
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return __Variant->GetStatistic(stat);
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}
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uint32_t Battling::Creature::GetBaseStat(Core::Statistic stat) const { return __Variant->GetStatistic(stat); }
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uint32_t Battling::Creature::GetStatPotential(Core::Statistic stat) const {
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return __StatPotential.GetStat(stat);
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}
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uint32_t Battling::Creature::GetStatPotential(Core::Statistic stat) const { return __StatPotential.GetStat(stat); }
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uint32_t Battling::Creature::GetStatExperience(Core::Statistic stat) const {
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return __StatExperience.GetStat(stat);
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}
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uint32_t Battling::Creature::GetStatExperience(Core::Statistic stat) const { return __StatExperience.GetStat(stat); }
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int8_t Battling::Creature::GetStatBoost(Core::Statistic stat) const {
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return _statBoost.GetStat(stat);
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}
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int8_t Battling::Creature::GetStatBoost(Core::Statistic stat) const { return _statBoost.GetStat(stat); }
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void Battling::Creature::RecalculateFlatStats() {
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this->_flatStats = this->_library->GetStatCalculator()->CalculateFlatStats(this);
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@@ -116,36 +88,30 @@ void Battling::Creature::RecalculateBoostedStat(Core::Statistic stat) {
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this->_boostedStats.SetStat(stat, s);
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}
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//endregion
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// endregion
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Battling::Battle *Battling::Creature::GetBattle() const{
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return _battle;
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}
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Battling::Battle* Battling::Creature::GetBattle() const { return _battle; }
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Battling::BattleSide *Battling::Creature::GetBattleSide() const {
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return _side;
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}
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Battling::BattleSide* Battling::Creature::GetBattleSide() const { return _side; }
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bool Battling::Creature::IsFainted() const {
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return this->__CurrentHealth <= 0;
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}
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bool Battling::Creature::IsFainted() const { return this->__CurrentHealth <= 0; }
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void Battling::Creature::Damage(uint32_t damage, Battling::DamageSource source) {
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if (damage > __CurrentHealth){
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if (damage > __CurrentHealth) {
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damage = __CurrentHealth;
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}
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// HOOK: On Damage
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__CurrentHealth -= damage;
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}
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void Battling::Creature::OverrideActiveTalent(const std::string& talent){
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void Battling::Creature::OverrideActiveTalent(const std::string& talent) {
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_hasOverridenTalent = true;
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_overridenTalentName = talent;
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_activeTalent = this->_library->LoadScript(ScriptResolver::ScriptCategory::Talent, talent);
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}
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const std::vector<uint8_t>& Battling::Creature::GetTypes() const {
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//HOOK: override types.
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// HOOK: override types.
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return this->__Variant->GetTypes();
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}
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@@ -154,7 +120,7 @@ bool Battling::Creature::HasType(uint8_t type) const {
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return std::find(t.begin(), t.end(), type) != t.end();
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}
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void Battling::Creature::GetActiveScripts(std::vector<ScriptWrapper> &scripts) {
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void Battling::Creature::GetActiveScripts(std::vector<ScriptWrapper>& scripts) {
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scripts.emplace_back(&_activeTalent);
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scripts.emplace_back(&_status);
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scripts.emplace_back(&_volatile);
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