Handle executing moves.
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continuous-integration/drone/push Build is passing
Details
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@ -1,6 +1,7 @@
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#include "TurnHandler.hpp"
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#include "../Models/Creature.hpp"
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#include "../Models/Battle.hpp"
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#include "../Models/ExecutingAttack.hpp"
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#include "../../Core/Exceptions/NotImplementedException.hpp"
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void CreatureLib::Battling::TurnHandler::RunTurn(CreatureLib::Battling::ChoiceQueue &queue) {
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@ -52,6 +53,72 @@ void CreatureLib::Battling::TurnHandler::ExecuteAttackChoice(const CreatureLib::
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//HOOK: Prevent attack
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auto attack = ExecutingAttack();
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//HOOK: override targets
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if (!choice->GetAttack()->TryUse(1)){
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return;
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}
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//HOOK: check if attack fails
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//HOOK: Check if attack stops after decreasing PP
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//HOOK: On Before Attack
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for (auto kv: attack.GetTargets()){
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HandleAttackForTarget(attack, kv.first, kv.second);
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}
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}
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void CreatureLib::Battling::TurnHandler::HandleAttackForTarget(CreatureLib::Battling::ExecutingAttack &attack,
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CreatureLib::Battling::Creature *target,
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CreatureLib::Battling::ExecutingAttack::TargetData &targetData) {
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//HOOK: Check if attack fails on target
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//HOOK: Check if target is invulnerable
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if (!targetData.IsHit()){
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//HOOK: On attack miss.
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return;
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}
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auto numHits = targetData.GetNumberOfHits();
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if (numHits == 0)
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return;
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auto user = attack.GetUser();
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auto attackData = attack.GetAttack()->GetAttack();
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for (uint8_t hitIndex = 0; hitIndex < numHits; hitIndex++){
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if (user->IsFainted()){
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break;
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}
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if (target->IsFainted()){
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// STOP, STOP! HE'S ALREADY DEAD ;_;
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break;
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}
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auto hit = targetData.GetHit(hitIndex);
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//TODO: calculate data for hit
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if (attackData->GetCategory() == Library::AttackCategory::Status){
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//HOOK: Status attack
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}
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else{
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auto damage = hit.GetDamage();
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if (damage > target->GetCurrentHealth()){
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damage = target->GetCurrentHealth();
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hit.OverrideDamage(damage);
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}
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if (damage > 0){
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target->Damage(damage, DamageSource::AttackDamage);
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//HOOK: Prevent secondary effects
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//HOOK: On Move Hit
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}
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}
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}
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if (!user->IsFainted()){
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//HOOK: On After Hits
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}
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}
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@ -3,6 +3,7 @@
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#include "ChoiceQueue.hpp"
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#include "../TurnChoices/AttackTurnChoice.hpp"
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#include "../Models/ExecutingAttack.hpp"
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namespace CreatureLib::Battling {
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class Battle;
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@ -11,6 +12,7 @@ namespace CreatureLib::Battling {
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static void ExecuteChoice(const BaseTurnChoice* choice);
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static void ExecuteAttackChoice(const AttackTurnChoice* choice);
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static void HandleAttackForTarget(ExecutingAttack& attack, Creature* target, ExecutingAttack::TargetData& targetData);
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public:
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static void RunTurn(ChoiceQueue& queue);
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};
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@ -116,3 +116,11 @@ Battling::BattleSide *Battling::Creature::GetBattleSide() const {
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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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void Battling::Creature::Damage(uint32_t damage, Battling::DamageSource source) {
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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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@ -4,6 +4,7 @@
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#include "../../GenericTemplates.cpp"
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#include "../Library/BattleLibrary.hpp"
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#include "LearnedAttack.hpp"
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#include "DamageSource.hpp"
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namespace CreatureLib::Battling{
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// Forward declare battle class
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@ -45,11 +46,10 @@ namespace CreatureLib::Battling{
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const std::string& GetNickname() const;
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const std::string& GetTalent() const;
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void ChangeLevel(int8_t amount);
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void Damage(uint32_t damage, DamageSource source);
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void SetBattleData(Battle* battle, BattleSide* side);
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Battle* GetBattle() const;
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BattleSide* GetBattleSide() const;
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@ -71,6 +71,8 @@ namespace CreatureLib::Battling{
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void RecalculateFlatStat(Core::Statistic);
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void RecalculateBoostedStat(Core::Statistic);
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//endregion
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};
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}
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@ -0,0 +1,12 @@
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#ifndef CREATURELIB_DAMAGESOURCE_HPP
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#define CREATURELIB_DAMAGESOURCE_HPP
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#include <cstdint>
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namespace CreatureLib::Battling {
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enum class DamageSource : uint8_t {
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AttackDamage,
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};
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}
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#endif //CREATURELIB_DAMAGESOURCE_HPP
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@ -0,0 +1 @@
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#include "ExecutingAttack.hpp"
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@ -0,0 +1,89 @@
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#ifndef CREATURELIB_EXECUTINGATTACK_HPP
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#define CREATURELIB_EXECUTINGATTACK_HPP
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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#include "Creature.hpp"
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namespace CreatureLib::Battling {
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class ExecutingAttack {
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public:
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class HitData{
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bool _critical = false;
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uint8_t _basePower = 0;
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float _effectiveness = 1;
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uint32_t _damage = 0;
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public:
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HitData(){}
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inline bool IsCritical() const{ return _critical;}
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inline uint8_t GetBasePower() const{ return _basePower;}
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inline float GetEffectiveness() const{ return _effectiveness;}
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inline uint32_t GetDamage() const{ return _damage;}
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inline void SetCritical(bool value) {_critical = value;}
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inline void SetBasePower(uint8_t value) { _basePower = value; }
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inline void SetEffectiveness(float value) {_effectiveness = value;}
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inline void OverrideDamage(uint32_t value) {_damage = value;}
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};
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class TargetData {
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bool _isHit = true;
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std::vector<HitData> _hits;
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public:
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TargetData(uint8_t numberOfHits) : _hits(numberOfHits)
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{
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for (uint8_t i = 0; i < numberOfHits; i++){
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_hits[i] = HitData();
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}
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}
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TargetData(){}
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HitData& GetHit(uint8_t index){
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return _hits[index];
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}
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HitData* GetHitPtr(uint8_t index){
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return &_hits[index];
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}
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uint8_t GetNumberOfHits(){
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return _hits.size();
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}
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bool IsHit(){
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return _isHit;
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}
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};
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private:
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std::unordered_map<Creature*, TargetData> _targets;
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Creature* _user;
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LearnedAttack* _attack;
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public:
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TargetData& GetAttackDataForTarget(Creature* creature){
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return _targets[creature];
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}
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bool IsCreatureTarget(Creature* creature){
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return _targets.find(creature) != _targets.end();
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}
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const std::unordered_map<Creature*, TargetData>& GetTargets(){
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return _targets;
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}
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Creature* GetUser(){
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return _user;
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}
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LearnedAttack* GetAttack(){
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return _attack;
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}
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};
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}
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#endif //CREATURELIB_EXECUTINGATTACK_HPP
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