When adding volatile script, return the script object.
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continuous-integration/drone/push Build is passing
Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
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@@ -153,11 +153,11 @@ void Battle::ValidateBattleState() {
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this->_battleResult = BattleResult::Conclusive(winningSide);
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EndBattle();
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}
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void Battle::AddVolatileScript(const ArbUt::StringView& key) {
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BattleScript* Battle::AddVolatileScript(const ArbUt::StringView& key) {
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auto script = _volatile.Get(key);
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if (script.has_value()) {
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script.value()->Stack();
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return;
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return script.value();
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}
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script = _library->LoadScript(ScriptCategory::Battle, key);
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if (!script.has_value()) {
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@@ -165,6 +165,6 @@ void Battle::AddVolatileScript(const ArbUt::StringView& key) {
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}
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return _volatile.Add(script.value().GetRaw());
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}
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void Battle::AddVolatileScript(BattleScript* script) { return _volatile.Add(script); }
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BattleScript* Battle::AddVolatileScript(BattleScript* script) { return _volatile.Add(script); }
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void Battle::RemoveVolatileScript(BattleScript* script) { _volatile.Remove(script->GetName()); }
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void Battle::DisplayText(const ArbUt::StringView& text) { TriggerEventListener<DisplayTextEvent>(text); }
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