Implements creature switching as turn choice.
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continuous-integration/drone/push Build is passing
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@ -43,8 +43,9 @@ void TurnHandler::ExecuteChoice(BaseTurnChoice* choice) {
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switch (choiceKind) {
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case TurnChoiceKind::Pass: throw NotReachableException();
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case TurnChoiceKind::Attack: return ExecuteAttackChoice(dynamic_cast<AttackTurnChoice*>(choice));
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case TurnChoiceKind::Switch: return ExecuteSwitchChoice(dynamic_cast<SwitchTurnChoice*>(choice));
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case TurnChoiceKind::Item:
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case TurnChoiceKind::Switch:
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case TurnChoiceKind::RunAway: throw NotImplementedException();
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}
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}
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@ -165,3 +166,18 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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HOOK(OnAfterHits, userSource, attack, target);
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}
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}
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void TurnHandler::ExecuteSwitchChoice(CreatureLib::Battling::SwitchTurnChoice* choice) {
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bool preventSwitch = false;
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HOOK(PreventSelfSwitch, choice, choice, preventSwitch);
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if (preventSwitch) {
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return;
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}
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// HOOK: PreventOpponentSwitch for each opponent.
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auto user = choice->GetUser();
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user->ClearVolatileScripts();
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auto userSide = user->GetBattleSide();
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auto userIndex = userSide->GetCreatureIndex(user);
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userSide->SetCreature(choice->GetNewCreature(), userIndex);
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}
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@ -3,6 +3,7 @@
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#include "../Models/ExecutingAttack.hpp"
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#include "../TurnChoices/AttackTurnChoice.hpp"
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#include "../TurnChoices/SwitchTurnChoice.hpp"
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#include "ChoiceQueue.hpp"
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namespace CreatureLib::Battling {
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@ -15,6 +16,8 @@ namespace CreatureLib::Battling {
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static void HandleAttackForTarget(ExecutingAttack* attack, Creature* target,
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ExecutingAttack::TargetData* targetData);
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static void ExecuteSwitchChoice(SwitchTurnChoice* choice);
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public:
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static void RunTurn(Battle* battle, ChoiceQueue* queue);
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};
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@ -129,3 +129,4 @@ void Battling::Creature::GetActiveScripts(std::vector<ScriptWrapper>& scripts) {
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scripts.emplace_back(&_volatile);
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_side->GetActiveScripts(scripts);
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}
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void Battling::Creature::ClearVolatileScripts() { _volatile.Clear(); }
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@ -84,6 +84,7 @@ namespace CreatureLib::Battling {
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void OverrideActiveTalent(const std::string& talent);
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void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
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void ClearVolatileScripts();
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std::vector<LearnedAttack*>& GetAttacks() { return _attacks; }
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@ -9,6 +9,7 @@
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namespace CreatureLib::Battling {
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class BaseTurnChoice;
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class AttackTurnChoice;
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class SwitchTurnChoice;
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class ExecutingAttack;
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class Creature;
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@ -41,6 +42,8 @@ namespace CreatureLib::Battling {
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virtual void OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
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virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){};
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virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool& result){};
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};
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}
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@ -29,6 +29,11 @@ namespace CreatureLib::Battling {
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}
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}
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void Clear() {
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_scripts.clear();
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_lookup.clear();
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}
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size_t Count() const { return _scripts.size(); }
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const std::vector<Script*>* GetIterator() const { return &_scripts; }
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@ -0,0 +1,21 @@
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#ifndef CREATURELIB_SWITCHTURNCHOICE_HPP
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#define CREATURELIB_SWITCHTURNCHOICE_HPP
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#include "BaseTurnChoice.hpp"
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namespace CreatureLib::Battling {
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class SwitchTurnChoice : public BaseTurnChoice {
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Creature* _newCreature;
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public:
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SwitchTurnChoice(Creature* user, Creature* newCreature) : BaseTurnChoice(user), _newCreature(newCreature) {}
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TurnChoiceKind GetKind() const final { return TurnChoiceKind::Switch; }
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inline Creature* GetNewCreature() const { return _newCreature; }
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protected:
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void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override { GetUser()->GetActiveScripts(scripts); }
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};
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}
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#endif // CREATURELIB_SWITCHTURNCHOICE_HPP
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@ -5,6 +5,7 @@
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#include "../../src/Battling/Models/CreateCreature.hpp"
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#include "../../src/Battling/TurnChoices/AttackTurnChoice.hpp"
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#include "../../src/Battling/TurnChoices/PassTurnChoice.hpp"
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#include "../../src/Battling/TurnChoices/SwitchTurnChoice.hpp"
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#include "../TestLibrary/TestLibrary.hpp"
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using namespace CreatureLib;
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@ -139,4 +140,49 @@ TEST_CASE("When another creature is available on faint, make sure the battle has
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REQUIRE(battle.GetResult() == 0);
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}
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TEST_CASE("Switch Creature in", "[Integrations]") {
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auto library = TestLibrary::Get();
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auto c1 = CreateCreature(library, "testSpecies1", 100).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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auto c2 = CreateCreature(library, "testSpecies1", 1).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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CreatureParty party1{c1, c2};
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auto battleParty1 = BattleParty(&party1, {CreatureIndex(0, 0)});
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auto c3 = CreateCreature(library, "testSpecies1", 1).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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CreatureParty party2{c3};
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auto battleParty2 = BattleParty(&party2, {CreatureIndex(1, 0)});
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auto battle = Battle(library, {battleParty1, battleParty2});
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battle.SwitchCreature(0, 0, c1);
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battle.SwitchCreature(1, 0, c3);
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REQUIRE(battle.GetTarget(CreatureIndex(0, 0)) == c1);
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battle.TrySetChoice(new SwitchTurnChoice(c1, c2));
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battle.TrySetChoice(new PassTurnChoice(c3));
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REQUIRE(battle.GetTarget(CreatureIndex(0, 0)) == c2);
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}
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TEST_CASE("Switch Creature in, but have attack aimed at it. Attack should hit new creature", "[Integrations]") {
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auto library = TestLibrary::Get();
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auto c1 = CreateCreature(library, "testSpecies1", 50).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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auto c2 = CreateCreature(library, "testSpecies1", 50).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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CreatureParty party1{c1, c2};
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auto battleParty1 = BattleParty(&party1, {CreatureIndex(0, 0)});
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auto c3 = CreateCreature(library, "testSpecies1", 50).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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CreatureParty party2{c3};
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auto battleParty2 = BattleParty(&party2, {CreatureIndex(1, 0)});
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auto battle = Battle(library, {battleParty1, battleParty2});
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battle.SwitchCreature(0, 0, c1);
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battle.SwitchCreature(1, 0, c3);
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battle.TrySetChoice(new SwitchTurnChoice(c1, c2));
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battle.TrySetChoice(new AttackTurnChoice(c3, c3->GetAttacks()[0], CreatureIndex(0, 0)));
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REQUIRE(c2->GetCurrentHealth() < c2->GetBoostedStat(Core::Statistic::Health));
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REQUIRE(c1->GetCurrentHealth() == c1->GetBoostedStat(Core::Statistic::Health));
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}
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#endif
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