Implements creature switching as turn choice.
continuous-integration/drone/push Build is passing Details

This commit is contained in:
Deukhoofd 2019-12-14 12:15:30 +01:00
parent 2ee181bca7
commit c25d7b865e
Signed by: Deukhoofd
GPG Key ID: ADF2E9256009EDCE
8 changed files with 97 additions and 1 deletions

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@ -43,8 +43,9 @@ void TurnHandler::ExecuteChoice(BaseTurnChoice* choice) {
switch (choiceKind) { switch (choiceKind) {
case TurnChoiceKind::Pass: throw NotReachableException(); case TurnChoiceKind::Pass: throw NotReachableException();
case TurnChoiceKind::Attack: return ExecuteAttackChoice(dynamic_cast<AttackTurnChoice*>(choice)); case TurnChoiceKind::Attack: return ExecuteAttackChoice(dynamic_cast<AttackTurnChoice*>(choice));
case TurnChoiceKind::Switch: return ExecuteSwitchChoice(dynamic_cast<SwitchTurnChoice*>(choice));
case TurnChoiceKind::Item: case TurnChoiceKind::Item:
case TurnChoiceKind::Switch:
case TurnChoiceKind::RunAway: throw NotImplementedException(); case TurnChoiceKind::RunAway: throw NotImplementedException();
} }
} }
@ -165,3 +166,18 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
HOOK(OnAfterHits, userSource, attack, target); HOOK(OnAfterHits, userSource, attack, target);
} }
} }
void TurnHandler::ExecuteSwitchChoice(CreatureLib::Battling::SwitchTurnChoice* choice) {
bool preventSwitch = false;
HOOK(PreventSelfSwitch, choice, choice, preventSwitch);
if (preventSwitch) {
return;
}
// HOOK: PreventOpponentSwitch for each opponent.
auto user = choice->GetUser();
user->ClearVolatileScripts();
auto userSide = user->GetBattleSide();
auto userIndex = userSide->GetCreatureIndex(user);
userSide->SetCreature(choice->GetNewCreature(), userIndex);
}

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@ -3,6 +3,7 @@
#include "../Models/ExecutingAttack.hpp" #include "../Models/ExecutingAttack.hpp"
#include "../TurnChoices/AttackTurnChoice.hpp" #include "../TurnChoices/AttackTurnChoice.hpp"
#include "../TurnChoices/SwitchTurnChoice.hpp"
#include "ChoiceQueue.hpp" #include "ChoiceQueue.hpp"
namespace CreatureLib::Battling { namespace CreatureLib::Battling {
@ -15,6 +16,8 @@ namespace CreatureLib::Battling {
static void HandleAttackForTarget(ExecutingAttack* attack, Creature* target, static void HandleAttackForTarget(ExecutingAttack* attack, Creature* target,
ExecutingAttack::TargetData* targetData); ExecutingAttack::TargetData* targetData);
static void ExecuteSwitchChoice(SwitchTurnChoice* choice);
public: public:
static void RunTurn(Battle* battle, ChoiceQueue* queue); static void RunTurn(Battle* battle, ChoiceQueue* queue);
}; };

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@ -129,3 +129,4 @@ void Battling::Creature::GetActiveScripts(std::vector<ScriptWrapper>& scripts) {
scripts.emplace_back(&_volatile); scripts.emplace_back(&_volatile);
_side->GetActiveScripts(scripts); _side->GetActiveScripts(scripts);
} }
void Battling::Creature::ClearVolatileScripts() { _volatile.Clear(); }

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@ -84,6 +84,7 @@ namespace CreatureLib::Battling {
void OverrideActiveTalent(const std::string& talent); void OverrideActiveTalent(const std::string& talent);
void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override; void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
void ClearVolatileScripts();
std::vector<LearnedAttack*>& GetAttacks() { return _attacks; } std::vector<LearnedAttack*>& GetAttacks() { return _attacks; }

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@ -9,6 +9,7 @@
namespace CreatureLib::Battling { namespace CreatureLib::Battling {
class BaseTurnChoice; class BaseTurnChoice;
class AttackTurnChoice; class AttackTurnChoice;
class SwitchTurnChoice;
class ExecutingAttack; class ExecutingAttack;
class Creature; class Creature;
@ -41,6 +42,8 @@ namespace CreatureLib::Battling {
virtual void OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){}; virtual void OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){}; virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){};
virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool& result){};
}; };
} }

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@ -29,6 +29,11 @@ namespace CreatureLib::Battling {
} }
} }
void Clear() {
_scripts.clear();
_lookup.clear();
}
size_t Count() const { return _scripts.size(); } size_t Count() const { return _scripts.size(); }
const std::vector<Script*>* GetIterator() const { return &_scripts; } const std::vector<Script*>* GetIterator() const { return &_scripts; }

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@ -0,0 +1,21 @@
#ifndef CREATURELIB_SWITCHTURNCHOICE_HPP
#define CREATURELIB_SWITCHTURNCHOICE_HPP
#include "BaseTurnChoice.hpp"
namespace CreatureLib::Battling {
class SwitchTurnChoice : public BaseTurnChoice {
Creature* _newCreature;
public:
SwitchTurnChoice(Creature* user, Creature* newCreature) : BaseTurnChoice(user), _newCreature(newCreature) {}
TurnChoiceKind GetKind() const final { return TurnChoiceKind::Switch; }
inline Creature* GetNewCreature() const { return _newCreature; }
protected:
void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override { GetUser()->GetActiveScripts(scripts); }
};
}
#endif // CREATURELIB_SWITCHTURNCHOICE_HPP

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@ -5,6 +5,7 @@
#include "../../src/Battling/Models/CreateCreature.hpp" #include "../../src/Battling/Models/CreateCreature.hpp"
#include "../../src/Battling/TurnChoices/AttackTurnChoice.hpp" #include "../../src/Battling/TurnChoices/AttackTurnChoice.hpp"
#include "../../src/Battling/TurnChoices/PassTurnChoice.hpp" #include "../../src/Battling/TurnChoices/PassTurnChoice.hpp"
#include "../../src/Battling/TurnChoices/SwitchTurnChoice.hpp"
#include "../TestLibrary/TestLibrary.hpp" #include "../TestLibrary/TestLibrary.hpp"
using namespace CreatureLib; using namespace CreatureLib;
@ -139,4 +140,49 @@ TEST_CASE("When another creature is available on faint, make sure the battle has
REQUIRE(battle.GetResult() == 0); REQUIRE(battle.GetResult() == 0);
} }
TEST_CASE("Switch Creature in", "[Integrations]") {
auto library = TestLibrary::Get();
auto c1 = CreateCreature(library, "testSpecies1", 100).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
auto c2 = CreateCreature(library, "testSpecies1", 1).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
CreatureParty party1{c1, c2};
auto battleParty1 = BattleParty(&party1, {CreatureIndex(0, 0)});
auto c3 = CreateCreature(library, "testSpecies1", 1).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
CreatureParty party2{c3};
auto battleParty2 = BattleParty(&party2, {CreatureIndex(1, 0)});
auto battle = Battle(library, {battleParty1, battleParty2});
battle.SwitchCreature(0, 0, c1);
battle.SwitchCreature(1, 0, c3);
REQUIRE(battle.GetTarget(CreatureIndex(0, 0)) == c1);
battle.TrySetChoice(new SwitchTurnChoice(c1, c2));
battle.TrySetChoice(new PassTurnChoice(c3));
REQUIRE(battle.GetTarget(CreatureIndex(0, 0)) == c2);
}
TEST_CASE("Switch Creature in, but have attack aimed at it. Attack should hit new creature", "[Integrations]") {
auto library = TestLibrary::Get();
auto c1 = CreateCreature(library, "testSpecies1", 50).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
auto c2 = CreateCreature(library, "testSpecies1", 50).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
CreatureParty party1{c1, c2};
auto battleParty1 = BattleParty(&party1, {CreatureIndex(0, 0)});
auto c3 = CreateCreature(library, "testSpecies1", 50).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
CreatureParty party2{c3};
auto battleParty2 = BattleParty(&party2, {CreatureIndex(1, 0)});
auto battle = Battle(library, {battleParty1, battleParty2});
battle.SwitchCreature(0, 0, c1);
battle.SwitchCreature(1, 0, c3);
battle.TrySetChoice(new SwitchTurnChoice(c1, c2));
battle.TrySetChoice(new AttackTurnChoice(c3, c3->GetAttacks()[0], CreatureIndex(0, 0)));
REQUIRE(c2->GetCurrentHealth() < c2->GetBoostedStat(Core::Statistic::Health));
REQUIRE(c1->GetCurrentHealth() == c1->GetBoostedStat(Core::Statistic::Health));
}
#endif #endif