Tweaks for Battle and ScriptSet, added Battle C interface.
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continuous-integration/drone/push Build is passing
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#include "../../src/Battling/Models/Battle.hpp"
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#define export extern "C"
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using namespace CreatureLib::Battling;
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export Battle* CreatureLib_Battle_Construct(const BattleLibrary* library, BattleParty* partyArr[],
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size_t numberOfParties, bool canFlee, uint8_t numberOfSides,
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uint8_t creaturesPerSide) {
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std::vector<BattleParty*> parties(partyArr, partyArr + numberOfParties);
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return new Battle(library, parties, canFlee, numberOfSides, creaturesPerSide);
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}
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export void CreatureLib_Battle_Destruct(const Battle* p) { delete p; }
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const BattleLibrary* CreatureLib_Battle_GetLibrary(const Battle* p) { return p->GetLibrary(); }
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bool CreatureLib_Battle_CanUse(Battle* p, const BaseTurnChoice* turnChoice) { return p->CanUse(turnChoice); }
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bool CreatureLib_Battle_TrySetChoice(Battle* p, BaseTurnChoice* turnChoice) { return p->TrySetChoice(turnChoice); }
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bool CreatureLib_Battle_CanFlee(const Battle* p) { return p->CanFlee(); }
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void CreatureLib_Battle_CheckChoicesSetAndRun(Battle* p) { p->CheckChoicesSetAndRun(); }
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ChoiceQueue* CreatureLib_Battle_GetCurrentTurnQueue(const Battle* p) { return p->GetCurrentTurnQueue(); }
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BattleRandom* CreatureLib_Battle_GetRandom(Battle* p) { return p->GetRandom(); }
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bool CreatureLib_Battle_CreatureInField(const Battle* p, Creature* c) { return p->CreatureInField(c); }
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Creature* CreatureLib_Battle_GetCreature(const Battle* p, uint8_t side, uint8_t target) {
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return p->GetCreature(side, target);
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}
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void CreatureLib_Battle_ForceRecall(Battle* p, uint8_t side, uint8_t target) { p->ForceRecall(side, target); }
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void CreatureLib_Battle_SwitchCreature(Battle* p, uint8_t side, uint8_t target, Creature* c) {
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p->SwitchCreature(side, target, c);
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}
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bool CreatureLib_Battle_CanSlotBeFilled(const Battle* p, uint8_t side, uint8_t target) {
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return p->CanSlotBeFilled(side, target);
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}
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void CreatureLib_Battle_ValidateBattleState(Battle* p) { p->ValidateBattleState(); }
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bool CreatureLib_Battle_HasEnded(const Battle* p) { return p->HasEnded(); }
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bool CreatureLib_Battle_HasConclusiveResult(const Battle* p) { return p->GetResult().IsConclusiveResult(); }
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bool CreatureLib_Battle_GetWinningSide(const Battle* p) { return p->GetResult().GetWinningSide(); }
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size_t CreatureLib_Battle_GetSidesCount(const Battle* p) { return p->GetSides().size(); }
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BattleSide* const* CreatureLib_Battle_GetSides(const Battle* p) { return p->GetSides().data(); }
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Script* CreatureLib_Battle_GetVolatileScript(Battle* p, const char* key) {
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return p->GetVolatileScript(ConstString::GetHash(key));
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}
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void CreatureLib_Battle_AddVolatileScriptByName(Battle* p, const char* key) { p->AddVolatileScript(ConstString(key)); }
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void CreatureLib_Battle_AddVolatileScript(Battle* p, Script* script) { p->AddVolatileScript(script); }
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void CreatureLib_Battle_RemoveVolatileScript(Battle* p, const char* key) {
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p->RemoveVolatileScript(ConstString::GetHash(key));
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}
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void CreatureLib_Battle_RemoveVolatileScriptWithScript(Battle* p, Script* script) { p->RemoveVolatileScript(script); }
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bool CreatureLib_Battle_HasVolatileScript(Battle* p, const char* key) {
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return p->HasVolatileScript(ConstString::GetHash(key));
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}
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void CreatureLib_Battle_RegisterEventListener(Battle* p, void (*func)(const EventData*)) {
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p->RegisterEventListener(func);
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}
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void CreatureLib_Battle_TriggerEventListener(Battle* p, EventData* data) { p->TriggerEventListener(data); }
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@ -58,7 +58,7 @@ void TurnHandler::ExecuteAttackChoice(AttackTurnChoice* choice) {
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}
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// FIXME: Resolve all targets
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auto target = choice->GetUser()->GetBattle()->GetTarget(choice->GetTarget());
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auto target = choice->GetUser()->GetBattle()->GetCreature(choice->GetTarget());
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std::vector<Creature*> targets = {target};
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auto attack = new ExecutingAttack(targets, 1, choice->GetUser(), choice->GetAttack(), choice->GetAttackScript());
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@ -129,6 +129,4 @@ void Battle::AddVolatileScript(const ConstString& key) {
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return _volatile.Add(script);
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}
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void Battle::AddVolatileScript(Script* script) { return _volatile.Add(script); }
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void Battle::RemoveVolatileScript(const ConstString& name) { _volatile.Remove(name); }
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void Battle::RemoveVolatileScript(Script* script) { _volatile.Remove(script->GetName()); }
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void Battle::HasVolatileScript(const ConstString& name) const { _volatile.Has(name); }
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@ -31,7 +31,7 @@ namespace CreatureLib::Battling {
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public:
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Battle(const BattleLibrary* library, std::vector<BattleParty*> parties, bool canFlee = true,
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uint8_t numberOfSides = 2, uint8_t creaturesPerSide = 1)
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: _library(library), _parties(parties), _canFlee(canFlee), _numberOfSides(numberOfSides),
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: _library(library), _parties(std::move(parties)), _canFlee(canFlee), _numberOfSides(numberOfSides),
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_creaturesPerSide(creaturesPerSide) {
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_sides = std::vector<BattleSide*>(numberOfSides);
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for (size_t i = 0; i < numberOfSides; i++) {
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@ -63,9 +63,10 @@ namespace CreatureLib::Battling {
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bool CreatureInField(const Creature* creature) const;
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Creature* GetTarget(const CreatureIndex& target) {
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Creature* GetCreature(const CreatureIndex& target) const {
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return _sides[target.GetSideIndex()]->GetCreature(target.GetCreatureIndex());
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}
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Creature* GetCreature(uint8_t side, uint8_t target) const { return _sides[side]->GetCreature(target); }
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void ForceRecall(uint8_t side, uint8_t index);
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void SwitchCreature(uint8_t side, uint8_t index, Creature* c);
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@ -79,11 +80,14 @@ namespace CreatureLib::Battling {
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const std::vector<BattleSide*>& GetSides() const { return _sides; }
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Script* GetVolatileScript(const ConstString& key) const { return _volatile.Get(key); }
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Script* GetVolatileScript(uint32_t keyHash) const { return _volatile.Get(keyHash); }
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void AddVolatileScript(const ConstString& key);
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void AddVolatileScript(Script* script);
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void RemoveVolatileScript(const ConstString& name);
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void RemoveVolatileScript(const ConstString& name) { _volatile.Remove(name); }
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void RemoveVolatileScript(uint32_t keyHash) { _volatile.Remove(keyHash); }
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void RemoveVolatileScript(Script* script);
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void HasVolatileScript(const ConstString& name) const;
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bool HasVolatileScript(const ConstString& name) const { return _volatile.Has(name); }
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bool HasVolatileScript(uint32_t keyHash) const { return _volatile.Has(keyHash); }
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void RegisterEventListener(EVENT_HOOK_FUNC(listener)) { this->_eventHook.RegisterListener(listener); }
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void TriggerEventListener(EventData* data) { this->_eventHook.TriggerEvent(data); }
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@ -8,7 +8,7 @@
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namespace CreatureLib::Battling {
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class ScriptSet {
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std::vector<Script*> _scripts;
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std::unordered_map<ConstString, size_t> _lookup;
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std::unordered_map<uint32_t, size_t> _lookup;
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public:
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~ScriptSet() {
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_lookup.insert({script->GetName(), _scripts.size() - 1});
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}
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Script* Get(const ConstString& key) const {
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auto f = _lookup.find(key);
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Script* Get(const ConstString& key) const { return Get(key.GetHash()); }
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Script* Get(uint32_t keyHash) const {
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auto f = _lookup.find(keyHash);
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if (f != _lookup.end()) {
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return _scripts[f->second];
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}
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return nullptr;
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}
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void Remove(const ConstString& key) {
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auto find = _lookup.find(key);
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void Remove(const ConstString& key) { Remove(key.GetHash()); }
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void Remove(uint32_t keyHash) {
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auto find = _lookup.find(keyHash);
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if (find != _lookup.end()) {
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auto script = _scripts[find->second];
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script->OnRemove();
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delete script;
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_scripts.erase(_scripts.begin() + find.operator*().second);
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_lookup.erase(key);
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_lookup.erase(keyHash);
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}
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}
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@ -55,10 +59,9 @@ namespace CreatureLib::Battling {
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_lookup.clear();
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}
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bool Has(const ConstString& key) const {
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auto find = _lookup.find(key);
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return find != _lookup.end();
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}
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bool Has(const ConstString& key) const { return _lookup.find(key) != _lookup.end(); }
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bool Has(uint32_t keyHash) const { return _lookup.find(keyHash) != _lookup.end(); }
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size_t Count() const { return _scripts.size(); }
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@ -176,12 +176,12 @@ TEST_CASE("Switch Creature in", "[Integrations]") {
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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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REQUIRE(battle.GetCreature(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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REQUIRE(battle.GetCreature(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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