Rework script handling to use smart pointers properly
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This commit is contained in:
2022-05-14 16:07:32 +02:00
parent 0117cb9d64
commit de6d39376f
17 changed files with 85 additions and 77 deletions

View File

@@ -12,7 +12,7 @@ namespace CreatureLib::Battling {
class AttackTurnChoice : public BaseTurnChoice {
ArbUt::BorrowedPtr<LearnedAttack> _attack;
CreatureIndex _target;
std::unique_ptr<BattleScript> _attackScript = nullptr;
ArbUt::OptionalUniquePtr<BattleScript> _attackScript = nullptr;
i8 _priority = 0;
bool _hasFailed = false;
@@ -25,10 +25,11 @@ namespace CreatureLib::Battling {
if (attack->HasSecondaryEffect()) {
auto library = battle.GetValue()->GetLibrary();
auto& effect = attack->GetSecondaryEffect();
_attackScript = std::unique_ptr<BattleScript>(
library->LoadScript(this, ScriptCategory::Attack, effect->GetEffectName()));
if (_attackScript != nullptr) {
_attackScript->OnInitialize(battle.GetValue()->GetLibrary().GetRaw(), effect->GetParameters());
_attackScript =
library->LoadScript(this, ScriptCategory::Attack, effect->GetEffectName()).TakeOwnership();
if (_attackScript.HasValue()) {
_attackScript.GetValue()->OnInitialize(battle.GetValue()->GetLibrary().GetRaw(),
effect->GetParameters());
}
}
}
@@ -64,7 +65,7 @@ namespace CreatureLib::Battling {
const CreatureIndex& GetTarget() const noexcept { return _target; }
const std::unique_ptr<BattleScript>& GetAttackScript() const noexcept { return _attackScript; }
ArbUt::OptionalUniquePtr<BattleScript>& GetAttackScript() noexcept { return _attackScript; }
size_t ScriptCount() const override { return 1 + GetUser()->ScriptCount(); }
void GetActiveScripts(ArbUt::List<ScriptWrapper>& scripts) override {