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