Make all individual scripts smart pointers.
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@@ -21,7 +21,7 @@ Battling::Creature::Creature(const BattleLibrary* library,
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AssertNotNull(species)
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AssertNotNull(variant)
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_activeTalent = _library->LoadScript(ScriptCategory::Talent, GetActiveTalent());
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_activeTalent = std::unique_ptr<Script>(_library->LoadScript(ScriptCategory::Talent, GetActiveTalent()));
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if (_nickname.empty()) {
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_nickname = species->GetName().std_str();
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}
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@@ -142,9 +142,8 @@ void Battling::Creature::Heal(uint32_t amount, bool canRevive) {
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void Battling::Creature::OverrideActiveTalent(const ConstString& talent) {
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_hasOverridenTalent = true;
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_activeTalent->OnRemove();
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delete _activeTalent;
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_overridenTalentName = talent;
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_activeTalent = this->_library->LoadScript(ScriptCategory::Talent, talent);
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_activeTalent.reset(this->_library->LoadScript(ScriptCategory::Talent, talent));
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}
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const ArbUt::List<uint8_t>& Battling::Creature::GetTypes() const noexcept {
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@@ -47,7 +47,7 @@ namespace CreatureLib::Battling {
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std::string _nickname = "";
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CreatureLib::Library::TalentIndex _talentIndex;
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Script* _activeTalent = nullptr;
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std::unique_ptr<Script> _activeTalent = nullptr;
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bool _hasOverridenTalent;
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ArbUt::CaseInsensitiveConstString _overridenTalentName = ""_cnc;
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@@ -56,7 +56,7 @@ namespace CreatureLib::Battling {
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ArbUt::UniquePtrList<LearnedAttack> _attacks;
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bool _allowedExperienceGain;
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Script* _status = nullptr;
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std::unique_ptr<Script> _status = nullptr;
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ScriptSet _volatile = {};
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private:
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@@ -70,10 +70,7 @@ namespace CreatureLib::Battling {
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const Library::TalentIndex& talent, const std::vector<LearnedAttack*>& attacks,
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bool allowedExperienceGain = true);
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virtual ~Creature() {
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delete _activeTalent;
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delete _status;
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};
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virtual ~Creature() = default;
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virtual void Initialize() {
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RecalculateFlatStats();
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@@ -41,24 +41,25 @@ namespace CreatureLib::Battling {
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HitData* _hits;
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Creature* _user;
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ArbUt::BorrowedPtr<LearnedAttack> _attack;
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Script* _script;
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std::unique_ptr<Script> _script = nullptr;
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public:
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ExecutingAttack(const ArbUt::List<ArbUt::BorrowedPtr<Creature>>& targets, uint8_t numberHits, Creature* user,
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const ArbUt::BorrowedPtr<LearnedAttack>& attack, Script* script)
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const ArbUt::BorrowedPtr<LearnedAttack>& attack, const std::unique_ptr<Script>& script)
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: _targets(targets.Count()), _numberHits(numberHits), _hits(new HitData[targets.Count() * numberHits]),
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_user(user), _attack(attack), _script(script) {
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_user(user), _attack(attack) {
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AssertNotNull(user)
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AssertNotNull(attack)
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for (auto target : targets) {
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_targets.Append(target);
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}
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// Take ownership of the script of the attack choice, and give attack choice our initial nullptr.
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_script.swap(const_cast<std::unique_ptr<Script>&>(script));
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}
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ExecutingAttack(const ExecutingAttack&) = delete;
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ExecutingAttack& operator=(const ExecutingAttack&) = delete;
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virtual ~ExecutingAttack() noexcept {
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delete _script;
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delete[] _hits;
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};
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