Make all individual scripts smart pointers.
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continuous-integration/drone/push Build is failing
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@ -5,9 +5,9 @@ using namespace CreatureLib::Battling;
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export uint8_t CreatureLib_ExecutingAttack_Construct(ExecutingAttack*& out, Creature* const* targets,
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size_t targetCount, uint8_t numberHits, Creature* user,
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LearnedAttack* attack, Script* script) {
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Try(auto ls = ArbUt::List<ArbUt::BorrowedPtr<Creature>>(targetCount); for (size_t i = 0; i < targetCount; i++) {
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ls.Append(targets[i]);
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} out = new ExecutingAttack(ls, numberHits, user, attack, script);)
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Try(auto ls = ArbUt::List<ArbUt::BorrowedPtr<Creature>>(targetCount);
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for (size_t i = 0; i < targetCount; i++) { ls.Append(targets[i]); } auto s = std::unique_ptr<Script>(script);
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out = new ExecutingAttack(ls, numberHits, user, attack, s);)
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}
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export void CreatureLib_ExecutingAttack_Destruct(ExecutingAttack* p) { delete p; }
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@ -30,7 +30,7 @@ SIMPLE_GET_FUNC(AttackTurnChoice, GetKind, TurnChoiceKind)
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export uint8_t CreatureLib_BaseTurnChoice_GetPriority(int8_t& out, AttackTurnChoice* p) { Try(out = p->GetPriority()); }
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SIMPLE_GET_FUNC(AttackTurnChoice, GetAttackScript, Script*)
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SIMPLE_GET_FUNC_SMART_PTR(AttackTurnChoice, GetAttackScript, Script*)
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export uint8_t CreatureLib_BaseTurnChoice_GetTargetSideIndex(const AttackTurnChoice* p) {
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return p->GetTarget().GetSideIndex();
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}
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@ -62,7 +62,6 @@ void TurnHandler::ExecuteAttackChoice(ArbUt::BorrowedPtr<AttackTurnChoice> choic
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ArbUt::List<ArbUt::BorrowedPtr<Creature>> targets = {target};
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auto attack = ExecutingAttack(targets, 1, choice->GetUser(), choice->GetAttack(), choice->GetAttackScript());
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choice->MarkScriptAsTaken();
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bool prevented = false;
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HOOK_LOCAL(PreventAttack, attack, &attack, &prevented);
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if (prevented) {
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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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@ -42,7 +42,7 @@ namespace CreatureLib::Battling {
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auto s = current.GetScript();
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if (s == nullptr)
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return nullptr;
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return *s;
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return (*s).get();
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} else {
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auto& set = *current.GetScriptSet()->GetIterator();
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auto count = set.Count();
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@ -1,7 +1,7 @@
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#ifndef CREATURELIB_SCRIPTWRAPPER_HPP
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#define CREATURELIB_SCRIPTWRAPPER_HPP
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#include <variant>
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#include <memory>
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#include "Script.hpp"
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#include "ScriptSet.hpp"
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@ -10,20 +10,20 @@ namespace CreatureLib::Battling {
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bool _isSet;
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union {
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Script* const* _script;
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std::unique_ptr<Script> const* _script;
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const ScriptSet* _scriptSet;
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};
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ScriptWrapper(Script** s, bool isSet) : _isSet(isSet), _script(s){};
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ScriptWrapper(std::unique_ptr<Script>* s, bool isSet) : _isSet(isSet), _script(s){};
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ScriptWrapper(ScriptSet* s, bool isSet) : _isSet(isSet), _scriptSet(s){};
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public:
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static inline ScriptWrapper FromScript(Script** s) { return ScriptWrapper(s, false); }
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static inline ScriptWrapper FromScript(std::unique_ptr<Script>* s) { return ScriptWrapper(s, false); }
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static inline ScriptWrapper FromSet(ScriptSet* s) { return ScriptWrapper(s, true); }
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bool IsSet() const { return _isSet; }
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inline Script* const* GetScript() const { return _script; }
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inline const std::unique_ptr<Script>* GetScript() const { return _script; }
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inline const ScriptSet* GetScriptSet() const { return _scriptSet; }
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};
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}
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@ -11,7 +11,7 @@ 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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Script* _attackScript = nullptr;
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std::unique_ptr<Script> _attackScript = nullptr;
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bool _scriptIsTaken = false;
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void ResolveScript() {
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@ -25,7 +25,8 @@ namespace CreatureLib::Battling {
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if (_attack->GetAttack()->HasSecondaryEffect()) {
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auto library = battle->GetLibrary();
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auto& effect = _attack->GetAttack()->GetSecondaryEffect();
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_attackScript = library->LoadScript(ScriptCategory::Attack, effect->GetEffectName());
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_attackScript =
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std::unique_ptr<Script>(library->LoadScript(ScriptCategory::Attack, effect->GetEffectName()));
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if (_attackScript != nullptr) {
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_attackScript->OnInitialize(effect->GetParameters());
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}
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@ -45,7 +46,6 @@ namespace CreatureLib::Battling {
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~AttackTurnChoice() {
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if (!_scriptIsTaken) {
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delete _attackScript;
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}
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}
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@ -58,11 +58,9 @@ namespace CreatureLib::Battling {
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return _attack->GetAttack()->GetPriority();
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}
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void MarkScriptAsTaken() { _scriptIsTaken = true; }
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const CreatureIndex& GetTarget() const noexcept { return _target; }
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Script* GetAttackScript() const noexcept { return _attackScript; }
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const std::unique_ptr<Script>& GetAttackScript() const noexcept { return _attackScript; }
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size_t ScriptCount() const override { return 1 + GetUser()->ScriptCount(); }
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protected:
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@ -19,9 +19,10 @@ public:
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};
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TEST_CASE("Script Aggregator properly iterates containing script.", "[Battling, Scripting]") {
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Script* script = new TestScript("test");
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auto script = std::make_unique<TestScript>("test");
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auto ran = 0;
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script)};
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auto vec =
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ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script))};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNext();
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@ -29,16 +30,17 @@ TEST_CASE("Script Aggregator properly iterates containing script.", "[Battling,
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dynamic_cast<TestScript*>(next)->TestMethod(ran);
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}
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CHECK(ran == 1);
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delete script;
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}
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TEST_CASE("Script Aggregator properly iterates multiple scripts.", "[Battling, Scripting]") {
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Script* script = new TestScript("test");
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Script* script2 = new TestScript("test2");
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Script* script3 = new TestScript("test3");
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auto script = std::make_unique<TestScript>("test");
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auto script2 = std::make_unique<TestScript>("test2");
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auto script3 = std::make_unique<TestScript>("test3");
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auto ran = 0;
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromScript(&script2),
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ScriptWrapper::FromScript(&script3)};
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auto vec =
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ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script)),
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ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script2)),
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ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script3))};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNext();
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@ -46,9 +48,6 @@ TEST_CASE("Script Aggregator properly iterates multiple scripts.", "[Battling, S
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dynamic_cast<TestScript*>(next)->TestMethod(ran);
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}
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CHECK(ran == 3);
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delete script;
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delete script2;
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delete script3;
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}
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TEST_CASE("Script Aggregator properly iterates Script Set.", "[Battling, Scripting]") {
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@ -71,14 +70,15 @@ TEST_CASE("Script Aggregator properly iterates Script Set.", "[Battling, Scripti
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}
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TEST_CASE("Script Aggregator properly iterates data of Script Set and Script.", "[Battling, Scripting]") {
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Script* script = new TestScript("test");
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auto script = std::make_unique<TestScript>("test");
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Script* script2 = new TestScript("test2");
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Script* script3 = new TestScript("test3");
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auto ran = 0;
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auto set = ScriptSet();
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set.Add(script2);
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set.Add(script3);
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromSet(&set), ScriptWrapper::FromScript(&script)};
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auto vec = ArbUt::List<ScriptWrapper>{
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ScriptWrapper::FromSet(&set), ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script))};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@ -86,18 +86,18 @@ TEST_CASE("Script Aggregator properly iterates data of Script Set and Script.",
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dynamic_cast<TestScript*>(next)->TestMethod(ran);
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}
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CHECK(ran == 3);
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delete script;
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}
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TEST_CASE("Script Aggregator properly iterates data of Script and Script Set.", "[Battling, Scripting]") {
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Script* script = new TestScript("test");
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auto script = std::make_unique<TestScript>("test");
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Script* script2 = new TestScript("test2");
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Script* script3 = new TestScript("test3");
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auto ran = 0;
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auto set = ScriptSet();
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set.Add(script2);
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set.Add(script3);
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromSet(&set)};
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auto vec = ArbUt::List<ScriptWrapper>{
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ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script)), ScriptWrapper::FromSet(&set)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@ -105,20 +105,20 @@ TEST_CASE("Script Aggregator properly iterates data of Script and Script Set.",
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dynamic_cast<TestScript*>(next)->TestMethod(ran);
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}
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CHECK(ran == 3);
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delete script;
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}
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TEST_CASE("Script Aggregator properly iterates data of Script, Script Set and Script.", "[Battling, Scripting]") {
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Script* script = new TestScript("test");
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auto script = std::make_unique<TestScript>("test");
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Script* script2 = new TestScript("test2");
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Script* script3 = new TestScript("test3");
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Script* script4 = new TestScript("test4");
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auto script4 = std::make_unique<TestScript>("test4");
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auto ran = 0;
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auto set = ScriptSet();
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set.Add(script2);
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set.Add(script3);
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromSet(&set),
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ScriptWrapper::FromScript(&script4)};
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auto vec = ArbUt::List<ScriptWrapper>{
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ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script)), ScriptWrapper::FromSet(&set),
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ScriptWrapper::FromScript(reinterpret_cast<std::unique_ptr<Script>*>(&script4))};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@ -126,8 +126,6 @@ TEST_CASE("Script Aggregator properly iterates data of Script, Script Set and Sc
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dynamic_cast<TestScript*>(next)->TestMethod(ran);
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}
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CHECK(ran == 4);
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delete script;
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delete script4;
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}
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TEST_CASE("Script Aggregator properly iterates when empty.", "[Battling, Scripting]") {
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@ -21,7 +21,7 @@ public:
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class ScriptSourceWithScriptPtr : public ScriptSource {
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public:
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Script* ScriptPtr = nullptr;
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std::unique_ptr<Script> ScriptPtr = nullptr;
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protected:
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size_t ScriptCount() const override { return 1; }
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@ -50,11 +50,10 @@ TEST_CASE("Script source with unset script ptr.", "[Battling, Scripting]") {
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TEST_CASE("Script source with script ptr being set.", "[Battling, Scripting]") {
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auto source = ScriptSourceWithScriptPtr();
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source.ScriptPtr = new TestScript("foobar");
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source.ScriptPtr = std::make_unique<TestScript>("foobar");
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auto scripts = source.GetScriptIterator();
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auto first = scripts.GetNext();
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CHECK(first != nullptr);
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delete source.ScriptPtr;
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}
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TEST_CASE("Script source with script ptr being set after first iteration.", "[Battling, Scripting]") {
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@ -62,11 +61,10 @@ TEST_CASE("Script source with script ptr being set after first iteration.", "[Ba
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auto scripts = source.GetScriptIterator();
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auto first = scripts.GetNext();
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CHECK(first == nullptr);
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source.ScriptPtr = new TestScript("foobar");
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source.ScriptPtr = std::make_unique<TestScript>("foobar");
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scripts = source.GetScriptIterator();
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first = scripts.GetNext();
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CHECK(first != nullptr);
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delete source.ScriptPtr;
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}
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TEST_CASE("Script source with empty script set.", "[Battling, Scripting]") {
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