Added Creature C Interface, misc fixes and changes for Creature.
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@@ -9,7 +9,8 @@ using namespace CreatureLib;
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Battling::Creature::Creature(const BattleLibrary* library, const Library::CreatureSpecies* species,
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const Library::SpeciesVariant* variant, uint8_t level, uint32_t experience, uint32_t uid,
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Library::Gender gender, uint8_t coloring, const Library::Item* heldItem,
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std::string nickname, const TalentIndex& talent, std::vector<LearnedAttack*> attacks)
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std::string nickname, const Library::TalentIndex& talent,
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std::vector<LearnedAttack*> attacks)
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: _library(library), _species(species), _variant(variant), _level(level), _experience(experience),
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_uniqueIdentifier(uid), _gender(gender), _coloring(coloring), _heldItem(heldItem), _nickname(std::move(nickname)),
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_talentIndex(talent), _hasOverridenTalent(false), _attacks(std::move(attacks)) {
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@@ -20,8 +21,9 @@ Battling::Creature::Creature(const BattleLibrary* library, const Library::Creatu
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}
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}
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void Battling::Creature::ChangeLevel(int8_t amount) {
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void Battling::Creature::ChangeLevelBy(int8_t amount) {
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this->_level += amount;
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_experience = _library->GetGrowthRateLibrary()->CalculateExperience(_species->GetGrowthRate(), _level);
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RecalculateFlatStats();
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}
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@@ -176,13 +178,21 @@ const Library::SpeciesVariant* Battling::Creature::GetDisplayVariant() const {
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variant = _variant;
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return variant;
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}
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void Battling::Creature::SetHeldItem(const Arbutils::CaseInsensitiveConstString& itemName) {
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void Battling::Creature::SetHeldItem(const ConstString& itemName) {
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const Library::Item* item;
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if (!_library->GetItemLibrary()->TryGet(itemName, item)) {
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throw CreatureException("Item not found.");
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}
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_heldItem = item;
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}
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void Battling::Creature::SetHeldItem(uint32_t itemNameHash) {
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const Library::Item* item;
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if (!_library->GetItemLibrary()->TryGet(itemNameHash, item)) {
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throw CreatureException("Item not found.");
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}
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_heldItem = item;
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}
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void Battling::Creature::AddVolatileScript(const ConstString& name) {
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auto script = _volatile.Get(name);
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if (script != nullptr) {
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@@ -196,4 +206,4 @@ void Battling::Creature::AddVolatileScript(const ConstString& name) {
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void Battling::Creature::AddVolatileScript(Script* script) { _volatile.Add(script); }
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void Battling::Creature::RemoveVolatileScript(const ConstString& name) { _volatile.Remove(name); }
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void Battling::Creature::RemoveVolatileScript(Battling::Script* script) { _volatile.Remove(script->GetName()); }
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void Battling::Creature::HasVolatileScript(const ConstString& name) const { _volatile.Has(name); }
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bool Battling::Creature::HasVolatileScript(const ConstString& name) const { return _volatile.Has(name); }
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