Implemented better script handling.
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@ -1,6 +1,7 @@
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#include "TurnHandler.hpp"
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#include "../Models/Battle.hpp"
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#include "../../Core/Exceptions/NotImplementedException.hpp"
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#include "../ScriptHandling/ScriptMacros.cpp"
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using namespace CreatureLib::Battling;
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@ -78,15 +79,15 @@ void TurnHandler::ExecuteAttackChoice(const AttackTurnChoice *choice) {
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void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *target, ExecutingAttack::TargetData &targetData) {
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//HOOK: Check if attack fails on target
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target->ExecuteScripts(Hook::IncomingAttackFails, {std::any(attack), std::any(target)});
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std::array<ScriptSource*, 1> sources = {target};
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HOOK(OnIncomingAttackFails, sources, &attack, target);
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//HOOK: Check if target is invulnerable
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target->ExecuteScripts(Hook::IsInvulnerable, {std::any(attack), std::any(target)});
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HOOK(IsInvulnerable, sources, &attack, target);
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if (!targetData.IsHit()){
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//HOOK: On attack miss.
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target->ExecuteScripts(Hook::AttackMiss, {std::any(attack), std::any(target)});
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HOOK(OnAttackMiss, sources, &attack, target);
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return;
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}
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@ -7,6 +7,8 @@
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#include "LearnedAttack.hpp"
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#include "DamageSource.hpp"
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#include "../ScriptHandling/ScriptSet.hpp"
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#include "../ScriptHandling/ScriptAggregator.hpp"
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#include "../ScriptHandling/ScriptSource.hpp"
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namespace CreatureLib::Battling{
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// Forward declare battle class
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@ -14,7 +16,7 @@ namespace CreatureLib::Battling{
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class BattleSide;
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class BattleLibrary;
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class Creature {
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class Creature : public ScriptSource{
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GetProperty(const Library::CreatureSpecies*, Species);
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GetProperty(const Library::SpeciesVariant*, Variant);
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GetProperty(uint8_t, Level);
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@ -63,9 +65,9 @@ namespace CreatureLib::Battling{
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[[nodiscard]] const std::vector<uint8_t>& GetTypes() const;
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[[nodiscard]] bool HasType(uint8_t type) const;
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void ExecuteScripts(Hook hook, const std::vector<std::any>& args){
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_status->Execute(hook, args);
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_volatile.Execute(hook, args);
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void GetActiveScripts(ScriptAggregator& aggr) override{
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aggr.Add(_status);
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aggr.Add(&_volatile);
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}
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//region Stat APIs
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@ -8,6 +8,9 @@
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#include "Hooks.hpp"
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namespace CreatureLib::Battling{
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class ExecutingAttack;
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class Creature;
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class Script{
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const std::string _name;
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@ -15,12 +18,15 @@ namespace CreatureLib::Battling{
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explicit Script(std::string name) :_name(std::move(name)){}
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virtual ~Script() = default;
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virtual void Execute(Hook hook, const std::vector<std::any>& args){};
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virtual void Stack(){};
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const std::string& GetName(){
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return _name;
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}
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virtual void OnIncomingAttackFails(ExecutingAttack* attack, Creature* target){};
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virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target){};
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virtual void OnAttackMiss(ExecutingAttack* attack, Creature* target){};
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};
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}
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@ -0,0 +1,66 @@
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#ifndef CREATURELIB_SCRIPTAGGREGATOR_HPP
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#define CREATURELIB_SCRIPTAGGREGATOR_HPP
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#include <any>
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#include <queue>
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#include "Script.hpp"
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#include "ScriptSet.hpp"
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namespace CreatureLib::Battling{
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class ScriptAggregator{
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std::queue<std::any> _queue;
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bool _isSetSet = false;
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std::__detail::_Node_iterator<std::pair<const std::string, Script *>, false, true> _setIterator;
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std::__detail::_Node_iterator<std::pair<const std::string, Script *>, false, true> _setEnd;
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public:
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ScriptAggregator() = default;
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void Add(Script* script){
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_queue.push(script);
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}
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void Add(ScriptSet* scriptSet){
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_queue.push(scriptSet);
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}
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bool HasNext(){
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return !_queue.empty() || _isSetSet;
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}
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Script* GetNext(){
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// We can probably do this in a cleaner version once C++ 20 drops with Coroutine support.
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if (_isSetSet){
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if (_setIterator == _setEnd){
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_isSetSet = false;
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return GetNext();
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}
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auto s = _setIterator->second;
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_setIterator.operator++();
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if (_setIterator == _setEnd){
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_isSetSet = false;
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}
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return s;
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}
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if (_queue.empty())
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return nullptr;
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auto next = _queue.front();
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_queue.pop();
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if (next.type() == typeid(Script*)){
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return std::any_cast<Script*>(next);
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}
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else{
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auto set = std::any_cast<ScriptSet*>(next);
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if (set->Count() == 0)
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return GetNext();
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auto it = set->GetIterator();
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_setIterator = it->begin();
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_setEnd = it->end();
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_isSetSet = true;
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return GetNext();
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}
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throw NotReachableException();
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}
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};
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}
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#endif //CREATURELIB_SCRIPTAGGREGATOR_HPP
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@ -0,0 +1,14 @@
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#define HOOK(hookName, sources, ... ) \
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{ \
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auto aggregator = CreatureLib::Battling::ScriptAggregator(); \
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for (auto source: sources){ \
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source -> GetActiveScripts(aggregator); \
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} \
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while (aggregator.HasNext()){ \
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auto next = aggregator.GetNext(); \
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if (next == nullptr) continue; \
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next->hookName(__VA_ARGS__); \
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} \
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}
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@ -9,12 +9,6 @@ namespace CreatureLib::Battling{
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class ScriptSet{
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std::unordered_map<std::string, Script*> _scripts;
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public:
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void Execute(Hook hook, const std::vector<std::any>& args){
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for (auto s: _scripts){
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s.second->Execute(hook, args);
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}
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}
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void Add(Script* script){
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auto f = _scripts.find(script->GetName());
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if (f != _scripts.end()){
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@ -28,6 +22,14 @@ namespace CreatureLib::Battling{
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void Remove(const std::string& key){
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_scripts.erase(key);
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}
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size_t Count() const{
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return _scripts.size();
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}
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std::unordered_map<std::string, Script *> * GetIterator(){
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return &_scripts;
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}
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};
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}
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@ -0,0 +1,15 @@
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#ifndef CREATURELIB_SCRIPTSOURCE_HPP
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#define CREATURELIB_SCRIPTSOURCE_HPP
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#include "ScriptAggregator.hpp"
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namespace CreatureLib::Battling{
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class ScriptSource {
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public:
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virtual void GetActiveScripts(ScriptAggregator& aggr) = 0;
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};
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}
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#endif //CREATURELIB_SCRIPTSOURCE_HPP
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