Make ExecutingAttack be a pointer, as we probably want to keep it around after it has finished executing.
continuous-integration/drone/push Build is failing Details

This commit is contained in:
Deukhoofd 2019-11-09 13:18:45 +01:00
parent 96d1b6251f
commit f72fd5f905
4 changed files with 25 additions and 22 deletions

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@ -58,7 +58,7 @@ void TurnHandler::ExecuteAttackChoice(const AttackTurnChoice *choice) {
//HOOK: Prevent attack //HOOK: Prevent attack
auto attack = ExecutingAttack(); auto attack = new ExecutingAttack();
//HOOK: override targets //HOOK: override targets
@ -72,40 +72,43 @@ void TurnHandler::ExecuteAttackChoice(const AttackTurnChoice *choice) {
//HOOK: On Before Attack //HOOK: On Before Attack
for (auto kv: attack.GetTargets()){ for (auto& kv: attack->GetTargets()){
HandleAttackForTarget(attack, kv.first, kv.second); HandleAttackForTarget(attack, kv.first, kv.second);
} }
//TODO: We currently delete this, but we probably want to store this in a log, so scripts can look it up.
delete attack;
} }
void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *target, ExecutingAttack::TargetData &targetData) { void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature *target, const ExecutingAttack::TargetData &targetData) {
auto user = attack.GetUser(); auto user = attack->GetUser();
std::array<ScriptSource*, 1> targetSources = {target}; std::array<ScriptSource*, 1> targetSources = {target};
std::array<ScriptSource*, 1> userSources = {user}; std::array<ScriptSource*, 1> userSources = {user};
bool fail = false; bool fail = false;
HOOK(FailIncomingAttack, targetSources, &attack, target, fail); HOOK(FailIncomingAttack, targetSources, attack, target, fail);
if (fail){ if (fail){
//TODO: Fail handling. //TODO: Fail handling.
return; return;
} }
bool invulnerable = fail; bool invulnerable = fail;
HOOK(IsInvulnerable, targetSources, &attack, target, invulnerable); HOOK(IsInvulnerable, targetSources, attack, target, invulnerable);
if (invulnerable){ if (invulnerable){
//TODO: We should probably do something when a target is invulnerable. //TODO: We should probably do something when a target is invulnerable.
return; return;
} }
if (!targetData.IsHit()){ if (!targetData.IsHit()){
HOOK(OnAttackMiss, targetSources, &attack, target); HOOK(OnAttackMiss, targetSources, attack, target);
return; return;
} }
auto numHits = targetData.GetNumberOfHits(); auto numHits = targetData.GetNumberOfHits();
if (numHits == 0) if (numHits == 0)
return; return;
auto attackData = attack.GetAttack()->GetAttack(); auto attackData = attack->GetAttack()->GetAttack();
auto library = user->GetBattle()->GetLibrary(); auto library = user->GetBattle()->GetLibrary();
auto dmgLibrary = library->GetDamageLibrary(); auto dmgLibrary = library->GetDamageLibrary();
for (uint8_t hitIndex = 0; hitIndex < numHits; hitIndex++){ for (uint8_t hitIndex = 0; hitIndex < numHits; hitIndex++){
@ -119,15 +122,15 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *targe
auto hit = targetData.GetHit(hitIndex); auto hit = targetData.GetHit(hitIndex);
auto hitType = hit.GetType(); auto hitType = hit.GetType();
HOOK(ChangeAttackType, targetSources, &attack, target, hitIndex, hitType); HOOK(ChangeAttackType, targetSources, attack, target, hitIndex, hitType);
hit.SetEffectiveness(library->GetTypeLibrary()->GetEffectiveness(hitType, target->GetTypes())); hit.SetEffectiveness(library->GetTypeLibrary()->GetEffectiveness(hitType, target->GetTypes()));
hit.SetCritical(library->GetCriticalLibrary()->IsCritical(&attack, target, hitIndex)); hit.SetCritical(library->GetCriticalLibrary()->IsCritical(attack, target, hitIndex));
hit.SetBasePower(dmgLibrary->GetBasePower(&attack, target, hitIndex)); hit.SetBasePower(dmgLibrary->GetBasePower(attack, target, hitIndex));
hit.SetDamage(dmgLibrary->GetDamage(&attack, target, hitIndex)); hit.SetDamage(dmgLibrary->GetDamage(attack, target, hitIndex));
std::array<ScriptSource*, 1> attackSource = {&attack}; std::array<ScriptSource*, 1> attackSource = {attack};
if (attackData->GetCategory() == Library::AttackCategory::Status){ if (attackData->GetCategory() == Library::AttackCategory::Status){
HOOK(OnStatusMove, attackSource, &attack, target, hitIndex); HOOK(OnStatusMove, attackSource, attack, target, hitIndex);
} }
else{ else{
auto damage = hit.GetDamage(); auto damage = hit.GetDamage();
@ -139,15 +142,15 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *targe
target->Damage(damage, DamageSource::AttackDamage); target->Damage(damage, DamageSource::AttackDamage);
bool preventSecondary = false; bool preventSecondary = false;
HOOK(PreventSecondaryEffects, targetSources, &attack, target, hitIndex, preventSecondary); HOOK(PreventSecondaryEffects, targetSources, attack, target, hitIndex, preventSecondary);
if (!preventSecondary){ if (!preventSecondary){
HOOK(OnSecondaryEffect, attackSource, &attack, target, hitIndex); HOOK(OnSecondaryEffect, attackSource, attack, target, hitIndex);
} }
} }
} }
} }
if (!user->IsFainted()){ if (!user->IsFainted()){
HOOK(OnAfterHits, userSources, &attack, target); HOOK(OnAfterHits, userSources, attack, target);
} }
} }

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@ -12,7 +12,7 @@ namespace CreatureLib::Battling {
static void ExecuteChoice(const BaseTurnChoice* choice); static void ExecuteChoice(const BaseTurnChoice* choice);
static void ExecuteAttackChoice(const AttackTurnChoice* choice); static void ExecuteAttackChoice(const AttackTurnChoice* choice);
static void HandleAttackForTarget(ExecutingAttack& attack, Creature* target, ExecutingAttack::TargetData& targetData); static void HandleAttackForTarget(ExecutingAttack* attack, Creature* target, const ExecutingAttack::TargetData& targetData);
public: public:
static void RunTurn(Battle* battle, ChoiceQueue* queue); static void RunTurn(Battle* battle, ChoiceQueue* queue);
}; };

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@ -43,7 +43,7 @@ namespace CreatureLib::Battling {
} }
TargetData()= default; TargetData()= default;
HitData& GetHit(uint8_t index){ const HitData& GetHit(uint8_t index) const{
return _hits[index]; return _hits[index];
} }
@ -51,11 +51,11 @@ namespace CreatureLib::Battling {
return &_hits[index]; return &_hits[index];
} }
uint8_t GetNumberOfHits(){ uint8_t GetNumberOfHits() const{
return _hits.size(); return _hits.size();
} }
bool IsHit(){ bool IsHit() const{
return _isHit; return _isHit;
} }

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@ -1,7 +1,7 @@
#define HOOK(hookName, sources, ... ) \ #define HOOK(hookName, sources, ... ) \
{ \ { \
auto aggregator = CreatureLib::Battling::ScriptAggregator(); \ auto aggregator = CreatureLib::Battling::ScriptAggregator(); \
for (auto source: sources){ \ for (auto& source: sources){ \
source -> GetActiveScripts(aggregator); \ source -> GetActiveScripts(aggregator); \
} \ } \
while (aggregator.HasNext()){ \ while (aggregator.HasNext()){ \