Make ExecutingAttack be a pointer, as we probably want to keep it around after it has finished executing.
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@ -58,7 +58,7 @@ void TurnHandler::ExecuteAttackChoice(const AttackTurnChoice *choice) {
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//HOOK: Prevent attack
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auto attack = ExecutingAttack();
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auto attack = new ExecutingAttack();
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//HOOK: override targets
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@ -72,40 +72,43 @@ void TurnHandler::ExecuteAttackChoice(const AttackTurnChoice *choice) {
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//HOOK: On Before Attack
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for (auto kv: attack.GetTargets()){
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for (auto& kv: attack->GetTargets()){
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HandleAttackForTarget(attack, kv.first, kv.second);
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}
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//TODO: We currently delete this, but we probably want to store this in a log, so scripts can look it up.
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delete attack;
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}
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void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *target, ExecutingAttack::TargetData &targetData) {
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auto user = attack.GetUser();
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void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature *target, const ExecutingAttack::TargetData &targetData) {
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auto user = attack->GetUser();
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std::array<ScriptSource*, 1> targetSources = {target};
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std::array<ScriptSource*, 1> userSources = {user};
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bool fail = false;
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HOOK(FailIncomingAttack, targetSources, &attack, target, fail);
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HOOK(FailIncomingAttack, targetSources, attack, target, fail);
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if (fail){
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//TODO: Fail handling.
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return;
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}
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bool invulnerable = fail;
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HOOK(IsInvulnerable, targetSources, &attack, target, invulnerable);
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HOOK(IsInvulnerable, targetSources, attack, target, invulnerable);
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if (invulnerable){
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//TODO: We should probably do something when a target is invulnerable.
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return;
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}
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if (!targetData.IsHit()){
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HOOK(OnAttackMiss, targetSources, &attack, target);
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HOOK(OnAttackMiss, targetSources, attack, target);
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return;
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}
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auto numHits = targetData.GetNumberOfHits();
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if (numHits == 0)
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return;
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auto attackData = attack.GetAttack()->GetAttack();
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auto attackData = attack->GetAttack()->GetAttack();
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auto library = user->GetBattle()->GetLibrary();
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auto dmgLibrary = library->GetDamageLibrary();
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for (uint8_t hitIndex = 0; hitIndex < numHits; hitIndex++){
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@ -119,15 +122,15 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *targe
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auto hit = targetData.GetHit(hitIndex);
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auto hitType = hit.GetType();
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HOOK(ChangeAttackType, targetSources, &attack, target, hitIndex, hitType);
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HOOK(ChangeAttackType, targetSources, attack, target, hitIndex, hitType);
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hit.SetEffectiveness(library->GetTypeLibrary()->GetEffectiveness(hitType, target->GetTypes()));
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hit.SetCritical(library->GetCriticalLibrary()->IsCritical(&attack, target, hitIndex));
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hit.SetBasePower(dmgLibrary->GetBasePower(&attack, target, hitIndex));
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hit.SetDamage(dmgLibrary->GetDamage(&attack, target, hitIndex));
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hit.SetCritical(library->GetCriticalLibrary()->IsCritical(attack, target, hitIndex));
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hit.SetBasePower(dmgLibrary->GetBasePower(attack, target, hitIndex));
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hit.SetDamage(dmgLibrary->GetDamage(attack, target, hitIndex));
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std::array<ScriptSource*, 1> attackSource = {&attack};
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std::array<ScriptSource*, 1> attackSource = {attack};
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if (attackData->GetCategory() == Library::AttackCategory::Status){
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HOOK(OnStatusMove, attackSource, &attack, target, hitIndex);
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HOOK(OnStatusMove, attackSource, attack, target, hitIndex);
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}
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else{
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auto damage = hit.GetDamage();
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@ -139,15 +142,15 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack &attack, Creature *targe
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target->Damage(damage, DamageSource::AttackDamage);
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bool preventSecondary = false;
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HOOK(PreventSecondaryEffects, targetSources, &attack, target, hitIndex, preventSecondary);
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HOOK(PreventSecondaryEffects, targetSources, attack, target, hitIndex, preventSecondary);
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if (!preventSecondary){
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HOOK(OnSecondaryEffect, attackSource, &attack, target, hitIndex);
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HOOK(OnSecondaryEffect, attackSource, attack, target, hitIndex);
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}
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}
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}
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}
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if (!user->IsFainted()){
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HOOK(OnAfterHits, userSources, &attack, target);
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HOOK(OnAfterHits, userSources, attack, target);
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}
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}
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@ -12,7 +12,7 @@ namespace CreatureLib::Battling {
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static void ExecuteChoice(const BaseTurnChoice* choice);
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static void ExecuteAttackChoice(const AttackTurnChoice* choice);
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static void HandleAttackForTarget(ExecutingAttack& attack, Creature* target, ExecutingAttack::TargetData& targetData);
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static void HandleAttackForTarget(ExecutingAttack* attack, Creature* target, const ExecutingAttack::TargetData& targetData);
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public:
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static void RunTurn(Battle* battle, ChoiceQueue* queue);
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};
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@ -43,7 +43,7 @@ namespace CreatureLib::Battling {
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}
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TargetData()= default;
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HitData& GetHit(uint8_t index){
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const HitData& GetHit(uint8_t index) const{
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return _hits[index];
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}
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@ -51,11 +51,11 @@ namespace CreatureLib::Battling {
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return &_hits[index];
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}
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uint8_t GetNumberOfHits(){
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uint8_t GetNumberOfHits() const{
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return _hits.size();
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}
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bool IsHit(){
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bool IsHit() const{
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return _isHit;
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}
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@ -1,7 +1,7 @@
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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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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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