Use smart pointers for BattleSide.
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@@ -11,16 +11,16 @@ namespace CreatureLib::Battling {
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class BattleSide : public ScriptSource {
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uint8_t _index;
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uint8_t _creaturesPerSide;
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ArbUt::List<Creature*> _creatures;
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ArbUt::List<BaseTurnChoice*> _choices;
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ArbUt::List<ArbUt::BorrowedPtr<Creature>> _creatures;
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ArbUt::List<std::shared_ptr<BaseTurnChoice>> _choices;
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ArbUt::List<bool> _fillableSlots;
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uint8_t _choicesSet = 0;
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ScriptSet _volatile;
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Battle* _battle;
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ArbUt::BorrowedPtr<Battle> _battle;
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bool _hasFled = false;
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public:
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BattleSide(uint8_t index, Battle* battle, uint8_t creaturesPerSide) noexcept
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BattleSide(uint8_t index, ArbUt::BorrowedPtr<Battle> battle, uint8_t creaturesPerSide) noexcept
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: _index(index), _creaturesPerSide(creaturesPerSide), _creatures(creaturesPerSide),
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_choices(creaturesPerSide), _fillableSlots(creaturesPerSide), _battle(battle) {
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for (size_t i = 0; i < creaturesPerSide; i++) {
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@@ -34,7 +34,9 @@ namespace CreatureLib::Battling {
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virtual ~BattleSide() = default;
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[[nodiscard]] bool AllChoicesSet() const noexcept;
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[[nodiscard]] const ArbUt::List<BaseTurnChoice*>& GetChoices() const noexcept;
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[[nodiscard]] const ArbUt::List<std::shared_ptr<BaseTurnChoice>>& GetChoices() const noexcept {
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return _choices;
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}
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[[nodiscard]] bool AllPossibleSlotsFilled() const;
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@@ -43,24 +45,24 @@ namespace CreatureLib::Battling {
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void SetCreature(Creature* creature, uint8_t index);
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Creature* GetCreature(uint8_t index) const;
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bool CreatureOnSide(const Creature* creature) const;
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const ArbUt::BorrowedPtr<Creature>& GetCreature(uint8_t index) const;
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bool CreatureOnSide(const ArbUt::BorrowedPtr<Creature>& creature) const;
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size_t ScriptCount() const override;
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void GetActiveScripts(ArbUt::List<ScriptWrapper>& scripts) override;
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const ArbUt::List<Creature*>& GetCreatures() { return _creatures; }
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const ArbUt::List<ArbUt::BorrowedPtr<Creature>>& GetCreatures() { return _creatures; }
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uint8_t GetSideIndex() noexcept { return _index; }
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uint8_t GetCreatureIndex(Creature* c) {
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uint8_t GetCreatureIndex(const ArbUt::BorrowedPtr<Creature>& c) {
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for (size_t i = 0; i < _creatures.Count(); i++) {
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if (c == _creatures[i])
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if (_creatures[i] == c)
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return i;
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}
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throw CreatureException("Unable to find creature on field.");
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}
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void MarkSlotAsUnfillable(Creature* creature) noexcept {
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void MarkSlotAsUnfillable(const ArbUt::BorrowedPtr<Creature>& creature) noexcept {
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for (uint8_t i = 0; i < _creaturesPerSide; i++) {
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if (_creatures[i] == creature) {
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_fillableSlots.At(i) = false;
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