More work on basic turn layout.
continuous-integration/drone/push Build is passing Details

This commit is contained in:
Deukhoofd 2019-11-02 13:57:43 +01:00
parent d7fee13002
commit fc675efdf5
Signed by: Deukhoofd
GPG Key ID: ADF2E9256009EDCE
11 changed files with 122 additions and 17 deletions

View File

@ -1,14 +1,40 @@
#include "TurnHandler.hpp"
#include "../Models/Creature.hpp"
#include "../Models/Battle.hpp"
#include "../../Core/Exceptions/NotImplementedException.hpp"
void CreatureLib::Battling::TurnHandler::RunTurn(CreatureLib::Battling::ChoiceQueue &queue) {
//HOOK: On Before Turn hook for all choices
while (queue.HasNext()){
ExecuteChoice(queue.Dequeue());
}
}
void CreatureLib::Battling::TurnHandler::ExecuteChoice(const CreatureLib::Battling::BaseTurnChoice *choice) {
switch (choice->GetKind()){
if (choice == nullptr)
{
return;
}
auto choiceKind = choice->GetKind();
if (choiceKind == TurnChoiceKind::Pass) {
return;
}
auto user = choice->GetUser();
// If the user is fainted, we don't want to execute its choice.
if (user->IsFainted()){
return;
}
auto battle = user->GetBattle();
// If the user is not in the field, we don't want to execute its choice.
if (!battle->CreatureInField(user)){
return;
}
// If the choice is not valid, we don't want to execute it.
if (!battle->CanUse(choice)){
return;
}
switch (choiceKind){
case TurnChoiceKind::Pass: return;
case TurnChoiceKind::Attack:
return ExecuteAttackChoice(static_cast<const AttackTurnChoice*>(choice));
@ -17,9 +43,15 @@ void CreatureLib::Battling::TurnHandler::ExecuteChoice(const CreatureLib::Battli
case TurnChoiceKind::RunAway:
throw NotImplementedException();
}
delete choice;
}
void CreatureLib::Battling::TurnHandler::ExecuteAttackChoice(const CreatureLib::Battling::AttackTurnChoice *choice) {
//HOOK: Change attack
//HOOK: Prevent attack
}

View File

@ -2,6 +2,7 @@
#include "../TurnChoices/AttackTurnChoice.hpp"
#include "../Models/Creature.hpp"
#include "../Models/Battle.hpp"
#include "../../Core/Exceptions/NotImplementedException.hpp"
#include <algorithm>

View File

@ -2,6 +2,7 @@
#include "../Flow/TurnHandler.hpp"
#include "../TurnChoices/AttackTurnChoice.hpp"
#include "../Flow/TurnOrdering.hpp"
#include "../../Core/Exceptions/NotImplementedException.hpp"
using namespace CreatureLib;
using namespace CreatureLib::Battling;
@ -10,10 +11,10 @@ const BattleLibrary *Battle::GetLibrary() const {
return _library;
}
bool Battle::CanUse(BaseTurnChoice *choice) {
bool Battle::CanUse(const BaseTurnChoice *choice) {
if (choice->GetKind() == TurnChoiceKind::Attack){
//HOOK: change number of uses needed.
return static_cast<AttackTurnChoice*>(choice)->GetAttack()->GetRemainingUses() > 1;
return static_cast<const AttackTurnChoice*>(choice)->GetAttack()->GetRemainingUses() > 1;
}
return true;
}
@ -36,6 +37,16 @@ void Battle::CheckChoicesSetAndRun() {
auto i = 0;
for (auto side: _sides){
for (auto choice: side->GetChoices()){
if (choice->GetKind() == TurnChoiceKind::Attack){
auto attack = static_cast<const AttackTurnChoice*>(choice)->GetAttack();
uint8_t uses = 1;
//HOOK: change number of uses needed.
if (attack->GetRemainingUses() < uses){
//TODO: Implement default move
throw NotImplementedException("Not enough remaining uses, change to default move.");
}
//HOOK: Check if we need to change the move
}
choices[i] = choice;
i++;
}
@ -54,3 +65,11 @@ ChoiceQueue* Battle::GetCurrentTurnQueue() const {
Core::Random &Battle::GetRandom(){
return _random;
}
bool Battle::CreatureInField(const Creature *creature) const {
for (auto s: _sides){
if (s->CreatureOnSide(creature))
return true;
}
return false;
}

View File

@ -6,6 +6,7 @@
#include "../Library/BattleLibrary.hpp"
#include "../TurnChoices/BaseTurnChoice.hpp"
#include "../Flow/ChoiceQueue.hpp"
#include "Target.hpp"
namespace CreatureLib::Battling {
class Battle {
@ -19,13 +20,19 @@ namespace CreatureLib::Battling {
public:
const BattleLibrary* GetLibrary() const;
virtual bool CanUse(BaseTurnChoice* choice);
virtual bool CanUse(const BaseTurnChoice* choice);
virtual bool TrySetChoice(BaseTurnChoice* choice);
void CheckChoicesSetAndRun();
ChoiceQueue* GetCurrentTurnQueue() const;
Core::Random& GetRandom();
bool CreatureInField(const Creature* creature) const;
Creature* GetTarget(const Target& target){
return _sides[target.GetSideIndex()]->GetCreature(target.GetCreatureIndex());
}
};
}

View File

@ -34,3 +34,11 @@ void BattleSide::SetChoice(const BaseTurnChoice *choice) {
void BattleSide::SetCreature(Creature *creature, uint8_t index) {
_creatures[index] = creature;
}
bool BattleSide::CreatureOnSide(const Creature *creature) const {
return std::find(_creatures.begin(), _creatures.end(), creature) != _creatures.end();
}
Creature *BattleSide::GetCreature(uint8_t index) const {
return _creatures[index];
}

View File

@ -25,6 +25,9 @@ namespace CreatureLib::Battling{
void SetCreature(Creature* creature, uint8_t index);
Creature* GetCreature(uint8_t index) const;
bool CreatureOnSide(const Creature* creature) const;
};
}

View File

@ -103,6 +103,8 @@ void Battling::Creature::RecalculateBoostedStat(Core::Statistic stat) {
this->_boostedStats.SetStat(stat, s);
}
//endregion
Battling::Battle *Battling::Creature::GetBattle() const{
return _battle;
}
@ -111,5 +113,6 @@ Battling::BattleSide *Battling::Creature::GetBattleSide() const {
return _side;
}
//endregion
bool Battling::Creature::IsFainted() const {
return this->__CurrentHealth <= 0;
}

View File

@ -53,6 +53,8 @@ namespace CreatureLib::Battling{
Battle* GetBattle() const;
BattleSide* GetBattleSide() const;
bool IsFainted() const;
//region Stat APIs
void SetBattle(Battle* battle);

View File

@ -0,0 +1,24 @@
#ifndef CREATURELIB_TARGET_HPP
#define CREATURELIB_TARGET_HPP
#include <cstdint>
#include "Creature.hpp"
namespace CreatureLib::Battling {
class Target {
uint8_t _side;
uint8_t _creature;
public:
Target(uint8_t side, uint8_t creature) : _side(side), _creature(creature){}
uint8_t GetSideIndex() const{
return _side;
}
uint8_t GetCreatureIndex() const{
return _creature;
}
};
}
#endif //CREATURELIB_TARGET_HPP

View File

@ -3,13 +3,15 @@
#include "BaseTurnChoice.hpp"
#include "../Models/LearnedAttack.hpp"
#include "../Models/Target.hpp"
namespace CreatureLib::Battling{
class AttackTurnChoice : public BaseTurnChoice {
LearnedAttack* _attack;
Target _target;
public:
AttackTurnChoice(Creature* c, LearnedAttack* attack)
: BaseTurnChoice(c), _attack(attack){}
AttackTurnChoice(Creature* user, LearnedAttack* attack, const Target& target)
: BaseTurnChoice(user), _attack(attack), _target(target){}
inline LearnedAttack* GetAttack() const{
return _attack;
@ -23,6 +25,10 @@ namespace CreatureLib::Battling{
//HOOK: Change priority
return _attack->GetAttack()->GetPriority();
}
const Target& GetTarget() const{
return _target;
}
};
}

View File

@ -10,7 +10,7 @@ using namespace CreatureLib::Battling;
TEST_CASE( "Turn ordering: Attack before pass", "[Battling]" ) {
auto choice1 = new PassTurnChoice(nullptr);
auto choice2 = new AttackTurnChoice(nullptr, nullptr);
auto choice2 = new AttackTurnChoice(nullptr, nullptr, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
@ -29,8 +29,8 @@ TEST_CASE( "Turn ordering: High priority goes before no priority", "[Battling]"
auto l = GetLibrary()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1);
auto choice2 = new AttackTurnChoice(nullptr, a2);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
@ -51,8 +51,8 @@ TEST_CASE( "Turn ordering: Higher priority goes before high priority", "[Battlin
auto l = GetLibrary()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1);
auto choice2 = new AttackTurnChoice(nullptr, a2);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
@ -73,8 +73,8 @@ TEST_CASE( "Turn ordering: High priority goes before low priority", "[Battling]"
auto l = GetLibrary()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1);
auto choice2 = new AttackTurnChoice(nullptr, a2);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
@ -95,8 +95,8 @@ TEST_CASE( "Turn ordering: No priority goes before low priority", "[Battling]" )
auto l = GetLibrary()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1);
auto choice2 = new AttackTurnChoice(nullptr, a2);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);