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