#include "../../src/Battling/Models/BattleSide.hpp" #include "../Core.hpp" using namespace CreatureLib::Battling; export_func BattleSide* CreatureLib_BattleSide_Construct(u8 index, Battle* battle, u8 creaturesPerSide) { return new BattleSide(index, battle, creaturesPerSide); } export_func void CreatureLib_BattleSide_Destruct(BattleSide* p) { delete p; } export_func Battle* CreatureLib_BattleSide_GetBattle(BattleSide* p) { return p->GetBattle(); } export_func bool CreatureLib_BattleSide_AllChoicesSet(BattleSide* p) { return p->AllChoicesSet(); } export_func u8 CreatureLib_BattleSide_AllPossibleSlotsFilled(bool& out, BattleSide* p) { Try(out = p->AllPossibleSlotsFilled()); } export_func u8 CreatureLib_BattleSide_SetChoice(BattleSide* p, BaseTurnChoice* choice) { Try(p->SetChoice(choice);) } export_func void CreatureLib_BattleSide_ResetChoices(BattleSide* p) { p->ResetChoices(); } export_func u8 CreatureLib_BattleSide_SetCreature(BattleSide* p, Creature* creature, u8 index) { Try(p->SetCreature(creature, index)); } export_func u8 CreatureLib_BattleSide_GetCreature(Creature*& out, BattleSide* p, u8 index) { Try(out = p->GetCreature(index).GetValue()); } export_func u8 CreatureLib_BattleSide_GetSideIndex(BattleSide* p) { return p->GetSideIndex(); } export_func u8 CreatureLib_BattleSide_GetCreatureIndex(u8& out, BattleSide* p, Creature* c) { Try(out = p->GetCreatureIndex(c)); } export_func u8 CreatureLib_BattleSide_MarkSlotAsUnfillable(BattleSide* p, Creature* c) { Try(p->MarkSlotAsUnfillable(c)); } export_func bool CreatureLib_BattleSide_IsDefeated(BattleSide* p) { return p->IsDefeated(); } export_func bool CreatureLib_BattleSide_HasFled(BattleSide* p) { return p->HasFled(); } export_func void CreatureLib_BattleSide_MarkAsFled(BattleSide* p) { p->MarkAsFled(); } export_func u8 CreatureLib_BattleSide_SwapPositions(u8& out, BattleSide* p, u8 a, u8 b) { Try(out = p->SwapPositions(a, b);) } export_func BattleScript* CreatureLib_BattleSide_GetVolatileScript(BattleSide* p, const char* key) { auto v = p->GetVolatileScript(ArbUt::StringView::CalculateHash(key)); if (!v.HasValue()) { return nullptr; } return v.GetValue(); } export_func u8 CreatureLib_BattleSide_AddVolatileScriptByName(BattleSide* p, const char* key) { Try(p->AddVolatileScript(ArbUt::StringView(key));) } export_func u8 CreatureLib_BattleSide_AddVolatileScript(BattleSide* p, BattleScript* script) { Try(p->AddVolatileScript(script);) } export_func u8 CreatureLib_BattleSide_RemoveVolatileScript(BattleSide* p, const char* key) { Try(p->RemoveVolatileScriptByHash(ArbUt::StringView::CalculateHash(key));) } export_func u8 CreatureLib_BattleSide_RemoveVolatileScriptWithScript(BattleSide* p, BattleScript* script) { Try(p->RemoveVolatileScript(script);) } export_func bool CreatureLib_BattleSide_HasVolatileScript(BattleSide* p, const char* key) { return p->HasVolatileScript(ArbUt::StringView::CalculateHash(key)); }