#include "../../src/Battling/Models/Battle.hpp" #include "../Core.hpp" using namespace CreatureLib::Battling; export_func u8 CreatureLib_Battle_Construct(Battle*& out, const BattleLibrary* library, BattleParty* partyArr[], size_t numberOfParties, bool canFlee, u8 numberOfSides, u8 creaturesPerSide, uint_fast32_t randomSeed) { Try(ArbUt::List parties(partyArr, partyArr + numberOfParties); out = new Battle(library, parties, canFlee, numberOfSides, creaturesPerSide, randomSeed);) } export_func void CreatureLib_Battle_Destruct(const Battle* p) { delete p; } export_func const BattleLibrary* CreatureLib_Battle_GetLibrary(const Battle* p) { return p->GetLibrary().GetRaw(); } export_func u8 CreatureLib_Battle_CanUse(bool& out, Battle* p, BaseTurnChoice* turnChoice) { Try(out = p->CanUse(turnChoice);) } export_func u8 CreatureLib_Battle_TrySetChoice(bool& out, Battle* p, BaseTurnChoice* turnChoice) { Try(out = p->TrySetChoice(turnChoice);) } export_func bool CreatureLib_Battle_CanFlee(const Battle* p) { return p->CanFlee(); } export_func u8 CreatureLib_Battle_CheckChoicesSetAndRun(Battle* p) { Try(p->CheckChoicesSetAndRun();) } export_func u32 CreatureLib_Battle_GetCurrentTurn(Battle* p) { return p->GetCurrentTurn(); } export_func u32 CreatureLib_Battle_GetCreaturesPerSide(Battle* p) { return p->GetCreaturesPerSide(); } export_func ChoiceQueue* CreatureLib_Battle_GetCurrentTurnQueue(const Battle* p) { return p->GetCurrentTurnQueue().GetRaw(); } export_func BattleRandom* CreatureLib_Battle_GetRandom(Battle* p) { return p->GetRandom(); } export_func u8 CreatureLib_Battle_CreatureInField(bool& out, const Battle* p, Creature* c) { Try(out = p->CreatureInField(c);) } export_func u8 CreatureLib_Battle_GetCreature(Creature*& out, const Battle* p, u8 side, u8 target) { Try(out = p->GetCreature(side, target).GetValue();) } export_func u8 CreatureLib_Battle_ForceRecall(Battle* p, u8 side, u8 target) { Try(p->ForceRecall(side, target);) } export_func u8 CreatureLib_Battle_SwitchCreature(Battle* p, u8 side, u8 target, Creature* c) { Try(p->SwitchCreature(side, target, c);) } export_func u8 CreatureLib_Battle_CanSlotBeFilled(bool& out, const Battle* p, u8 side, u8 target) { Try(out = p->CanSlotBeFilled(side, target);) } export_func u8 CreatureLib_Battle_ValidateBattleState(Battle* p) { Try(p->ValidateBattleState();) } export_func bool CreatureLib_Battle_HasEnded(const Battle* p) { return p->HasEnded(); } export_func bool CreatureLib_Battle_HasConclusiveResult(const Battle* p) { return p->GetResult().IsConclusiveResult(); } export_func bool CreatureLib_Battle_GetWinningSide(const Battle* p) { return p->GetResult().GetWinningSide(); } export_func size_t CreatureLib_Battle_GetSidesCount(const Battle* p) { return p->GetSides().Count(); } export_func BattleSide* const* CreatureLib_Battle_GetSides(const Battle* p) { return p->GetSides().RawData(); } export_func size_t CreatureLib_Battle_GetPartiesCount(const Battle* p) { return p->GetParties().Count(); } export_func BattleParty* const* CreatureLib_Battle_GetParties(const Battle* p) { return reinterpret_cast(p->GetParties().RawData()); } export_func BattleScript* CreatureLib_Battle_GetVolatileScript(Battle* p, const char* key) { auto v = p->GetVolatileScript(ArbUt::StringView::CalculateHash(key)); if (!v.HasValue()) { return nullptr; } return v.GetValue(); } export_func u8 CreatureLib_Battle_AddVolatileScriptByName(Battle* p, const char* key) { Try(p->AddVolatileScript(ArbUt::StringView(key));) } export_func u8 CreatureLib_Battle_AddVolatileScript(Battle* p, BattleScript* script) { Try(p->AddVolatileScript(script);) } export_func u8 CreatureLib_Battle_RemoveVolatileScript(Battle* p, const char* key) { Try(p->RemoveVolatileScriptByHash(ArbUt::StringView::CalculateHash(key));) } export_func u8 CreatureLib_Battle_RemoveVolatileScriptWithScript(Battle* p, BattleScript* script) { Try(p->RemoveVolatileScript(script);) } export_func bool CreatureLib_Battle_HasVolatileScript(Battle* p, const char* key) { return p->HasVolatileScript(ArbUt::StringView::CalculateHash(key)); } export_func u8 CreatureLib_Battle_RegisterEventListener(Battle* p, void (*func)(const EventData*)) { Try(p->RegisterEventListener(func);) } export_func const HistoryHolder* CreatureLib_Battle_GetHistory(Battle* p) { return p->GetHistory(); } export_func u8 CreatureLib_Battle_EndBattle(Battle* p) { Try(p->EndBattle()) } export_func u8 CreatureLib_Battle_ClearBattle(Battle* p) { Try(p->ClearBattle()) } SIMPLE_GET_FUNC(Battle, GetLastTurnTimeMicroseconds, long);