#include "CreateCreature.hpp" #include #include "../Library/BattleLibrary.hpp" using namespace CreatureLib::Battling; CreateCreature* CreateCreature::WithVariant(std::string variant) { this->_variant = std::move(variant); return this; } CreateCreature* CreateCreature::WithNickname(std::string nickname) { this->_nickname = std::move(nickname); return this; } CreateCreature* CreateCreature::WithStatPotential(CreatureLib::Core::Statistic stat, uint32_t value) { switch (stat) { case Core::Health: _healthPotential = value; case Core::PhysicalAttack: _physAttackPotential = value; case Core::PhysicalDefense: _physDefensePotential = value; case Core::MagicalAttack: _magAttackPotential = value; case Core::MagicalDefense: _magDefensePotential = value; case Core::Speed: _speedPotential = value; } return this; } CreateCreature* CreateCreature::WithStatPotentials(uint32_t health, uint32_t physAttack, uint32_t physDefense, uint32_t magAttack, uint32_t magDefense, uint32_t speed) { _healthPotential = health; _physAttackPotential = physAttack; _physDefensePotential = physDefense; _magAttackPotential = magAttack; _magDefensePotential = magDefense; _speedPotential = speed; return this; } CreateCreature* CreateCreature::WithStatExperience(Core::Statistic stat, uint32_t value) { switch (stat) { case Core::Health: _healthExperience = value; case Core::PhysicalAttack: _physAttackExperience = value; case Core::PhysicalDefense: _physDefenseExperience = value; case Core::MagicalAttack: _magAttackExperience = value; case Core::MagicalDefense: _magDefenseExperience = value; case Core::Speed: _speedExperience = value; } return this; } CreateCreature* CreateCreature::WithStatExperiences(uint32_t health, uint32_t physAttack, uint32_t physDefense, uint32_t magAttack, uint32_t magDefense, uint32_t speed) { _healthExperience = health; _physAttackExperience = physAttack; _physDefenseExperience = physDefense; _magAttackExperience = magAttack; _magDefenseExperience = magDefense; _speedExperience = speed; return this; } CreateCreature* CreateCreature::WithGender(Library::Gender gender) { this->_gender = gender; return this; } CreateCreature* CreateCreature::WithAttack(const std::string& attackName, AttackLearnMethod learnMethod) { if (_attacks.size() >= _library->GetSettings().GetMaximalMoves()) throw CreatureException("You have already set the maximum amount of allowed moves."); auto attackData = _library->GetAttackLibrary()->GetAttack(attackName); _attacks.emplace_back(attackData, learnMethod); return this; } Creature* CreateCreature::Create() { _hasCreated = true; auto rand = Core::Random(); auto species = this->_library->GetSpeciesLibrary()->GetSpecies(this->_species); auto variant = species->GetVariant(this->_variant); int8_t talent; if (this->_talent.empty()) { talent = variant->GetRandomTalent(&rand); } else { talent = variant->GetTalentIndex(this->_talent); } auto identifier = this->_identifier; if (identifier == 0) { identifier = rand.Get(); } auto gender = this->_gender; if (gender == static_cast(-1)) { gender = species->GetRandomGender(rand); } const Library::Item* heldItem = nullptr; if (!this->_heldItem.empty()) { heldItem = _library->GetItemLibrary()->GetItem(this->_heldItem); } // FIXME: implement experience auto experience = 0; auto statExperience = Core::StatisticSet(_healthExperience, _physAttackExperience, _physDefenseExperience, _magAttackExperience, _magDefenseExperience, _speedExperience); auto statPotential = Core::StatisticSet(_healthPotential, _physAttackPotential, _physDefensePotential, _magAttackPotential, _magDefensePotential, _speedPotential); auto attacks = std::vector(_attacks.size()); for (auto kv : _attacks) { attacks.push_back(new LearnedAttack(std::get<0>(kv), std::get<1>(kv))); } return new Creature(species, variant, _level, experience, statExperience, statPotential, identifier, gender, _coloring, heldItem, _nickname, talent, attacks); }