CreatureLib/src/Battling/ScriptHandling/BattleScript.hpp

128 lines
6.9 KiB
C++

#ifndef CREATURELIB_SCRIPT_HPP
#define CREATURELIB_SCRIPT_HPP
#include <Arbutils/Collections/List.hpp>
#include <Arbutils/Memory/Memory.hpp>
#include <Arbutils/Misc.hpp>
#include "../../Library/EffectParameter.hpp"
#include "../../Library/Items/Item.hpp"
#include "../../Library/Statistic.hpp"
#include "../Models/DamageSource.hpp"
namespace CreatureLib::Battling {
class BaseTurnChoice;
class AttackTurnChoice;
class SwitchTurnChoice;
class FleeTurnChoice;
class ExecutingAttack;
class Creature;
class BattleLibrary;
class BattleScript {
ArbUt::OptionalBorrowedPtr<void> _owner;
size_t _suppressed = 0;
public:
BattleScript(const ArbUt::OptionalBorrowedPtr<void>& owner) { _owner = owner; };
NO_COPY_OR_MOVE(BattleScript);
inline ArbUt::OptionalBorrowedPtr<void> GetOwner() const noexcept { return _owner; }
inline bool IsSuppressed() const noexcept { return _suppressed > 0; }
inline void Suppress() { _suppressed++; }
inline void Unsuppress() {
if (_suppressed > 0)
_suppressed--;
}
virtual ~BattleScript() = default;
virtual BattleScript* Clone(const ArbUt::OptionalBorrowedPtr<void>& owner) = 0;
virtual void Stack(){};
virtual void OnRemove(){};
[[nodiscard]] virtual const ArbUt::StringView& GetName() const noexcept = 0;
#define _par_ [[maybe_unused]]
virtual void OnInitialize(_par_ const BattleLibrary*,
_par_ const ArbUt::List<CreatureLib::Library::EffectParameter*>& parameters){};
virtual void OnBeforeTurn(_par_ const BaseTurnChoice* choice){};
virtual void ChangeSpeed(_par_ BaseTurnChoice* choice, _par_ u32* speed){};
virtual void ChangePriority(_par_ AttackTurnChoice* choice, _par_ i8* priority){};
virtual void ChangeAttack(_par_ AttackTurnChoice* choice, _par_ ArbUt::StringView* outAttack){};
virtual void ModifyNumberOfHits(_par_ AttackTurnChoice* choice, _par_ u8* numberOfHits){};
virtual void PreventAttack(_par_ ExecutingAttack* attack, _par_ bool* outResult){};
virtual void FailAttack(_par_ ExecutingAttack* attack, _par_ bool* outFailed){};
virtual void StopBeforeAttack(_par_ ExecutingAttack* attack, _par_ bool* outResult){};
virtual void OnBeforeAttack(_par_ ExecutingAttack* attack){};
virtual void FailIncomingAttack(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ bool* outResult){};
virtual void IsInvulnerable(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ bool* outResult){};
virtual void OnAttackMiss(_par_ ExecutingAttack* attack, _par_ Creature* target){};
virtual void ChangeAttackType(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber,
_par_ u8* outType){};
virtual void ChangeEffectiveness(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber,
_par_ float* effectiveness){};
virtual void BlockCritical(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber,
_par_ bool* blockCritical){};
virtual void OverrideBasePower(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ u8* basePower){};
virtual void ChangeDamageStatsUser(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ Creature** statsUser){};
virtual void BypassDefensiveStat(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ bool* bypass){};
virtual void BypassOffensiveStat(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ bool* bypass){};
virtual void ModifyStatModifier(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ float* modifier){};
virtual void ModifyDamageModifier(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ float* modifier){};
virtual void OverrideDamage(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ u32* damage){};
virtual void OverrideIncomingDamage(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
_par_ u32* damage){};
virtual void OnIncomingHit(_par_ const ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber){};
virtual void OnFaintingOpponent(_par_ const ExecutingAttack* attack, _par_ Creature* target,
_par_ u8 hitNumber){};
virtual void PreventStatBoostChange(_par_ Creature* target, _par_ Library::Statistic stat, _par_ i8 diffAmount,
_par_ bool selfInflicted, _par_ bool* prevent){};
virtual void ModifyStatBoostChange(_par_ Creature* target, _par_ Library::Statistic stat,
_par_ i8* diffAmount){};
virtual void PreventSecondaryEffects(_par_ const ExecutingAttack* attack, _par_ Creature* target,
_par_ u8 hitNumber, _par_ bool* outResult){};
virtual void OnSecondaryEffect(_par_ const ExecutingAttack* attack, _par_ Creature* target,
_par_ u8 hitNumber){};
virtual void OnAfterHits(_par_ const ExecutingAttack* attack, _par_ Creature* target){};
virtual void PreventSelfSwitch(_par_ const SwitchTurnChoice* choice, _par_ bool* outResult){};
virtual void PreventOpponentSwitch(_par_ const SwitchTurnChoice* choice, _par_ bool* outResult){};
virtual void ModifyEffectChance(_par_ const ExecutingAttack* attack, _par_ Creature* target,
_par_ float* chance){};
virtual void ModifyIncomingEffectChance(_par_ const ExecutingAttack* attack, _par_ Creature* target,
_par_ float* chance){};
virtual void OnFail(_par_ Creature* target){};
virtual void OnOpponentFail(_par_ Creature* target){};
virtual void PreventRunAway(_par_ const FleeTurnChoice* choice, _par_ bool* result){};
virtual void PreventOpponentRunAway(_par_ const FleeTurnChoice* choice, _par_ bool* result){};
virtual void OnEndTurn(){};
virtual void OnDamage(Creature*, DamageSource, _par_ u32 oldHealth, _par_ u32 newHealth){};
virtual void OnFaint(Creature*, DamageSource){};
virtual void OnSwitchIn(Creature*){};
virtual void OnAfterHeldItemConsume(Creature*, const Library::Item*){};
};
}
#endif // CREATURELIB_SCRIPT_HPP