CreatureLib/src/Battling/Models/Battle.hpp

71 lines
2.3 KiB
C++

#ifndef CREATURELIB_BATTLE_HPP
#define CREATURELIB_BATTLE_HPP
#include <vector>
#include "../Flow/ChoiceQueue.hpp"
#include "../Library/BattleLibrary.hpp"
#include "../TurnChoices/BaseTurnChoice.hpp"
#include "BattleParty.hpp"
#include "BattleSide.hpp"
#include "CreatureIndex.hpp"
namespace CreatureLib::Battling {
class Battle : public ScriptSource {
const BattleLibrary* _library;
std::vector<BattleParty> _parties;
uint8_t _numberOfSides;
uint8_t _creaturesPerSide;
std::vector<BattleSide*> _sides;
Core::Random _random;
ChoiceQueue* _currentTurnQueue = nullptr;
bool _hasEnded = false;
uint8_t _battleResult = 0;
ScriptSet _volatile;
public:
Battle(const BattleLibrary* library, std::vector<BattleParty> parties, uint8_t numberOfSides = 2,
uint8_t creaturesPerSide = 1)
: _library(library), _parties(parties), _numberOfSides(numberOfSides), _creaturesPerSide(creaturesPerSide) {
_sides = std::vector<BattleSide*>(numberOfSides);
for (size_t i = 0; i < numberOfSides; i++) {
_sides[i] = new BattleSide(i, this, creaturesPerSide);
}
}
~Battle() {
for (auto s : _sides) {
delete s;
}
}
[[nodiscard]] const BattleLibrary* GetLibrary() const;
virtual bool CanUse(const BaseTurnChoice* choice);
virtual bool TrySetChoice(BaseTurnChoice* choice);
void CheckChoicesSetAndRun();
[[nodiscard]] ChoiceQueue* GetCurrentTurnQueue() const;
Core::Random& GetRandom();
bool CreatureInField(const Creature* creature) const;
Creature* GetTarget(const CreatureIndex& target) {
return _sides[target.GetSideIndex()]->GetCreature(target.GetCreatureIndex());
}
void ForceRecall(uint8_t side, uint8_t index);
void SwitchCreature(uint8_t side, uint8_t index, Creature* c);
bool CanSlotBeFilled(uint8_t side, uint8_t index) const;
void GetActiveScripts(std::vector<ScriptWrapper>& scripts) override;
void ValidateBattleState();
inline bool HasEnded() const { return _hasEnded; }
inline uint8_t GetResult() const { return _battleResult; }
};
}
#endif // CREATURELIB_BATTLE_HPP