Lots more work on implementing battling
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12
PkmnLib.Dynamic/Models/BattleFlow/MoveTurnExecutor.cs
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12
PkmnLib.Dynamic/Models/BattleFlow/MoveTurnExecutor.cs
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using PkmnLib.Dynamic.Models.Choices;
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namespace PkmnLib.Dynamic.Models.BattleFlow;
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internal static class MoveTurnExecutor
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{
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internal static void ExecuteMoveChoice(IBattle battle, IMoveChoice moveChoice)
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{
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}
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}
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84
PkmnLib.Dynamic/Models/BattleFlow/TurnRunner.cs
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84
PkmnLib.Dynamic/Models/BattleFlow/TurnRunner.cs
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using PkmnLib.Dynamic.Models.Choices;
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using PkmnLib.Dynamic.ScriptHandling;
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using PkmnLib.Static.Utils;
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namespace PkmnLib.Dynamic.Models.BattleFlow;
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public static class TurnRunner
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{
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public static void RunTurn(this IBattle battle)
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{
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var queue = battle.ChoiceQueue;
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if (queue == null)
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throw new ArgumentNullException(nameof(battle.ChoiceQueue),
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"The battle's choice queue must be set before running a turn.");
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// We are now at the very beginning of a turn. We have assigned speeds and priorities to all
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// choices, and put them in the correct order.
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// The first thing to do is to run the on_before_turn script hook on every choice. This script hook
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// is primarily intended to be used to reset variables on a script (for example scripts that need
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// to check whether a Pokémon was hit this turn. By resetting here, and setting a variable to true
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// they can then know this later on.)
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foreach (var choice in queue.GetChoices().WhereNotNull())
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{
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choice.RunScriptHook(script => script.OnBeforeTurnStart(choice));
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}
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// Now we can properly begin executing choices.
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// One by one dequeue the turns, and run them. If the battle has ended we do not want to
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// continue running.
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while (queue.HasNext() && !battle.HasEnded)
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{
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var next = queue.Dequeue();
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if (next == null)
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continue;
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ExecuteChoice(battle, next);
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}
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// If the battle is not ended, we have arrived at the normal end of a turn. and thus want
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// to run the end turn scripts.
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// As we want all scripts to run exactly once, including those on the sides and battles,
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// we can't just use the default script hook on each Pokémon. Instead, manually call
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// the script functions on every script.
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if (!battle.HasEnded)
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{
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var scripts = new List<IEnumerable<ScriptContainer>>(10);
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foreach (var side in battle.Sides)
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{
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foreach (var pokemon in side.Pokemon.WhereNotNull())
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{
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scripts.Clear();
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pokemon.GetOwnScripts(scripts);
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scripts.RunScriptHook(x => x.OnEndTurn());
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}
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scripts.Clear();
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side.GetOwnScripts(scripts);
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scripts.RunScriptHook(x => x.OnEndTurn());
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}
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scripts.Clear();
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battle.GetOwnScripts(scripts);
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scripts.RunScriptHook(x => x.OnEndTurn());
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}
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}
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private static void ExecuteChoice(IBattle battle, ITurnChoice choice)
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{
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if (choice is IPassChoice)
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return;
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if (battle.HasEnded)
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return;
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if (!choice.User.IsUsable)
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return;
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if (choice.User.BattleData?.IsOnBattlefield != true)
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return;
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switch (choice)
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{
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case IMoveChoice moveChoice:
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MoveTurnExecutor.ExecuteMoveChoice(battle, moveChoice);
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break;
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// TODO: Implement other choice types
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}
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}
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}
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