Don't store the ChoiceQueue as an Arc<RwLock> to prevent locking issues.
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@ -3,23 +3,23 @@ use crate::dynamic_data::models::pokemon::Pokemon;
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#[derive(Debug)]
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pub struct ChoiceQueue<'battle, 'library> {
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queue: Vec<TurnChoice<'battle, 'library>>,
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queue: Vec<Option<TurnChoice<'battle, 'library>>>,
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current: usize,
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}
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impl<'battle, 'library> ChoiceQueue<'battle, 'library> {
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pub fn new(queue: Vec<TurnChoice<'battle, 'library>>) -> Self {
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pub fn new(queue: Vec<Option<TurnChoice<'battle, 'library>>>) -> Self {
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Self { queue, current: 0 }
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}
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pub fn dequeue<'b>(&'b mut self) -> &'b TurnChoice<'battle, 'library> {
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let c = &self.queue[self.current];
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pub fn dequeue<'b>(&'b mut self) -> TurnChoice<'battle, 'library> {
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let c = self.queue[self.current].take();
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self.current += 1;
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c
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c.unwrap()
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}
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pub fn peek(&mut self) -> &'battle TurnChoice {
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&self.queue[self.current]
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&self.queue[self.current].as_ref().unwrap()
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}
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pub fn has_next(&self) -> bool {
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@ -30,7 +30,7 @@ impl<'battle, 'library> ChoiceQueue<'battle, 'library> {
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todo!()
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}
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pub(crate) fn get_queue(&self) -> &Vec<TurnChoice<'battle, 'library>> {
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&self.queue
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pub(crate) fn get_queue(&self) -> &[Option<TurnChoice<'battle, 'library>>] {
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&self.queue[self.current..self.queue.len()]
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}
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}
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@ -14,8 +14,7 @@ use std::sync::Arc;
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impl<'own, 'library> Battle<'own, 'library> {
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pub(crate) fn run_turn(&mut self) -> PkmnResult<()> {
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let cq = self.current_turn_queue();
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let mut choice_queue = cq.as_ref().unwrap().write();
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let mut choice_queue = self.current_turn_queue().as_ref().unwrap();
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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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@ -24,7 +23,7 @@ impl<'own, 'library> Battle<'own, 'library> {
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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 pokemon 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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for choice in choice_queue.get_queue() {
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for choice in choice_queue.get_queue().iter().flatten() {
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script_hook!(on_before_turn, choice, choice);
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}
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@ -32,8 +31,9 @@ impl<'own, 'library> Battle<'own, 'library> {
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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 however.
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while choice_queue.has_next() && !self.has_ended() {
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let choice = choice_queue.dequeue();
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let choice = self.current_turn_queue_mut().as_mut().unwrap().dequeue();
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self.execute_choice(&choice)?;
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choice_queue = self.current_turn_queue().as_ref().unwrap();
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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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@ -27,7 +27,7 @@ pub struct Battle<'own, 'library> {
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pokemon_per_side: u8,
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sides: Vec<BattleSide<'own, 'library>>,
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random: BattleRandom,
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current_turn_queue: Option<Arc<RwLock<ChoiceQueue<'own, 'library>>>>,
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current_turn_queue: Option<ChoiceQueue<'own, 'library>>,
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has_ended: bool,
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result: BattleResult,
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event_hook: EventHook,
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@ -128,9 +128,12 @@ impl<'own, 'library> Battle<'own, 'library> {
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pub fn last_turn_time(&self) -> chrono::Duration {
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self.last_turn_time
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}
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pub fn current_turn_queue(&self) -> &Option<Arc<RwLock<ChoiceQueue<'own, 'library>>>> {
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pub fn current_turn_queue(&self) -> &Option<ChoiceQueue<'own, 'library>> {
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&self.current_turn_queue
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}
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pub fn current_turn_queue_mut(&mut self) -> &mut Option<ChoiceQueue<'own, 'library>> {
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&mut self.current_turn_queue
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}
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pub fn get_pokemon(&self, side: u8, index: u8) -> &Option<Arc<RwLock<Pokemon<'own, 'library>>>> {
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let side = self.sides.get(side as usize);
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@ -259,14 +262,14 @@ impl<'own, 'library> Battle<'own, 'library> {
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*choice.speed_mut() = speed;
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choice.set_random_value(self.random.get() as u32);
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choices.push(choice_opt.take().unwrap());
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choices.push(choice_opt.take());
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}
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side.reset_choices();
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}
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self.current_turn += 1;
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choices.sort_unstable_by(|a, b| b.cmp(a));
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self.current_turn_queue = Some(Arc::new(RwLock::new(ChoiceQueue::new(choices))));
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self.current_turn_queue = Some(ChoiceQueue::new(choices));
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{
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self.run_turn()?;
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