use crate::dynamic_data::choices::TurnChoice; use crate::dynamic_data::Pokemon; /// The ChoiceQueue is used to run choices one by one. /// /// It functions internally by holding a vector of choices, and passing ownership of the turn choice /// to the turn executor one by one, replacing it with empty spots at the start. It holds several /// helper functions to change the turn order while doing the execution. This is needed, as several /// moves in Pokemon actively mess with this order. #[derive(Debug)] pub struct ChoiceQueue { /// Our storage of turn choices. Starts out completely filled, then slowly empties as turns get /// executed. queue: Vec>, /// The current index of the turn we need to execute next. current: usize, } impl ChoiceQueue { /// Initializes a ChoiceQueue. We expect the given queue to already be sorted here. pub(crate) fn new(queue: Vec>) -> Self { Self { queue, current: 0 } } /// Dequeues the next turn choice to be executed. This gives ownership to the callee, and replaces /// our own reference to the turn choice with an empty spot. It also increments the current position /// by one. pub fn dequeue(&mut self) -> TurnChoice { let c = self.queue[self.current].take(); self.current += 1; c.unwrap() } /// This reads what the next choice to execute will be, without modifying state. pub fn peek(&self) -> &TurnChoice { self.queue[self.current].as_ref().unwrap() } /// Check if we have any choices remaining. pub fn has_next(&self) -> bool { self.current < self.queue.len() } /// This resorts the yet to be executed choices. This can be useful for dealing with situations /// such as Pokemon changing forms just after the very start of a turn, when turn order has /// technically already been decided. pub fn resort(&mut self) { let len = self.queue.len(); self.queue[self.current..len].sort_unstable_by(|a, b| b.cmp(a)); } /// This moves the choice of a specific Pokemon up to the next choice to be executed. pub fn move_pokemon_choice_next(&mut self, pokemon: &Pokemon) { let mut desired_index = None; // Find the index for the choice we want to move up. for index in self.current..self.queue.len() { if let Some(choice) = &self.queue[index] { if std::ptr::eq(choice.user().as_ref(), pokemon) { desired_index = Some(index); break; } } } // If we couldn't find a choice, we can't execute, return. if desired_index.is_none() { return; } let desired_index = desired_index.unwrap(); // If the choice we want to move up is already the next choice, just return. if desired_index == self.current { return; } // Take the choice we want to move forward out of it's place. let choice = self.queue[desired_index].take().unwrap(); // Iterate backwards from the spot before the choice we want to move up, push them all back // by 1 spot. for index in (desired_index - 1)..self.current { self.queue.swap(index, index + 1); } // Place the choice that needs to be next in the next to be executed position. let _ = self.queue[self.current].insert(choice); } /// Internal helper function to be easily able to iterate over the yet to be executed choices. pub(crate) fn get_queue(&self) -> &[Option] { &self.queue[self.current..self.queue.len()] } }