Fix up the main game based on arena changes.
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parent
f839edcd56
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94b46a2f95
5 changed files with 9 additions and 10 deletions
10
battle.cpp
10
battle.cpp
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@ -19,6 +19,9 @@ namespace combat {
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fmt::println("---------- start combatants");
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for(auto& [entity, enemy] : $combatants) {
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//NOTE: this is just for asserting I'm using things right
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if(enemy.is_host) had_host = true;
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if(enemy.combat->ap < enemy.combat->max_ap) {
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int new_ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
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@ -29,17 +32,12 @@ namespace combat {
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enemy.combat->ap = new_ap;
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}
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fmt::println("--- enemy {} has {} ap", entity, enemy.combat->ap);
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// reset action points
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enemy.ai->update();
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active += enemy.ai->active();
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if(enemy.ai->active()) {
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for(auto& action : enemy.ai->plan.script) {
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BattleHostState host_state = not_host;
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//NOTE: this is just for asserting I'm using things right
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if(enemy.is_host) had_host = true;
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if(action.cost > enemy.combat->ap) {
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host_state = out_of_ap;
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@ -66,12 +64,12 @@ namespace combat {
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$pending_actions.emplace_back(enemy, action.name, action.cost, host_state);
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}
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dbc::check(had_host, "FAIL, you forgot to set enemy.is_host=true for one entity");
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dbc::check(enemy.combat->ap >= 0, "enemy's AP went below 0");
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dbc::check(enemy.combat->ap <= enemy.combat->max_ap, "enemy's AP went above max");
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}
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}
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dbc::check(had_host, "FAIL, you forgot to set enemy.is_host=true for one entity");
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fmt::println("<---- end of enemy setup, sorting");
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if($pending_actions.size() > 0) {
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