+}
+
+void BattleState::CalculateDamage() {
+ if (CurrentAttack().isMonster) {
+ // TODO: run monster's attack script
+ monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
+ monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
+ monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
+ monsterAttacks[CurrentAttack().index].Selection().SetBad(0, 15);
+ } else {
+ TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+ bool hitSome(false);
+ if (ts.TargetsEnemies()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (MonsterAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ break;
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (HeroAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ ts.SetBad(i, 15);
+ break;
+ }
+ }
+ }
+ }
+}
+
+void BattleState::ApplyDamage() {
+ if (attackCursor < 0) return;
+ AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+ TargetSelection &ts(ac.Selection());
+ if (ts.TargetsEnemies()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsBad(i)) {
+ MonsterAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsBad(i)) {
+ HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ }
+}
+
+void BattleState::ClearAllAttacks() {
+ attackCursor = -1;
+ activeHero = -1;
+ for (int i(0); i < numHeroes; ++i) {
+ attackChoices[i] = AttackChoice(this);
+ }
+ attackOrder.clear();
+ monsterAttacks.clear();