- if (CurrentAttack().isMonster) {
- const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
- // TODO: run monster's attack script
- ac.SetType(AttackChoice::SWORD);
- ac.Selection().SelectSingle();
- ac.Selection().SelectHeroes();
- for (int i(0); i < NumHeroes(); ++i) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ac.Selection().SetBad(0, damage);
- break;
- }
- }
- } else {
- const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
- TargetSelection &ts(ac.Selection());
- bool hitSome(false);
- if (ts.TargetsEnemies()) {
- for (int i(0); i < MaxMonsters(); ++i) {
- if (ts.IsSelected(i)) {
- if (MonsterAt(i).Health() > 0) {
- const Stats &defenderStats(MonsterAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- hitSome = true;
- } else {
- ts.Unselect(i);
- }
- }
- }
- if (hitSome) return;
- for (int i(0); i < MaxMonsters(); ++i) {
+ const Stats &attackerStats = CurrentAttack().GetStats(*this);
+ CalculateDamage(attackerStats, ts);
+}
+
+void BattleState::DecideMonsterAttack(Monster &m) {
+ AttackChoice &ac(m.GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ ac.Reset();
+ int target(rand() % NumHeroes());
+ while (!HeroPositionOccupied(target)) {
+ target = rand() % NumHeroes();
+ }
+ ac.SetType(AttackChoice::SWORD);
+ ts.SelectHeroes();
+ ts.SetSingle();
+ ts.Select(target);
+}
+
+void BattleState::DecideCapsuleAttack() {
+ AttackChoice &ac(capsule.GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ ac.Reset();
+ int target(rand() % monsters.size());
+ while (!MonsterPositionOccupied(target)) {
+ target = rand() % monsters.size();
+ }
+ ac.SetType(AttackChoice::SWORD);
+ ts.SelectMonsters();
+ ts.SetSingle();
+ ts.Select(target);
+}
+
+AttackChoice &BattleState::Order::GetAttackChoice(BattleState &b) const {
+ switch (by) {
+ case HERO:
+ return b.HeroAt(index).GetAttackChoice();
+ case CAPSULE:
+ return b.GetCapsule().GetAttackChoice();
+ case MONSTER:
+ return b.MonsterAt(index).GetAttackChoice();
+ default:
+ throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
+ }
+}
+
+Stats &BattleState::Order::GetStats(BattleState &b) const {
+ switch (by) {
+ case HERO:
+ return b.HeroAt(index).GetStats();
+ case CAPSULE:
+ return b.GetCapsule().GetStats();
+ case MONSTER:
+ return b.MonsterAt(index).GetStats();
+ default:
+ throw std::runtime_error("invalid case in BttleStats::Order::GetAttackChoice()");
+ }
+}
+
+void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
+ bool hitSome(false);
+ if (ts.TargetsMonsters()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsSelected(i)) {