+bool BattleState::AttacksFinished() const {
+ return attackCursor >= int(attackOrder.size())
+ || Victory() || Defeat();
+}
+
+void BattleState::CalculateDamage() {
+ if (CurrentAttack().isMonster) {
+ DecideMonsterAttack(MonsterAt(CurrentAttack().index));
+ }
+ AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
+ if (ac.GetType() == AttackChoice::DEFEND) return;
+ TargetSelection &ts(ac.Selection());
+
+ // TODO: this only evaluates SWORD type attacks
+ if (CurrentAttack().isMonster) {
+ const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
+ CalculateDamage(attackerStats, ts);
+ } else {
+ const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
+ CalculateDamage(attackerStats, ts);
+ }
+}
+
+void BattleState::DecideMonsterAttack(Monster &m) const {
+ AttackChoice &ac(m.GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ ac.Reset();
+ // TODO: run monster's attack script
+ int target(rand() % NumHeroes());
+ while (!HeroPositionOccupied(target)) {
+ target = rand() % NumHeroes();
+ }
+ ac.SetType(AttackChoice::SWORD);
+ ts.SelectHeroes();
+ ts.SetSingle();
+ ts.Select(target);
+}
+
+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)) {
+ 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) {
+ if (MonsterAt(i).Health() > 0) {
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ break;
+ }