}
void BattleState::NextAttack() {
+ if (Victory() || Defeat()) {
+ attackCursor = attackOrder.size();
+ return;
+ }
++attackCursor;
while (attackCursor < int(attackOrder.size())) {
if (attackOrder[attackCursor].isMonster) {
TargetSelection &ts(ac.Selection());
if (ts.TargetsEnemies()) {
for (int i(0); i < MaxMonsters(); ++i) {
+ Monster &monster(MonsterAt(i));
if (ts.IsBad(i)) {
- MonsterAt(i).SubtractHealth(ts.GetAmount(i));
- // TODO: collect reward if dead
+ monster.SubtractHealth(ts.GetAmount(i));
+ if (monster.Health() == 0) {
+ expReward += monster.ExpReward();
+ goldReward += monster.GoldReward();
+ }
}
}
} else {
for (int i(0); i < NumHeroes(); ++i) {
+ Hero &hero(HeroAt(i));
if (ts.IsBad(i)) {
- HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ hero.SubtractHealth(ts.GetAmount(i));
}
}
}