- if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
- }
- ++attackCursor;
- }
-}
-
-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;
- }
- }
- } else {
- for (int i(0); i < NumHeroes(); ++i) {
- if (ts.IsSelected(i)) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(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 < NumHeroes(); ++i) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- break;
- }