#include <algorithm>
#include <cassert>
+#include <cstdlib>
#include <stdexcept>
using app::Application;
using geometry::Vector;
using graphics::Menu;
+using std::rand;
using std::vector;
namespace battle {
}
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());
- // 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;
+ 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);
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ } 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);
+ } else {
+ ts.Unselect(i);
+ }
+ }
}
}
} 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) {
}
}
+void BattleState::DecideMonsterAttack(Monster &m) {
+ 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);
+}
+
Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
// TODO: find out real formula and add some randomness
return attacker.Attack() / 2 - defender.Defense() / 4;