const geometry::Point<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
- AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsters[index].GetAttackChoice(); }
- const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsters[index].GetAttackChoice(); }
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
int NumHeroes() const { return numHeroes; }
targetAnimation = AnimationRunner(monster.MeleeAnimation());
moveAnimation = AnimationRunner(monster.AttackAnimation());
monster.SetAnimation(moveAnimation);
- AddNumberAnimations(battle->MonsterAttackChoiceAt(battle->CurrentAttack().index).Selection());
+ AddNumberAnimations(battle->MonsterAt(battle->CurrentAttack().index).GetAttackChoice().Selection());
} else {
Hero &hero(battle->HeroAt(battle->CurrentAttack().index));
const AttackChoice &ac(battle->HeroAt(battle->CurrentAttack().index).GetAttackChoice());