Renamed CombatInstance to Battle, for clarity
This commit is contained in:
@@ -0,0 +1,51 @@
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/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "battle.hpp"
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Battle::Battle() {
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//
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}
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Battle::~Battle() {
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//
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}
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void Battle::Update() {
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//
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}
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//accessors and mutators
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void Battle::PushCharacter(CharacterData* const characterData) {
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//
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}
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void Battle::PopCharacter(CharacterData* const characterData) {
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//
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}
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void Battle::PushCreature(CreatureData* const creatureData) {
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//
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}
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void Battle::PopCreature(CreatureData* const creatureData) {
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//
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}
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@@ -0,0 +1,46 @@
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/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include "character_data.hpp"
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#include "creature_data.hpp"
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#include <functional>
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class Battle {
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public:
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Battle();
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~Battle();
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void Update();
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//accessors and mutators
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void PushCharacter(CharacterData* const characterData);
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void PopCharacter(CharacterData* const characterData);
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void PushCreature(CreatureData* const creatureData);
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void PopCreature(CreatureData* const creatureData);
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private:
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std::array<CharacterData*, 8> characterArray;
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std::array<CreatureData*, 8> creatureArray;
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};
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@@ -0,0 +1,101 @@
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/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
|
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "battle_manager.hpp"
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BattleManager::BattleManager() {
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//EMPTY
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}
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BattleManager::~BattleManager() {
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UnloadAll();
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}
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//arg: a list of combats to be updated in the clients
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void BattleManager::Update() {
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for (auto& it : elementMap) {
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it.second.Update();
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}
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}
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int BattleManager::Create() {
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//implicitly create the new object
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elementMap.emplace( std::pair<int, Battle>(counter, Battle()) );
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//TODO: do various things like saving to the database
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return counter++;
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}
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//TODO: (1) combat load, save
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void BattleManager::Unload(int uid) {
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elementMap.erase(uid);
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}
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void BattleManager::UnloadAll() {
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elementMap.clear();
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}
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void BattleManager::UnloadIf(std::function<bool(std::pair<const int, Battle const&>)> fn) {
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std::map<int, Battle>::iterator it = elementMap.begin();
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while (it != elementMap.end()) {
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if (fn(*it)) {
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it = elementMap.erase(it);
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}
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else {
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++it;
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}
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}
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}
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Battle* BattleManager::Find(int uid) {
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std::map<int, Battle>::iterator it = elementMap.find(uid);
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if (it == elementMap.end()) {
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return nullptr;
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}
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return &it->second;
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}
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int BattleManager::GetLoadedCount() {
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return elementMap.size();
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}
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std::map<int, Battle>* BattleManager::GetContainer() {
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return &elementMap;
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}
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lua_State* BattleManager::SetLuaState(lua_State* L) {
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return lua = L;
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}
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lua_State* BattleManager::GetLuaState() {
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return lua;
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}
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sqlite3* BattleManager::SetDatabase(sqlite3* db) {
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return database = db;
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}
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sqlite3* BattleManager::GetDatabase() {
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return database;
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}
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@@ -0,0 +1,63 @@
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/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
|
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* claim that you wrote the original software. If you use this software
|
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include "battle.hpp"
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#include "lua.hpp"
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#include "sqlite3.h"
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#include <algorithm>
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#include <map>
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class BattleManager {
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public:
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BattleManager();
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~BattleManager();
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//common public methods
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void Update();
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int Create();
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void Unload(int uid);
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void UnloadAll();
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void UnloadIf(std::function<bool(std::pair<const int, Battle const&>)> fn);
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//accessors & mutators
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Battle* Find(int uid);
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int GetLoadedCount();
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std::map<int, Battle>* GetContainer();
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//hooks
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lua_State* SetLuaState(lua_State* L);
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lua_State* GetLuaState();
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sqlite3* SetDatabase(sqlite3* db);
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sqlite3* GetDatabase();
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private:
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//members
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std::map<int, Battle> elementMap;
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int counter = 0;
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lua_State* lua = nullptr;
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sqlite3* database = nullptr;
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};
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@@ -0,0 +1,32 @@
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#config
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INCLUDES+=. .. ../characters ../creatures ../entities ../inventory ../../common/gameplay ../../common/utilities
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LIBS+=
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
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#source
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CXXSRC=$(wildcard *.cpp)
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#objects
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OBJDIR=obj
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OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
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#output
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OUTDIR=..
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OUT=$(addprefix $(OUTDIR)/,server.a)
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#targets
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all: $(OBJ) $(OUT)
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ar -crs $(OUT) $(OBJ)
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$(OBJ): | $(OBJDIR)
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$(OUT): | $(OUTDIR)
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$(OBJDIR):
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mkdir $(OBJDIR)
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$(OUTDIR):
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mkdir $(OUTDIR)
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$(OBJDIR)/%.o: %.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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