Converted the server's managers to singletons
This commit is contained in:
@@ -23,16 +23,14 @@
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#define ACCOUNTMANAGER_HPP_
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#include "account_data.hpp"
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#include "singleton.hpp"
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#include "sqlite3/sqlite3.h"
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#include <map>
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class AccountManager {
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class AccountManager : public Singleton<AccountManager> {
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public:
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AccountManager() = default;
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~AccountManager() { UnloadAll(); };
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//public access methods
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int CreateAccount(std::string username, int clientIndex);
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int LoadAccount(std::string username, int clientIndex);
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@@ -50,6 +48,11 @@ public:
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sqlite3* GetDatabase();
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private:
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friend Singleton<AccountManager>;
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AccountManager() = default;
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~AccountManager() { UnloadAll(); };
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std::map<int, AccountData> accountMap;
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sqlite3* database = nullptr;
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};
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@@ -1,5 +1,5 @@
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#config
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INCLUDES+=.
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INCLUDES+=. ../../common/utilities
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LIBS+=
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
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@@ -23,17 +23,15 @@
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#define CHARACTERMANAGER_HPP_
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#include "character_data.hpp"
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#include "singleton.hpp"
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#include "sqlite3/sqlite3.h"
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#include <map>
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#include <functional>
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class CharacterManager {
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class CharacterManager : public Singleton<CharacterManager> {
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public:
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CharacterManager() = default;
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~CharacterManager() { UnloadAll(); };
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//public access methods
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int CreateCharacter(int owner, std::string handle, std::string avatar);
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int LoadCharacter(int owner, std::string handle, std::string avatar);
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@@ -53,6 +51,11 @@ public:
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sqlite3* GetDatabase();
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private:
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friend Singleton<CharacterManager>;
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CharacterManager() = default;
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~CharacterManager() { UnloadAll(); };
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std::map<int, CharacterData> characterMap;
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sqlite3* database = nullptr;
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};
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@@ -33,7 +33,10 @@ using namespace std;
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int main(int argc, char** argv) {
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try {
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//create the singletons
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AccountManager::Create();
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CharacterManager::Create();
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ConfigUtility::Create();
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RoomManager::Create();
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UDPNetworkUtility::Create();
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//call the server's routines
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@@ -47,7 +50,10 @@ int main(int argc, char** argv) {
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ServerApplication::Delete();
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//delete the singletons
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AccountManager::Delete();
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CharacterManager::Delete();
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ConfigUtility::Delete();
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RoomManager::Delete();
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UDPNetworkUtility::Delete();
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}
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catch(exception& e) {
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@@ -1,5 +1,5 @@
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#config
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INCLUDES+=. ../mapgen ../mapgen/generators ../../common/map
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INCLUDES+=. ../../common/map ../../common/utilities
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LIBS+=
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
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@@ -23,18 +23,14 @@
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#define ROOMMANAGER_HPP_
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#include "room_data.hpp"
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#include "singleton.hpp"
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#include "lua/lua.hpp"
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#include <map>
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#define ROOM_MANAGER_PSEUDOINDEX "RoomManager"
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class RoomManager {
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class RoomManager : public Singleton<RoomManager> {
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public:
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RoomManager() = default;
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~RoomManager() = default;
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//public access methods
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int CreateRoom();
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void UnloadRoom(int uid);
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@@ -52,6 +48,11 @@ public:
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lua_State* GetLuaState() { return luaState; }
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private:
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friend Singleton<RoomManager>;
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RoomManager() = default;
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~RoomManager() = default;
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std::map<int, RoomData*> roomMap;
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lua_State* luaState = nullptr;
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int counter = 0;
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@@ -26,45 +26,24 @@
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#include <string>
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static int getRoom(lua_State* L) {
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//get the room manager
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lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
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lua_gettable(L, LUA_REGISTRYINDEX);
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RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
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//push the room and return it
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lua_pushlightuserdata(L, reinterpret_cast<void*>( roomMgr->GetRoom(lua_tointeger(L, -2)) ));
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//find, push and return the room
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RoomData* room = RoomManager::GetSingleton().GetRoom(lua_tointeger(L, -2));
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lua_pushlightuserdata(L, reinterpret_cast<void*>(room));
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return 1;
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}
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static int createRoom(lua_State* L) {
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//TODO: check parameter count for the glue functions
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//get the room manager
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lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
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lua_gettable(L, LUA_REGISTRYINDEX);
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RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
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//create the room
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int uid = roomMgr->CreateRoom();
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//TODO: any room parameters
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//return the new room
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lua_pushlightuserdata(L, roomMgr->FindRoom(uid));
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//create, find and return the room
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int uid = RoomManager::GetSingleton().CreateRoom();
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lua_pushlightuserdata(L, RoomManager::GetSingleton().FindRoom(uid));
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return 1;
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}
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static int unloadRoom(lua_State* L) {
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//get the room manager
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lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
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lua_gettable(L, LUA_REGISTRYINDEX);
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RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
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//TODO: any room parameters
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//unload the specified room
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roomMgr->UnloadRoom(lua_tointeger(L, -2));
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RoomManager::GetSingleton().UnloadRoom(lua_tointeger(L, -2));
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return 0;
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}
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@@ -85,14 +85,7 @@ void ServerApplication::Init(int argc, char** argv) {
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roomMgr.SetLuaState(luaState);
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std::cout << "Internal managers set" << std::endl;
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//register the "globals"
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lua_pushstring(luaState, ROOM_MANAGER_PSEUDOINDEX);
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lua_pushlightuserdata(luaState, &roomMgr);
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lua_settable(luaState, LUA_REGISTRYINDEX);
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std::cout << "Internal managers registered with lua" << std::endl;
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std::cout << "Internal managers initialized" << std::endl;
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//-------------------------
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//Run the startup scripts
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@@ -92,9 +92,9 @@ private:
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std::map<int, ClientData> clientMap;
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//managers
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AccountManager accountMgr;
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CharacterManager characterMgr;
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RoomManager roomMgr;
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AccountManager& accountMgr = AccountManager::GetSingleton();
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CharacterManager& characterMgr = CharacterManager::GetSingleton();
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RoomManager& roomMgr = RoomManager::GetSingleton();
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//misc
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bool running = true;
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@@ -1,5 +1,4 @@
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TODO: encapsulate the data structures
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TODO: The server's managers should be singletons too
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TODO: Get the rooms working
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TODO: A proper logging system
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TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
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@@ -10,34 +9,3 @@ TODO: server is slaved to the client
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TODO: Time delay for requesting region packets
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TODO: command line parameters overriding config.cfg settings
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--Requirements--
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The enemies need AI scripts
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The scripts need to be able to generate other enemies (frog king).
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The characters need a flag to show if they're in a combat instance or not, to signify of they should be unloaded client-side
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On each game loop, the server should envoke each combat instance's update function
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Each combat instance invokes each enemy's and character's update functions
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These update functions increase the ATB guagues
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if an ATB guage is full
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than the stored command is executed
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the players issue their commands during the build up
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if there isn't a command ready, then the player is still choosing
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for the enemies, the stored commands are driven by scripts, so when the enemies need to attack, their attached scripts are called.
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after the commands are called, the ATB is reset to 0.
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etc...
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--Enemy API--
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enemyTables -- The global store of enemy tables. Only accessed by C++ code (unless you want to break something).
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enemy.new(parameters) -- return a new enemy object
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table.logic: the AI logic. If null, do nothing
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table.ref: reference to the enemy itself, for use by API functions, set by constructor?
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combat -- the combat API
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combat.new(mapIndex, x, y) -- return combat instance's index
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combat.pushenemy(c, enemy) -- return the enemy's position
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combat.popenemy(c, position) --
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