🐛 Fixed fighters keep fighting at 0 hp

pull/24/head
jonathan 2 months ago
parent e864c62a3a
commit 50b2c04cb4

@ -192,6 +192,8 @@ public partial class FightHappening : Node
HappeningData.actionStaging = null; HappeningData.actionStaging = null;
HappeningData.fightersEnterStaging = null; HappeningData.fightersEnterStaging = null;
RemoveDeadFighters();
if (!FightWorld.Instance.allyFighters.IsAlive()) if (!FightWorld.Instance.allyFighters.IsAlive())
{ {
ChangeState(FightState.EnemyWin); ChangeState(FightState.EnemyWin);
@ -346,6 +348,17 @@ public partial class FightHappening : Node
GD.Print("Vesna has been revived. This is for the current prototype only"); GD.Print("Vesna has been revived. This is for the current prototype only");
} }
private void RemoveDeadFighters()
{
foreach (var f in HappeningData.fighterTurn)
{
if (f.IsDead())
{
HappeningData.fighterTurn.Remove(f);
}
}
}
#endregion // Game Logic #endregion // Game Logic
#region Utility #region Utility

@ -1,9 +1,12 @@
using System; using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq;
namespace Babushka.scripts.CSharp.Common.Fight; namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterTurn public class FighterTurn : IEnumerable<FightWorld.Fighter>
{ {
private class Node private class Node
{ {
@ -13,7 +16,8 @@ public class FighterTurn
private Node? _currentNode; private Node? _currentNode;
public FightWorld.Fighter Current => _currentNode?.fighter ?? throw new InvalidOperationException("No current fighter"); public FightWorld.Fighter Current =>
_currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
public void Next() public void Next()
{ {
@ -94,4 +98,26 @@ public class FighterTurn
return false; return false;
} }
public IEnumerator<FightWorld.Fighter> GetEnumerator()
{
if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
var list = new List<FightWorld.Fighter>();
var n = _currentNode;
while (true)
{
list.Add(n.fighter);
if (n.next == _currentNode)
break;
n = n.next;
}
return list.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
} }
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