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Babushka/scripts/CSharp/Common/Fight/FighterStack.cs

95 lines
2.1 KiB

using System.Collections.Generic;
using Godot.NativeInterop;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterStack
{
private class Node
{
public Node next;
public FightWorld.Fighter fighter;
}
private Node? currentNode;
public FightWorld.Fighter Current => currentNode.fighter;
public void Next()
{
currentNode = currentNode.next;
}
public FightWorld.Fighter PeekNext()
{
return currentNode.next.fighter;
}
public void AddAsLast(FightWorld.Fighter value)
{
// if first node
if (currentNode == null)
{
currentNode = new Node { fighter = value };
currentNode.next = currentNode;
return;
}
var newNode = new Node { fighter = value, next = currentNode };
var node = currentNode;
while (node.next != currentNode)
{
node = node.next;
}
node.next = newNode;
}
public void AddAsNext(FightWorld.Fighter value)
{
// if first node
if (currentNode == null)
{
AddAsLast(value);
return;
}
var newNode = new Node { fighter = value, next = currentNode.next };
currentNode.next = newNode;
}
public bool Remove(FightWorld.Fighter value)
{
if (currentNode == null) return false;
// if only one node
if (currentNode.next == currentNode)
{
if (currentNode.fighter == value)
{
currentNode = null;
return true;
}
return false;
}
var node = currentNode;
do
{
// next is the fighter to remove
if (node.next.fighter == value)
{
// if removing current, keep current
// it will be implicitly deleted on the next Next() call
node.next = node.next.next;
return true;
}
node = node.next;
} while (node != currentNode);
return false;
}
}