♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters
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using System;
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using System.Diagnostics;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public class FighterTurn
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{
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private class Node
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{
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public required Node next;
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public required FightWorld.Fighter fighter;
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}
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private Node? _currentNode;
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public FightWorld.Fighter Current => _currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
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public void Next()
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{
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Debug.Assert(_currentNode != null, "currentNode!=null");
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_currentNode = _currentNode.next;
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}
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public FightWorld.Fighter PeekNext()
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{
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Debug.Assert(_currentNode != null, "currentNode!=null");
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return _currentNode.next.fighter;
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}
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public void AddAsLast(FightWorld.Fighter value)
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{
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// if first node
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if (_currentNode == null)
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{
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_currentNode = new Node { fighter = value, next = null! };
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_currentNode.next = _currentNode;
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return;
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}
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var newNode = new Node { fighter = value, next = _currentNode };
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var node = _currentNode;
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while (node.next != _currentNode)
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{
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node = node.next;
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}
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node.next = newNode;
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}
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public void AddAsNext(FightWorld.Fighter value)
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{
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// if first node
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if (_currentNode == null)
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{
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AddAsLast(value);
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return;
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}
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var newNode = new Node { fighter = value, next = _currentNode.next };
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_currentNode.next = newNode;
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}
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public bool Remove(FightWorld.Fighter value)
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{
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if (_currentNode == null) return false;
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// if only one node
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if (_currentNode.next == _currentNode)
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{
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if (_currentNode.fighter == value)
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{
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_currentNode = null;
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return true;
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}
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return false;
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}
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var node = _currentNode;
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do
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{
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// next is the fighter to remove
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if (node.next.fighter == value)
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{
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// if removing current, keep current
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// it will be implicitly deleted by loss of reference on the next Next() call
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node.next = node.next.next;
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return true;
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}
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node = node.next;
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} while (node != _currentNode);
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return false;
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}
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}
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