Extract battleactiontype_t/battleaction_t into battleaction.h
Matches the existing battleability.h/battlefighter.h split - keeps battle.h focused on the overall battle_t state machine rather than also owning the action data shape. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -7,6 +7,7 @@
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#pragma once
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#include "battlefighter.h"
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#include "battleaction.h"
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#define BATTLE_FIGHTER_COUNT_MAX 8
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@@ -46,28 +47,11 @@ typedef enum {
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BATTLE_STATE_COUNT
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} battlestate_t;
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typedef enum {
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BATTLE_ACTION_NONE, // No action decided yet for this fighter this round.
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BATTLE_ACTION_ATTACK,
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BATTLE_ACTION_COUNT
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} battleactiontype_t;
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typedef struct {
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battleactiontype_t type;
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uint8_t targetIndex; // Meaningful for BATTLE_ACTION_ATTACK.
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} battleaction_t;
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typedef void (*battlestatechangedcallback_t)(
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const battlestate_t previous,
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const battlestate_t next
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);
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typedef void (*battleactiondecidedcallback_t)(
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const battlefighter_t *fighter,
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const battleaction_t *action
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);
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typedef struct {
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battlestate_t state;
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battlefighter_t fighters[BATTLE_FIGHTER_COUNT_MAX];
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "error/error.h"
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#include "battlefighter.h"
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typedef enum {
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BATTLE_ACTION_NONE, // No action decided yet for this fighter this round.
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BATTLE_ACTION_ATTACK,
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BATTLE_ACTION_COUNT
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} battleactiontype_t;
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typedef struct {
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battleactiontype_t type;
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uint8_t targetIndex; // Meaningful for BATTLE_ACTION_ATTACK.
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} battleaction_t;
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typedef void (*battleactiondecidedcallback_t)(
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const battlefighter_t *fighter,
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const battleaction_t *action
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);
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