pub fn new(parties: Vec<Party<'a>>) -> Result<Self, io::Error>
	{
		let queue = BattleQueue::new(&parties);
		Ok(Battle
		{
			runner: BattleRunner::new(parties)?,
			queue: queue,
			processing: BattleInputState::Ready,
			post_switch: HashMap::new(),
			// switch_waiting: None,
		})
	}
/// Generates a new battle object with a randomly generated RNG and empty command history.
Generates a new battle object with a randomly generated RNG and empty command history.
Generates a new battle object with a randomly generated RNG and empty command history .
pub fn new(parties: Vec<Party<'a>>) -> Result<Self, io::Error>
	{
		let queue = BattleQueue::new(&parties);
		Ok(Battle
		{
			runner: BattleRunner::new(parties)?,
			queue: queue,
			processing: BattleInputState::Ready,
			post_switch: HashMap::new(),
			// switch_waiting: None,
		})
	}
pub fn new ( parties : Vec < Party < ' a > > ) -> Result < Self , io :: Error > { let queue = BattleQueue :: new ( & parties ) ; Ok ( Battle { runner : BattleRunner :: new ( parties ) ? , queue : queue , processing : BattleInputState :: Ready , post_switch : HashMap :: new ( ) , // switch_waiting: None, } ) }
Generates a new battle object with a randomly generated RNG and empty command history.
Generates a new battle object with a randomly generated RNG and empty command history .
parties
Vec<Party<'a>>
parties
Vec<Party<'a>>