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authornsensfel <SpamShield0@noot-noot.org>2018-07-11 17:54:14 +0200
committernsensfel <SpamShield0@noot-noot.org>2018-07-11 17:54:14 +0200
commitfde827cba1ff3d889135c74ee1978098465fd200 (patch)
treed6022f800aa8226bf79a26a19189965c8cbfb2fe /src/battle/game-logic/btl_turn_actions.erl
parentdf59024199c387903e3d4a901171939a358489d3 (diff)
"Battlemap" -> "Battle".
Diffstat (limited to 'src/battle/game-logic/btl_turn_actions.erl')
-rw-r--r--src/battle/game-logic/btl_turn_actions.erl391
1 files changed, 391 insertions, 0 deletions
diff --git a/src/battle/game-logic/btl_turn_actions.erl b/src/battle/game-logic/btl_turn_actions.erl
new file mode 100644
index 0000000..21205ac
--- /dev/null
+++ b/src/battle/game-logic/btl_turn_actions.erl
@@ -0,0 +1,391 @@
+-module(btl_turn_actions).
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-export
+(
+ [
+ handle/2
+ ]
+).
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+%%%% SWITCHING WEAPON %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec handle_switch_weapon
+ (
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+handle_switch_weapon (Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Character = btl_character_turn_data:get_character(Data),
+ CharacterIX = btl_character_turn_data:get_character_ix(Data),
+ CharacterAttributes = btl_character:get_attributes(Character),
+ ArmorID = btl_character:get_armor_id(Character),
+ {PrimaryWeaponID, SecondaryWeaponID} = btl_character:get_weapon_ids(Character),
+
+ UpdatedWeaponIDs = {SecondaryWeaponID, PrimaryWeaponID},
+ UpdatedCharacterStatistics =
+ sh_statistics:new(CharacterAttributes, UpdatedWeaponIDs, ArmorID),
+ UpdatedCharacter =
+ btl_character:set_statistics
+ (
+ UpdatedCharacterStatistics,
+ btl_character:set_weapon_ids(UpdatedWeaponIDs, Character)
+ ),
+
+ TimelineItem = btl_turn_result:new_character_switched_weapons(CharacterIX),
+
+ DBQuery =
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_characters_field(),
+ CharacterIX,
+ [
+ sh_db_query:set_field
+ (
+ btl_character:get_weapons_field(),
+ UpdatedWeaponIDs
+ ),
+ sh_db_query:set_field
+ (
+ btl_character:get_statistics_field(),
+ UpdatedCharacterStatistics
+ )
+ ]
+ ),
+
+ UpdatedData = btl_character_turn_data:set_character(UpdatedCharacter, Data),
+
+ S0Update = btl_character_turn_update:set_data(UpdatedData, Update),
+
+ btl_character_turn_update:add_to_timeline(TimelineItem, DBQuery, S0Update).
+
+%%%% MOVING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec get_path_cost_and_destination
+ (
+ btl_character_turn_data:type(),
+ list(btl_direction:type())
+ )
+ -> {non_neg_integer(), btl_location:type()}.
+get_path_cost_and_destination (Data, Path) ->
+ Character = btl_character_turn_data:get_character(Data),
+ CharacterIX = btl_character_turn_data:get_character_ix(Data),
+ Battle = btl_character_turn_data:get_battle(Data),
+ Battlemap = btl_battle:get_battlemap(Battle),
+
+ ForbiddenLocations =
+ array:foldl
+ (
+ fun (IX, Char, Prev) ->
+ IsAlive = btl_character:get_is_alive(Char),
+ if
+ (IX == CharacterIX) -> Prev;
+ (not IsAlive) -> Prev;
+ true -> [btl_character:get_location(Char)|Prev]
+ end
+ end,
+ [],
+ btl_battle:get_characters(Battle)
+ ),
+
+ {NewLocation, Cost} =
+ btl_movement:cross
+ (
+ Battlemap,
+ ForbiddenLocations,
+ Path,
+ btl_character:get_location(Character)
+ ),
+
+ {Cost, NewLocation}.
+
+-spec assert_character_can_move
+ (
+ btl_character_turn_data:type(),
+ non_neg_integer()
+ )
+ -> 'ok'.
+assert_character_can_move (Data, Cost) ->
+ Character = btl_character_turn_data:get_character(Data),
+ CharacterStatistics = btl_character:get_statistics(Character),
+ CharacterMovementPoints =
+ sh_statistics:get_movement_points(CharacterStatistics),
+
+ true = (Cost =< CharacterMovementPoints),
+
+ ok.
+
+-spec commit_move
+ (
+ btl_character_turn_update:type(),
+ list(btl_direction:type()),
+ btl_location:type()
+ )
+ -> btl_character_turn_update:type().
+commit_move (Update, Path, NewLocation) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Character = btl_character_turn_data:get_character(Data),
+ CharacterIX = btl_character_turn_data:get_character_ix(Data),
+
+ UpdatedCharacter = btl_character:set_location(NewLocation, Character),
+
+ UpdatedData = btl_character_turn_data:set_character(UpdatedCharacter, Data),
+
+ TimelineItem =
+ btl_turn_result:new_character_moved(CharacterIX, Path, NewLocation),
+
+ DBQuery =
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_characters_field(),
+ CharacterIX,
+ [
+ sh_db_query:set_field
+ (
+ btl_character:get_location_field(),
+ NewLocation
+ )
+ ]
+ ),
+
+ S0Update =
+ btl_character_turn_update:add_to_timeline
+ (
+ TimelineItem,
+ DBQuery,
+ Update
+ ),
+
+ btl_character_turn_update:set_data(UpdatedData, S0Update).
+
+-spec handle_move
+ (
+ btl_battle_action:type(),
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+handle_move (BattleAction, Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Path = btl_battle_action:get_path(BattleAction),
+
+ {PathCost, NewLocation} = get_path_cost_and_destination(Data, Path),
+ assert_character_can_move(Data, PathCost),
+
+ commit_move(Update, Path, NewLocation).
+
+%%%% ATTACKING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec handle_attack_sequence
+ (
+ btl_character:type(),
+ btl_character:type(),
+ list(btl_attack:step())
+ )
+ -> {list(btl_attack:type()), non_neg_integer(), non_neg_integer()}.
+handle_attack_sequence
+(
+ Character,
+ TargetCharacter,
+ AttackSequence
+) ->
+ AttackPlannedEffects =
+ lists:map
+ (
+ fun (AttackStep) ->
+ btl_attack:get_description_of
+ (
+ AttackStep,
+ Character,
+ TargetCharacter
+ )
+ end,
+ AttackSequence
+ ),
+
+ lists:foldl
+ (
+ fun
+ (
+ AttackEffectCandidate,
+ {AttackValidEffects, AttackerHealth, DefenderHealth}
+ ) ->
+ {AttackResult, NewAttackerHealth, NewDefenderHealth} =
+ btl_attack:apply_to_healths
+ (
+ AttackEffectCandidate,
+ AttackerHealth,
+ DefenderHealth
+ ),
+ case AttackResult of
+ nothing -> {AttackValidEffects, AttackerHealth, DefenderHealth};
+ _ ->
+ {
+ (AttackValidEffects ++ [AttackResult]),
+ NewAttackerHealth,
+ NewDefenderHealth
+ }
+ end
+ end,
+ {
+ [],
+ btl_character:get_current_health(Character),
+ btl_character:get_current_health(TargetCharacter)
+ },
+ AttackPlannedEffects
+ ).
+
+-spec get_attack_sequence
+ (
+ btl_character:type(),
+ btl_character:type()
+ )
+ -> list(btl_attack:step()).
+get_attack_sequence (Character, TargetCharacter) ->
+ Range =
+ btl_location:dist
+ (
+ btl_character:get_location(Character),
+ btl_character:get_location(TargetCharacter)
+ ),
+
+ {AttackingWeaponID, _} = btl_character:get_weapon_ids(Character),
+ {DefendingWeaponID, _} = btl_character:get_weapon_ids(TargetCharacter),
+
+ AttackingWeapon = sh_weapon:from_id(AttackingWeaponID),
+ DefendingWeapon = sh_weapon:from_id(DefendingWeaponID),
+
+ btl_attack:get_sequence(Range, AttackingWeapon, DefendingWeapon).
+
+
+-spec handle_attack
+ (
+ btl_battle_action:type(),
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+handle_attack (BattleAction, Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Battle = btl_character_turn_data:get_battle(Data),
+ Character = btl_character_turn_data:get_character(Data),
+ CharacterIX = btl_character_turn_data:get_character_ix(Data),
+ TargetIX = btl_battle_action:get_target_ix(BattleAction),
+ TargetCharacter = btl_battle:get_character(TargetIX, Battle),
+
+ true = btl_character:get_is_alive(TargetCharacter),
+
+ AttackSequence = get_attack_sequence(Character, TargetCharacter),
+
+ {AttackEffects, RemainingAttackerHealth, RemainingDefenderHealth} =
+ handle_attack_sequence(Character, TargetCharacter, AttackSequence),
+
+ UpdatedCharacter =
+ btl_character:set_current_health(RemainingAttackerHealth, Character),
+
+ UpdatedBattle =
+ btl_battle:set_character
+ (
+ TargetIX,
+ btl_character:set_current_health
+ (
+ RemainingDefenderHealth,
+ TargetCharacter
+ ),
+ Battle
+ ),
+
+ S0Data = btl_character_turn_data:set_battle(UpdatedBattle, Data),
+ S1Data = btl_character_turn_data:set_character(UpdatedCharacter, S0Data),
+
+ TimelineItem =
+ btl_turn_result:new_character_attacked
+ (
+ CharacterIX,
+ TargetIX,
+ AttackEffects
+ ),
+
+ DBQuery0 =
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_characters_field(),
+ TargetIX,
+ [
+ sh_db_query:set_field
+ (
+ btl_character:get_current_health_field(),
+ RemainingDefenderHealth
+ )
+ ]
+ ),
+
+ DBQuery1 =
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_characters_field(),
+ CharacterIX,
+ [
+ sh_db_query:set_field
+ (
+ btl_character:get_current_health_field(),
+ RemainingAttackerHealth
+ )
+ ]
+ ),
+
+ S0Update =
+ btl_character_turn_update:add_to_timeline
+ (
+ TimelineItem,
+ DBQuery0,
+ Update
+ ),
+
+ S1Update =
+ btl_character_turn_update:add_to_db
+ (
+ DBQuery1,
+ S0Update
+ ),
+
+ S2Update = btl_character_turn_update:set_data(S1Data, S1Update),
+
+ S3Update =
+ btl_victory:handle_character_lost_health
+ (
+ CharacterIX,
+ RemainingAttackerHealth,
+ S2Update
+ ),
+
+ S4Update =
+ btl_victory:handle_character_lost_health
+ (
+ TargetIX,
+ RemainingDefenderHealth,
+ S3Update
+ ),
+
+ S4Update.
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec handle
+(
+ btl_battle_action:type(),
+ btl_character_turn_update:type()
+)
+-> btl_character_turn_update:type().
+handle (BattleAction, Update) ->
+ case btl_battle_action:get_category(BattleAction) of
+ move -> handle_move(BattleAction, Update);
+ switch_weapon -> handle_switch_weapon(Update);
+ attack -> handle_attack(BattleAction, Update)
+ end.