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author | nsensfel <SpamShield0@noot-noot.org> | 2018-06-06 15:54:18 +0200 |
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committer | nsensfel <SpamShield0@noot-noot.org> | 2018-06-06 15:54:18 +0200 |
commit | ee9c2ac044cc77b80f30420c8f0788cad4281084 (patch) | |
tree | 6ce9c45b6c0f0c556839b6f462f84eab06e26594 /src/battlemap/game-logic/bm_turn_actions.erl | |
parent | 97f7511e61cebae3676a83aa9c0dc2efb15d8d8c (diff) |
Figuring out how to organize the src folder(s)...
Diffstat (limited to 'src/battlemap/game-logic/bm_turn_actions.erl')
-rw-r--r-- | src/battlemap/game-logic/bm_turn_actions.erl | 364 |
1 files changed, 364 insertions, 0 deletions
diff --git a/src/battlemap/game-logic/bm_turn_actions.erl b/src/battlemap/game-logic/bm_turn_actions.erl new file mode 100644 index 0000000..9664283 --- /dev/null +++ b/src/battlemap/game-logic/bm_turn_actions.erl @@ -0,0 +1,364 @@ +-module(bm_turn_actions). +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-export +( + [ + handle/2 + ] +). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%% SWITCHING WEAPON %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle_switch_weapon + ( + bm_character_turn_update:type() + ) + -> bm_character_turn_update:type(). +handle_switch_weapon (Update) -> + Data = bm_character_turn_update:get_data(Update), + Character = bm_character_turn_data:get_character(Data), + CharacterIX = bm_character_turn_data:get_character_ix(Data), + CharacterAttributes = bm_character:get_attributes(Character), + {PrimaryWeaponID, SecondaryWeaponID} = bm_character:get_weapon_ids(Character), + + UpdatedWeaponIDs = {SecondaryWeaponID, PrimaryWeaponID}, + UpdatedCharacterStatistics = + bm_statistics:new(CharacterAttributes, UpdatedWeaponIDs), + UpdatedCharacter = + bm_character:set_statistics + ( + UpdatedCharacterStatistics, + bm_character:set_weapon_ids(UpdatedWeaponIDs, Character) + ), + + DBQuery = + sh_db_query:update_indexed + ( + bm_battle:get_characters_field(), + CharacterIX, + [ + sh_db_query:set_field + ( + bm_character:get_weapons_field(), + UpdatedWeaponIDs + ) + ] + ), + + UpdatedData = bm_character_turn_data:set_character(UpdatedCharacter, Data), + + S0Update = bm_character_turn_update:set_data(UpdatedData, Update), + S1Update = + bm_character_turn_update:add_to_timeline + ( + bm_turn_result:new_character_switched_weapons(CharacterIX), + S0Update + ), + + bm_character_turn_update:add_to_db(DBQuery, S1Update). + +%%%% MOVING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec get_path_cost_and_destination + ( + bm_character_turn_data:type(), + list(bm_direction:type()) + ) + -> {non_neg_integer(), bm_location:type()}. +get_path_cost_and_destination (Data, Path) -> + Character = bm_character_turn_data:get_character(Data), + CharacterIX = bm_character_turn_data:get_character_ix(Data), + Battle = bm_character_turn_data:get_battle(Data), + Battlemap = bm_battle:get_battlemap(Battle), + + ForbiddenLocations = + array:foldl + ( + fun (IX, Char, Prev) -> + IsAlive = bm_character:get_is_alive(Char), + if + (IX == CharacterIX) -> Prev; + (not IsAlive) -> Prev; + true -> [bm_character:get_location(Char)|Prev] + end + end, + [], + bm_battle:get_characters(Battle) + ), + + {NewLocation, Cost} = + bm_movement:cross + ( + Battlemap, + ForbiddenLocations, + Path, + bm_character:get_location(Character) + ), + + {Cost, NewLocation}. + +-spec assert_character_can_move + ( + bm_character_turn_data:type(), + non_neg_integer() + ) + -> 'ok'. +assert_character_can_move (Data, Cost) -> + Character = bm_character_turn_data:get_character(Data), + CharacterStatistics = bm_character:get_statistics(Character), + CharacterMovementPoints = + bm_statistics:get_movement_points(CharacterStatistics), + + true = (Cost =< CharacterMovementPoints), + + ok. + +-spec commit_move + ( + bm_character_turn_update:type(), + list(bm_direction:type()), + bm_location:type() + ) + -> bm_character_turn_update:type(). +commit_move (Update, Path, NewLocation) -> + Data = bm_character_turn_update:get_data(Update), + Character = bm_character_turn_data:get_character(Data), + CharacterIX = bm_character_turn_data:get_character_ix(Data), + + UpdatedCharacter = bm_character:set_location(NewLocation, Character), + + UpdatedData = bm_character_turn_data:set_character(UpdatedCharacter, Data), + + S0Update = + bm_character_turn_update:add_to_timeline + ( + bm_turn_result:new_character_moved(CharacterIX, Path, NewLocation), + Update + ), + + S1Update = + bm_character_turn_update:add_to_db + ( + sh_db_query:update_indexed + ( + bm_battle:get_characters_field(), + CharacterIX, + [ + sh_db_query:set_field + ( + bm_character:get_location_field(), + NewLocation + ) + ] + ), + S0Update + ), + + bm_character_turn_update:set_data(UpdatedData, S1Update). + +-spec handle_move + ( + bm_battle_action:type(), + bm_character_turn_update:type() + ) + -> bm_character_turn_update:type(). +handle_move (BattleAction, Update) -> + Data = bm_character_turn_update:get_data(Update), + Path = bm_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 + ( + bm_character:type(), + bm_character:type(), + list(bm_attack:step()) + ) + -> {list(bm_attack:type()), non_neg_integer(), non_neg_integer()}. +handle_attack_sequence +( + Character, + TargetCharacter, + AttackSequence +) -> + CharacterStatistics = bm_character:get_statistics(Character), + TargetCharacterStatistics = bm_character:get_statistics(TargetCharacter), + + AttackPlannedEffects = + lists:map + ( + fun (AttackStep) -> + bm_attack:get_description_of + ( + AttackStep, + CharacterStatistics, + TargetCharacterStatistics + ) + end, + AttackSequence + ), + + lists:foldl + ( + fun + ( + AttackEffectCandidate, + {AttackValidEffects, AttackerHealth, DefenderHealth} + ) -> + {AttackResult, NewAttackerHealth, NewDefenderHealth} = + bm_attack:apply_to_healths + ( + AttackEffectCandidate, + AttackerHealth, + DefenderHealth + ), + case AttackResult of + nothing -> {AttackValidEffects, AttackerHealth, DefenderHealth}; + _ -> + { + (AttackValidEffects ++ [AttackResult]), + NewAttackerHealth, + NewDefenderHealth + } + end + end, + { + [], + bm_character:get_current_health(Character), + bm_character:get_current_health(TargetCharacter) + }, + AttackPlannedEffects + ). + +-spec get_attack_sequence + ( + bm_character:type(), + bm_character:type() + ) + -> list(attack:step()). +get_attack_sequence (Character, TargetCharacter) -> + Range = + location:dist + ( + bm_character:get_location(Character), + bm_character:get_location(TargetCharacter) + ), + + {AttackingWeaponID, _} = bm_character:get_weapon_ids(Character), + {DefendingWeaponID, _} = bm_character:get_weapon_ids(TargetCharacter), + + AttackingWeapon = bm_weapon:from_id(AttackingWeaponID), + DefendingWeapon = bm_weapon:from_id(DefendingWeaponID), + + bm_attack:get_sequence(Range, AttackingWeapon, DefendingWeapon). + + +-spec handle_attack + ( + bm_battle_action:type(), + bm_character_turn_update:type() + ) + -> bm_character_turn_update:type(). +handle_attack (BattleAction, Update) -> + Data = bm_character_turn_update:get_data(Update), + Battle = bm_character_turn_data:get_battle(Data), + Character = bm_character_turn_data:get_character(Data), + CharacterIX = bm_character_turn_data:get_character_ix(Data), + TargetIX = bm_battle_action:get_target_ix(BattleAction), + TargetCharacter = bm_battle:get_character(TargetIX, Battle), + + AttackSequence = get_attack_sequence(Character, TargetCharacter), + + {AttackEffects, RemainingAttackerHealth, RemainingDefenderHealth} = + handle_attack_sequence + ( + Character, + TargetCharacter, + AttackSequence + ), + + UpdatedCharacter = + bm_character:set_current_health + ( + RemainingAttackerHealth, + Character + ), + + UpdatedBattle = + bm_battle:set_character + ( + TargetIX, + bm_character:set_current_health + ( + RemainingDefenderHealth, + TargetCharacter + ), + Battle + ), + + + S0Data = bm_character_turn_data:set_battle(UpdatedBattle, Data), + S1Data = + bm_character_turn_data:set_character + ( + UpdatedCharacter, + S0Data + ), + + + S0Update = + bm_character_turn_update:add_to_timeline + ( + bm_turn_result:new_character_attacked + ( + CharacterIX, + TargetIX, + AttackEffects + ), + Update + ), + S1Update = bm_character_turn_update:set_data(S1Data, S0Update), + + DBQuery = + sh_db_query:update_indexed + ( + bm_battle:get_characters_field(), + TargetIX, + [ + sh_db_query:set_field + ( + bm_character:get_current_health_field(), + RemainingDefenderHealth + ) + ] + ), + + bm_character_turn_update:add_to_db(DBQuery, S1Update). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle +( + bm_battle_action:type(), + bm_character_turn_update:type() +) +-> bm_character_turn_update:type(). +handle (BattleAction, Update) -> + case bm_battle_action:get_category(BattleAction) of + move -> handle_move(BattleAction, Update); + switch_weapon -> handle_switch_weapon(Update); + attack -> handle_attack(BattleAction, Update) + end. |