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-rw-r--r--src/battle/game-logic/btl_movement.erl60
-rw-r--r--src/battle/game-logic/btl_next_turn.erl160
-rw-r--r--src/battle/game-logic/btl_turn_actions.erl391
-rw-r--r--src/battle/game-logic/btl_victory.erl194
4 files changed, 805 insertions, 0 deletions
diff --git a/src/battle/game-logic/btl_movement.erl b/src/battle/game-logic/btl_movement.erl
new file mode 100644
index 0000000..87b1806
--- /dev/null
+++ b/src/battle/game-logic/btl_movement.erl
@@ -0,0 +1,60 @@
+-module(btl_movement).
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-export([cross/4]).
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec cross
+ (
+ btl_battlemap:type(),
+ list(btl_location:type()),
+ list(btl_direction:enum()),
+ non_neg_integer(),
+ btl_location:type()
+ )
+ -> {btl_location:type(), non_neg_integer()}.
+cross (_Battlemap, _ForbiddenLocations, [], Cost, Location) ->
+ {Location, Cost};
+cross (Battlemap, ForbiddenLocations, [Step|NextSteps], Cost, Location) ->
+ NextLocation = btl_location:apply_direction(Step, Location),
+ NextTileClassID = btl_battlemap:get_tile_class_id(NextLocation, Battlemap),
+ NextTileID = btl_tile:class_id_to_type_id(NextTileClassID),
+ NextTile = btl_tile:from_id(NextTileID),
+ NextCost = (Cost + btl_tile:get_cost(NextTile)),
+ IsForbidden =
+ lists:foldl
+ (
+ fun (ForbiddenLocation, Prev) ->
+ (Prev or (NextLocation == ForbiddenLocation))
+ end,
+ false,
+ ForbiddenLocations
+ ),
+
+ IsForbidden = false,
+
+ cross(Battlemap, ForbiddenLocations, NextSteps, NextCost, NextLocation).
+
+-spec cross
+ (
+ btl_battlemap:type(),
+ list(btl_location:type()),
+ list(btl_direction:enum()),
+ btl_location:type()
+ )
+ -> {btl_location:type(), non_neg_integer()}.
+cross (Battlemap, ForbiddenLocations, Path, Location) ->
+ cross(Battlemap, ForbiddenLocations, Path, 0, Location).
diff --git a/src/battle/game-logic/btl_next_turn.erl b/src/battle/game-logic/btl_next_turn.erl
new file mode 100644
index 0000000..82eec98
--- /dev/null
+++ b/src/battle/game-logic/btl_next_turn.erl
@@ -0,0 +1,160 @@
+-module(btl_next_turn).
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-export
+(
+ [
+ update_if_needed/1
+ ]
+).
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec set_player_turn_to_next (btl_battle:type())
+ -> {btl_battle:type(), sh_db_query:op()}.
+set_player_turn_to_next (Battle) ->
+ Players = btl_battle:get_players(Battle),
+ CurrentPlayerTurn = btl_battle:get_current_player_turn(Battle),
+
+ NextPlayerTurn = btl_player_turn:next(Players, CurrentPlayerTurn),
+
+ UpdatedBattle = btl_battle:set_current_player_turn(NextPlayerTurn, Battle),
+
+ DBQuery =
+ sh_db_query:set_field
+ (
+ btl_battle:get_current_player_turn_field(),
+ NextPlayerTurn
+ ),
+
+ {UpdatedBattle, DBQuery}.
+
+-spec reset_next_player_timeline (btl_battle:type())
+ -> {btl_battle:type(), btl_player:type(), sh_db_query:op()}.
+reset_next_player_timeline (Battle) ->
+ NextPlayerTurn = btl_battle:get_current_player_turn(Battle),
+ NextPlayerIX = btl_player_turn:get_player_ix(NextPlayerTurn),
+ NextPlayer = btl_battle:get_player(NextPlayerIX, Battle),
+
+ UpdatedNextPlayer = btl_player:reset_timeline(NextPlayer),
+ UpdatedBattle =
+ btl_battle:set_player(NextPlayerIX, UpdatedNextPlayer, Battle),
+
+ DBQuery =
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_players_field(),
+ NextPlayerIX,
+ [ sh_db_query:set_field(btl_player:get_timeline_field(), []) ]
+ ),
+
+ {UpdatedBattle, UpdatedNextPlayer, DBQuery}.
+
+
+-spec activate_next_players_characters (btl_battle:type(), btl_player:type())
+ -> {btl_battle:type(), list(sh_db_query:op())}.
+activate_next_players_characters (Battle, NextPlayer) ->
+ NextPlayerIX = btl_player:get_index(NextPlayer),
+ Characters = btl_battle:get_characters(Battle),
+
+ {UpdatedCharacters, ModifiedIXs} =
+ sh_array_util:mapiff
+ (
+ fun (Character) ->
+ (btl_character:get_player_index(Character) == NextPlayerIX)
+ end,
+ fun (Character) ->
+ btl_character:set_is_active(true, Character)
+ end,
+ Characters
+ ),
+
+ DBQueries =
+ lists:map
+ (
+ fun (IX) ->
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_characters_field(),
+ IX,
+ [
+ sh_db_query:set_field
+ (
+ btl_character:get_is_active_field(),
+ true
+ )
+ ]
+ )
+ end,
+ ModifiedIXs
+ ),
+
+ UpdatedBattle = btl_battle:set_characters(UpdatedCharacters, Battle),
+
+ {UpdatedBattle, DBQueries}.
+
+-spec update
+ (
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+update (Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Battle = btl_character_turn_data:get_battle(Data),
+
+ {S0Battle, DBQuery0} = set_player_turn_to_next(Battle),
+ {S1Battle, NextPlayer, DBQuery1} = reset_next_player_timeline(S0Battle),
+ {S2Battle, DBQueries} =
+ activate_next_players_characters(S1Battle, NextPlayer),
+
+ S0Data = btl_character_turn_data:set_battle(S2Battle, Data),
+ S0Update =
+ btl_character_turn_update:add_to_timeline
+ (
+ btl_turn_result:new_player_turn_started
+ (
+ btl_player:get_index(NextPlayer)
+ ),
+ DBQuery0,
+ Update
+ ),
+
+ S1Update = btl_character_turn_update:set_data(S0Data, S0Update),
+
+ S2Update =
+ lists:foldl
+ (
+ fun btl_character_turn_update:add_to_db/2,
+ S1Update,
+ [DBQuery1|DBQueries]
+ ),
+
+ S2Update.
+
+-spec requires_update (btl_character_turn_update:type()) -> boolean().
+requires_update (Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Battle = btl_character_turn_data:get_battle(Data),
+ Characters = btl_battle:get_characters(Battle),
+
+ sh_array_util:none(fun btl_character:get_is_active/1, Characters).
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec update_if_needed
+ (
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+update_if_needed (Update) ->
+ case requires_update(Update) of
+ true -> update(Update);
+ _ -> Update
+ end.
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.
diff --git a/src/battle/game-logic/btl_victory.erl b/src/battle/game-logic/btl_victory.erl
new file mode 100644
index 0000000..eef42ad
--- /dev/null
+++ b/src/battle/game-logic/btl_victory.erl
@@ -0,0 +1,194 @@
+-module(btl_victory).
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-export
+(
+ [
+ handle_character_lost_health/3
+ ]
+).
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+-spec mark_players_characters_as_defeated
+ (
+ non_neg_integer(),
+ array:array(btl_character:type())
+ ) -> {array:array(btl_character:type()), list(non_neg_integer())}.
+mark_players_characters_as_defeated (PlayerIX, Characters) ->
+ sh_array_util:mapiff
+ (
+ fun (Character) ->
+ (btl_character:get_player_index(Character) == PlayerIX)
+ end,
+ fun (Character) ->
+ btl_character:set_is_defeated(true, Character)
+ end,
+ Characters
+ ).
+
+-spec add_db_query_to_mark_character_as_defeated
+ (
+ non_neg_integer(),
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+add_db_query_to_mark_character_as_defeated (IX, Update) ->
+ btl_character_turn_update:add_to_db
+ (
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_characters_field(),
+ IX,
+ [
+ sh_db_query:set_field
+ (
+ btl_character:get_is_defeated_field(),
+ true
+ )
+ ]
+ ),
+ Update
+ ).
+
+-spec handle_player_defeat
+ (
+ non_neg_integer(),
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+handle_player_defeat (PlayerIX, Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Battle = btl_character_turn_data:get_battle(Data),
+ Characters = btl_battle:get_characters(Battle),
+
+ %% FIXME: The controlled character might slip through.
+ {UpdatedCharacters, ModifiedIXs} =
+ mark_players_characters_as_defeated(PlayerIX, Characters),
+
+ S1Update =
+ lists:foldl
+ (
+ fun add_db_query_to_mark_character_as_defeated/2,
+ Update,
+ ModifiedIXs
+ ),
+
+ %% TODO: Battle.player[PlayerIX].is_active <- false
+
+ UpdatedBattle = btl_battle:set_characters(UpdatedCharacters, Battle),
+ UpdatedData = btl_character_turn_data:set_battle(UpdatedBattle, Data),
+ S2Update = btl_character_turn_update:set_data(UpdatedData, S1Update),
+
+ DBQuery =
+ sh_db_query:update_indexed
+ (
+ btl_battle:get_players_field(),
+ PlayerIX,
+ [
+ sh_db_query:set_field
+ (
+ btl_player:get_is_active_field(),
+ false
+ )
+ ]
+ ),
+
+ S3Update =
+ btl_character_turn_update:add_to_timeline
+ (
+ btl_turn_result:new_player_lost(PlayerIX),
+ DBQuery,
+ S2Update
+ ),
+
+ S3Update.
+
+
+-spec actually_handle_character_lost_health
+ (
+ non_neg_integer(),
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+actually_handle_character_lost_health (CharIX, Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ Battle = btl_character_turn_data:get_battle(Data),
+ Character = btl_battle:get_character(CharIX, Battle),
+ Characters = btl_battle:get_characters(Battle),
+ CharacterPlayerIX = btl_character:get_player_index(Character),
+
+ case btl_character:get_rank(Character) of
+ optional ->
+ %% Let's not assume there is a commander
+ StillHasAliveChar =
+ sh_array_util:any_indexed
+ (
+ fun (IX, Char) ->
+ (
+ (CharacterPlayerIX == btl_character:get_player_index(Char))
+ and (IX /= CharIX)
+ and btl_character:get_is_alive(Char)
+ )
+ end,
+ Characters
+ ),
+
+ case StillHasAliveChar of
+ true -> Update;
+ _ -> handle_player_defeat(CharacterPlayerIX, Update)
+ end;
+
+ commander -> handle_player_defeat(CharacterPlayerIX, Update);
+
+ target ->
+ StillHasAliveChar =
+ sh_array_util:any_indexed
+ (
+ fun (IX, Char) ->
+ (
+ (CharacterPlayerIX == btl_character:get_player_index(Char))
+ and (IX /= CharIX)
+ and btl_character:get_is_alive(Char)
+ and (btl_character:get_rank(Char) == target)
+ )
+ end,
+ Characters
+ ),
+
+ case StillHasAliveChar of
+ true -> Update;
+ _ -> handle_player_defeat(CharacterPlayerIX, Update)
+ end
+ end.
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec handle_character_lost_health
+ (
+ non_neg_integer(),
+ integer(),
+ btl_character_turn_update:type()
+ )
+ -> btl_character_turn_update:type().
+handle_character_lost_health (_, Health, Update) when (Health > 0) -> Update;
+handle_character_lost_health (CharIX, _Health, Update) ->
+ Data = btl_character_turn_update:get_data(Update),
+ S1Data = btl_character_turn_data:clean_battle(Data),
+ S1Update = btl_character_turn_update:set_data(S1Data, Update),
+
+ S2Update = actually_handle_character_lost_health(CharIX, S1Update),
+
+ S2Data = btl_character_turn_update:get_data(S2Update),
+ S3Data = btl_character_turn_data:refresh_character(S2Data),
+ S3Update = btl_character_turn_update:set_data(S3Data, S2Update),
+
+ S3Update.