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Diffstat (limited to 'src/battle/mechanic/turn_action/btl_turn_actions_attack.erl')
-rw-r--r--src/battle/mechanic/turn_action/btl_turn_actions_attack.erl263
1 files changed, 133 insertions, 130 deletions
diff --git a/src/battle/mechanic/turn_action/btl_turn_actions_attack.erl b/src/battle/mechanic/turn_action/btl_turn_actions_attack.erl
index b59efb7..e36c7e3 100644
--- a/src/battle/mechanic/turn_action/btl_turn_actions_attack.erl
+++ b/src/battle/mechanic/turn_action/btl_turn_actions_attack.erl
@@ -19,9 +19,9 @@
-spec handle_attack_sequence
(
- btl_character_current_data:type(),
+ btl_character:type(),
non_neg_integer(),
- btl_character_current_data:type(),
+ btl_character:type(),
non_neg_integer(),
integer(),
integer(),
@@ -38,9 +38,9 @@
}.
handle_attack_sequence
(
- _CharacterCurrentData,
+ _Character,
CharacterCurrentHealth,
- _TargetCurrentData,
+ _TargetCharacter,
TargetCurrentHealth,
AttackerLuck,
DefenderLuck,
@@ -62,9 +62,9 @@ when
};
handle_attack_sequence
(
- CharacterCurrentData,
+ Character,
AttackerHealth,
- TargetCurrentData,
+ TargetCharacter,
DefenderHealth,
AttackerLuck,
DefenderLuck,
@@ -75,8 +75,8 @@ handle_attack_sequence
btl_attack:get_description_of
(
NextAttack,
- CharacterCurrentData,
- TargetCurrentData,
+ btl_character:get_base_character(Character),
+ btl_character:get_base_character(TargetCharacter),
AttackerLuck,
DefenderLuck
),
@@ -105,9 +105,9 @@ handle_attack_sequence
handle_attack_sequence
(
- CharacterCurrentData,
+ Character,
NewAttackerHealth,
- TargetCurrentData,
+ TargetCharacter,
NewDefenderHealth,
NewAttackerLuck,
NewDefenderLuck,
@@ -129,11 +129,17 @@ get_attack_sequence (Character, TargetCharacter) ->
btl_character:get_location(TargetCharacter)
),
- {AttackingWeaponID, _} = btl_character:get_weapon_ids(Character),
- {DefendingWeaponID, _} = btl_character:get_weapon_ids(TargetCharacter),
+ AttackingWeapon =
+ shr_character:get_active_weapon
+ (
+ btl_character:get_base_character(Character)
+ ),
- AttackingWeapon = shr_weapon:from_id(AttackingWeaponID),
- DefendingWeapon = shr_weapon:from_id(DefendingWeaponID),
+ DefendingWeapon =
+ shr_character:get_active_weapon
+ (
+ btl_character:get_base_character(TargetCharacter)
+ ),
btl_attack:get_sequence(Range, AttackingWeapon, DefendingWeapon).
@@ -142,31 +148,49 @@ get_attack_sequence (Character, TargetCharacter) ->
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-spec handle
(
- btl_battle_action:type(),
+ btl_action:type(),
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
handle (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),
- CharacterCurrentData =
- btl_character_turn_data:get_character_current_data(Data),
+ {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
+ {S1Update, Character} = btl_character_turn_update:get_character(S0Update),
+
AttackingPlayerIX = btl_character:get_player_index(Character),
AttackingPlayer = btl_battle:get_player(AttackingPlayerIX, Battle),
AttackingPlayerLuck = btl_player:get_luck(AttackingPlayer),
+ TargetIX = btl_action:get_target_ix(BattleAction),
Map = btl_battle:get_map(Battle),
- TargetIX = btl_battle_action:get_target_ix(BattleAction),
- TargetCharacter = btl_battle:get_character(TargetIX, Battle),
- TargetCurrentData = btl_character_current_data:new(TargetCharacter, Map),
+ TargetCharacterRef = btl_battle:get_character(TargetIX, Battle),
+ TargetCharacter =
+ btl_character:resolve
+ (
+ shr_tile:get_omnimods
+ (
+ shr_tile:from_id
+ (
+ shr_tile_instance:get_tile_id
+ (
+ shr_map:get_tile_instance
+ (
+ btl_character:get_location(TargetCharacterRef),
+ Map
+ )
+ )
+ )
+ ),
+ TargetCharacterRef
+ ),
+
DefendingPlayerIX = btl_character:get_player_index(TargetCharacter),
DefendingPlayer = btl_battle:get_player(DefendingPlayerIX, Battle),
DefendingPlayerLuck = btl_player:get_luck(DefendingPlayer),
+
true = btl_character:get_is_alive(TargetCharacter),
+
AttackSequence = get_attack_sequence(Character, TargetCharacter),
{
@@ -178,9 +202,9 @@ handle (BattleAction, Update) ->
} =
handle_attack_sequence
(
- CharacterCurrentData,
+ Character,
btl_character:get_current_health(Character),
- TargetCurrentData,
+ TargetCharacter,
btl_character:get_current_health(TargetCharacter),
AttackingPlayerLuck,
DefendingPlayerLuck,
@@ -202,135 +226,114 @@ handle (BattleAction, Update) ->
_ -> 0
end,
- NextAttackingPlayer =
- btl_player:set_luck(S0NewAttackerLuck, AttackingPlayer),
+ {UpdatedAttackingPlayer, AttackingPlayerAtaxiaUpdate} =
+ btl_player:ataxia_set_luck(S0NewAttackerLuck, AttackingPlayer),
- NextDefendingPlayer =
- btl_player:set_luck(S0NewDefenderLuck, DefendingPlayer),
+ {UpdatedDefendingPlayer, DefendingPlayerAtaxiaUpdate} =
+ btl_player:ataxia_set_luck(S0NewDefenderLuck, DefendingPlayer),
- UpdatedCharacter =
- btl_character:set_current_health(RemainingAttackerHealth, Character),
+ {UpdatedCharacter, CharacterAtaxiaUpdate} =
+ btl_character:ataxia_set_current_health
+ (
+ RemainingAttackerHealth,
+ Character
+ ),
- UpdatedBattle =
- btl_battle:set_player
+ {UpdatedTargetCharacterRef, TargetCharacterRefAtaxiaUpdate} =
+ btl_character:ataxia_set_current_health
(
- DefendingPlayerIX,
- NextDefendingPlayer,
- btl_battle:set_player
- (
- AttackingPlayerIX,
- NextAttackingPlayer,
- btl_battle:set_character
- (
- TargetIX,
- btl_character:set_current_health
- (
- RemainingDefenderHealth,
- TargetCharacter
- ),
- Battle
- )
- )
+ RemainingDefenderHealth,
+ TargetCharacterRef
),
- S0Data = btl_character_turn_data:set_battle(UpdatedBattle, Data),
- S1Data = btl_character_turn_data:set_character(UpdatedCharacter, S0Data),
+ {S0Battle, BattleAtaxiaUpdate0} =
+ btl_battle:ataxia_set_player
+ (
+ AttackingPlayerIX,
+ UpdatedAttackingPlayer,
+ AttackingPlayerAtaxiaUpdate,
+ Battle
+ ),
- TimelineItem =
- btl_turn_result:new_character_attacked
+ {S1Battle, BattleAtaxiaUpdate1} =
+ btl_battle:ataxia_set_player
(
- CharacterIX,
- TargetIX,
- AttackEffects,
- S0NewAttackerLuck,
- S0NewDefenderLuck
+ DefendingPlayerIX,
+ UpdatedDefendingPlayer,
+ DefendingPlayerAtaxiaUpdate,
+ S0Battle
),
- DBQuery0 =
- ataxic:update_field
+ {S2Battle, BattleAtaxiaUpdate2} =
+ btl_battle:ataxia_set_character
(
- btl_battle:get_characters_field(),
- ataxic_sugar:update_orddict_element
- (
- TargetIX,
- ataxic:update_field
- (
- btl_character:get_current_health_field(),
- ataxic:constant(RemainingDefenderHealth)
- )
- )
+ TargetIX,
+ UpdatedTargetCharacterRef,
+ TargetCharacterRefAtaxiaUpdate,
+ S1Battle
),
- DBQuery1 =
- ataxic:update_field
+ % Potential danger ahead: we're going to update both the 'character' and
+ % 'battle' members of a btl_character_turn_update.
+ % 'S1Update' is sure to have both up to date (as it's the result of 'get'
+ % requests for both) and there is no risk of the 'battle' update influencing
+ % 'character', making what follows safe.
+
+ S2Update =
+ btl_character_turn_update:ataxia_set_battle
(
- btl_battle:get_characters_field(),
- ataxic_sugar:update_orddict_element
+ S2Battle,
+ false,
+ ataxic:optimize
(
- CharacterIX,
- ataxic:update_field
+ ataxic:sequence
(
- btl_character:get_current_health_field(),
- ataxic:constant(RemainingAttackerHealth)
+ [
+ BattleAtaxiaUpdate0,
+ BattleAtaxiaUpdate1,
+ BattleAtaxiaUpdate2
+ ]
)
- )
+ ),
+ S1Update
),
- DBQuery2 =
- ataxic:update_field
+ S3Update =
+ btl_character_turn_update:ataxia_set_character
(
- btl_battle:get_players_field(),
- ataxic:sequence
- (
- [
- ataxic_sugar:update_orddict_element
- (
- DefendingPlayerIX,
- ataxic:update_field
- (
- btl_player:get_luck_field(),
- ataxic:constant(S0NewDefenderLuck)
- )
- ),
- ataxic_sugar:update_orddict_element
- (
- AttackingPlayerIX,
- ataxic:update_field
- (
- btl_player:get_luck_field(),
- ataxic:constant(S0NewAttackerLuck)
- )
- )
- ]
- )
+ UpdatedCharacter,
+ CharacterAtaxiaUpdate,
+ S2Update
),
- S0Update =
- btl_character_turn_update:add_to_timeline
+ TimelineItem =
+ btl_turn_result:new_character_attacked
(
- TimelineItem,
- DBQuery0,
- Update
+ btl_character_turn_update:get_character_ix(S3Update),
+ TargetIX,
+ AttackEffects,
+ S0NewAttackerLuck,
+ S0NewDefenderLuck
),
- S1Update = btl_character_turn_update:add_to_db(DBQuery1, S0Update),
- S2Update = btl_character_turn_update:add_to_db(DBQuery2, S1Update),
- S3Update = btl_character_turn_update:set_data(S1Data, S2Update),
-
- S4Update =
- btl_victory:handle_character_lost_health
- (
- CharacterIX,
- RemainingAttackerHealth,
- S3Update
- ),
+ S4Update = btl_character_turn_update:add_to_timeline(TimelineItem, S3Update),
S5Update =
- btl_victory:handle_character_lost_health
- (
- TargetIX,
- RemainingDefenderHealth,
- S4Update
- ),
+ case (RemainingAttackerHealth > 0) of
+ true -> S4Update;
+ false ->
+ btl_victory_progression:handle_character_loss(Character, S4Update)
+ end,
+
+ S6Update =
+ case (RemainingAttackerHealth > 0) of
+ true -> S5Update;
+ false ->
+ btl_victory_progression:handle_character_loss
+ (
+ TargetCharacterRef,
+ S5Update
+ )
+ end,
- S5Update.
+ S6Update.