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Diffstat (limited to 'src/battle/mechanic')
-rw-r--r--src/battle/mechanic/action/btl_action_attack.erl14
-rw-r--r--src/battle/mechanic/action/btl_action_switch_weapon.erl2
-rw-r--r--src/battle/mechanic/action/btl_turn_actions_opportunity_attack.erl178
-rw-r--r--src/battle/mechanic/btl_actions_management.erl (renamed from src/battle/mechanic/btl_turn_actions_management.erl)96
-rw-r--r--src/battle/mechanic/btl_turn_progression.erl26
-rw-r--r--src/battle/mechanic/btl_victory_progression.erl17
6 files changed, 41 insertions, 292 deletions
diff --git a/src/battle/mechanic/action/btl_action_attack.erl b/src/battle/mechanic/action/btl_action_attack.erl
index 5989ad8..1953096 100644
--- a/src/battle/mechanic/action/btl_action_attack.erl
+++ b/src/battle/mechanic/action/btl_action_attack.erl
@@ -1,4 +1,4 @@
--module(btl_turn_actions_attack).
+-module(btl_action_attack).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -46,7 +46,7 @@ roll_precision_modifier (Statistics, TargetStatistics, TargetLuck) ->
shr_statistics:type(),
integer()
)
- -> {boolean(), integer(), integer()}.
+ -> {float(), integer(), integer()}.
roll_critical_modifier (Statistics, Luck) ->
CriticalHitChance = shr_statistics:get_critical_hits(Statistics),
{_Roll, IsSuccess, PositiveModifier, NegativeModifier} =
@@ -328,8 +328,8 @@ effect_of_attack
Category,
PrecisionModifier,
CriticalModifier,
- S1AttackerLuck,
- S1DefenderLuck
+ ParryIsSuccessful,
+ Damage
),
% If we "ataxia update" here, we'll get redundant ataxia updates, since
@@ -511,7 +511,11 @@ handle_attack_sequence
)
of
true ->
- Statistics = shr_character:get_statistics(S0Character),
+ Statistics =
+ shr_character:get_statistics
+ (
+ btl_character:get_base_character(S0Character)
+ ),
DoubleAttackChance = shr_statistics:get_double_hits(Statistics),
{_Roll, IsSuccessful, PositiveModifier, NegativeModifier} =
shr_roll:percentage_with_luck(DoubleAttackChance, S0PlayerLuck),
diff --git a/src/battle/mechanic/action/btl_action_switch_weapon.erl b/src/battle/mechanic/action/btl_action_switch_weapon.erl
index cf1a31a..7d8a81b 100644
--- a/src/battle/mechanic/action/btl_action_switch_weapon.erl
+++ b/src/battle/mechanic/action/btl_action_switch_weapon.erl
@@ -1,4 +1,4 @@
--module(btl_turn_actions_switch_weapon).
+-module(btl_action_switch_weapon).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
diff --git a/src/battle/mechanic/action/btl_turn_actions_opportunity_attack.erl b/src/battle/mechanic/action/btl_turn_actions_opportunity_attack.erl
deleted file mode 100644
index c1dbbdd..0000000
--- a/src/battle/mechanic/action/btl_turn_actions_opportunity_attack.erl
+++ /dev/null
@@ -1,178 +0,0 @@
--module(btl_turn_actions_opportunity_attack).
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--export
-(
- [
- handle/2
- ]
-).
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec handle
- (
- btl_action:type(),
- btl_character_turn_update:type()
- )
- -> {ok, btl_character_turn_update:type()}.
-handle (BattleAction, Update) ->
- {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
- {S1Update, Character} = btl_character_turn_update:get_character(S0Update),
-
- DefendingPlayerIX = btl_character:get_player_index(Character),
- DefendingPlayer = btl_battle:get_player(DefendingPlayerIX, Battle),
- DefendingPlayerLuck = btl_player:get_luck(DefendingPlayer),
-
- AttackerIX = btl_action:get_target_ix(BattleAction),
- AttackerRef = btl_battle:get_character(AttackerIX, Battle),
- Attacker = btl_battle:resolve_character(AttackerRef, Battle),
-
- AttackingPlayerIX = btl_character:get_player_index(Attacker),
- AttackingPlayer = btl_battle:get_player(AttackingPlayerIX, Battle),
- AttackingPlayerLuck = btl_player:get_luck(AttackingPlayer),
-
- Attack = btl_attack:attack_of_opportunity(),
-
- AttackEffect =
- btl_attack:get_description_of
- (
- Attack,
- btl_character:get_base_character(Character),
- btl_character:get_base_character(Attacker),
- AttackingPlayerLuck,
- DefendingPlayerLuck
- ),
-
- {
- AttackResult,
- NewAttackerHealth,
- S0NewAttackerLuck,
- NewDefenderHealth,
- S0NewDefenderLuck
- } =
- btl_attack:apply_to_healths_and_lucks
- (
- AttackEffect,
- btl_character:get_current_health(Attacker),
- AttackingPlayerLuck,
- btl_character:get_current_health(Character),
- DefendingPlayerLuck
- ),
-
- S1NewAttackerLuck =
- case {(S0NewAttackerLuck =< -2), (S0NewAttackerLuck >= 2)} of
- {true, _} -> (S0NewAttackerLuck + 2);
- {_, true} -> (S0NewAttackerLuck - 2);
- _ -> 0
- end,
-
- S1NewDefenderLuck =
- case {(S0NewDefenderLuck =< -2), (S0NewDefenderLuck >= 2)} of
- {true, _} -> (S0NewDefenderLuck + 2);
- {_, true} -> (S0NewDefenderLuck - 2);
- _ -> 0
- end,
-
- {UpdatedAttackingPlayer, AttackingPlayerAtaxiaUpdate} =
- btl_player:ataxia_set_luck(S1NewAttackerLuck, AttackingPlayer),
-
- {UpdatedDefendingPlayer, DefendingPlayerAtaxiaUpdate} =
- btl_player:ataxia_set_luck(S1NewDefenderLuck, DefendingPlayer),
-
- {UpdatedCharacter, CharacterAtaxiaUpdate} =
- btl_character:ataxia_set_current_health(NewDefenderHealth, Character),
-
- {UpdatedAttackerRef, AttackerRefAtaxiaUpdate} =
- btl_character:ataxia_set_current_health(NewAttackerHealth, AttackerRef),
-
- {S0Battle, BattleAtaxiaUpdate0} =
- btl_battle:ataxia_set_player
- (
- AttackingPlayerIX,
- UpdatedAttackingPlayer,
- AttackingPlayerAtaxiaUpdate,
- Battle
- ),
-
- {S1Battle, BattleAtaxiaUpdate1} =
- btl_battle:ataxia_set_player
- (
- DefendingPlayerIX,
- UpdatedDefendingPlayer,
- DefendingPlayerAtaxiaUpdate,
- S0Battle
- ),
-
- {S2Battle, BattleAtaxiaUpdate2} =
- btl_battle:ataxia_set_character
- (
- AttackerIX,
- UpdatedAttackerRef,
- AttackerRefAtaxiaUpdate,
- S1Battle
- ),
-
- % 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
- (
- S2Battle,
- false,
- ataxic:optimize
- (
- ataxic:sequence
- (
- [
- BattleAtaxiaUpdate0,
- BattleAtaxiaUpdate1,
- BattleAtaxiaUpdate2
- ]
- )
- ),
- S1Update
- ),
-
- S3Update =
- btl_character_turn_update:ataxia_set_character
- (
- UpdatedCharacter,
- CharacterAtaxiaUpdate,
- S2Update
- ),
-
- TimelineItem =
- btl_turn_result:new_character_attacked
- (
- AttackerIX,
- btl_character_turn_update:get_character_ix(S3Update),
- AttackResult,
- S0NewAttackerLuck,
- S0NewDefenderLuck
- ),
-
- S4Update = btl_character_turn_update:add_to_timeline(TimelineItem, S3Update),
-
- S5Update =
- case (NewDefenderHealth > 0) of
- true -> S4Update;
- false ->
- btl_victory_progression:handle_character_loss(Character, S4Update)
- end,
-
- {ok, S5Update}.
diff --git a/src/battle/mechanic/btl_turn_actions_management.erl b/src/battle/mechanic/btl_actions_management.erl
index 7ee173a..050ab4e 100644
--- a/src/battle/mechanic/btl_turn_actions_management.erl
+++ b/src/battle/mechanic/btl_actions_management.erl
@@ -1,4 +1,4 @@
--module(btl_turn_actions_management).
+-module(btl_actions_management).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -16,27 +16,6 @@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec deactivate_character
- (
- btl_character_turn_update:type()
- )
- -> btl_character_turn_update:type().
-deactivate_character (Update) ->
- {S0Update, Character} = btl_character_turn_update:get_character(Update),
-
- {UpdatedCharacter, CharacterAtaxiaUpdate} =
- btl_character:ataxia_set_is_active(false, Character),
-
- S1Update =
- btl_character_turn_update:ataxia_set_character
- (
- UpdatedCharacter,
- CharacterAtaxiaUpdate,
- S0Update
- ),
-
- S1Update.
-
-spec perform_action
(
btl_action:type(),
@@ -56,16 +35,19 @@ perform_action (Action, Character, Update) ->
btl_action_switch_weapon:handle(Action, Character, Update)
end.
--spec handle_actions
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+-spec handle
(
list(btl_action:type()),
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
-handle_actions ([], Update) -> Update;
-handle_actions ([BattleAction|FutureBattleActions], S0Update) ->
+handle ([], Update) -> Update;
+handle ([BattleAction|FutureBattleActions], S0Update) ->
case btl_action:get_actor_index(BattleAction) of
- -1 -> handle_actions(FutureBattleActions, S0Update);
+ -1 -> handle(FutureBattleActions, S0Update);
CharacterIX ->
S0Battle = btl_character_turn_update:get_battle(S0Update),
{Character, S1Battle} =
@@ -73,14 +55,14 @@ handle_actions ([BattleAction|FutureBattleActions], S0Update) ->
S1Update = btl_character_turn_update:set_battle(S1Battle, S0Update),
- case btl_character:is_alive(Character) of
- false -> handle_actions(FutureBattleActions, S1Update);
+ case btl_character:get_is_alive(Character) of
+ false -> handle(FutureBattleActions, S1Update);
true ->
case perform_action(BattleAction, Character, S1Update) of
{ok, S2Update} ->
- handle_actions(FutureBattleActions, S2Update);
+ handle(FutureBattleActions, S2Update);
{events, NewEvents, S2Update} ->
- handle_actions
+ handle
(
(NewEvents ++ FutureBattleActions),
S2Update
@@ -89,57 +71,3 @@ handle_actions ([BattleAction|FutureBattleActions], S0Update) ->
end
end.
--spec update_timeline
- (
- btl_character_turn_update:type()
- )
- -> btl_character_turn_update:type().
-update_timeline (Update) ->
- NewTimelineElements = btl_character_turn_update:get_timeline(Update),
- {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
- PlayerTurn = btl_battle:get_current_player_turn(Battle),
- PlayerIX = btl_player_turn:get_player_ix(PlayerTurn),
- Player = btl_battle:get_player(PlayerIX, Battle),
-
- {UpdatedPlayer, PlayerAtaxiaUpdate} =
- btl_player:ataxia_add_to_timeline(NewTimelineElements, Player),
-
- {UpdatedBattle, BattleAtaxiaUpdate} =
- btl_battle:ataxia_set_player
- (
- PlayerIX,
- UpdatedPlayer,
- PlayerAtaxiaUpdate,
- Battle
- ),
-
- S1Update =
- btl_character_turn_update:ataxia_set_battle
- (
- UpdatedBattle,
- false,
- BattleAtaxiaUpdate,
- S0Update
- ),
-
- S1Update.
-
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec handle
- (
- btl_character_turn_update:type(),
- btl_character_turn_request:type()
- )
- -> btl_character_turn_update:type().
-handle (Update, Request) ->
- Actions = btl_character_turn_request:get_actions(Request),
-
- S0Update = handle_actions(Actions, Update),
- S1Update = deactivate_character(S0Update),
- S2Update = update_timeline(S1Update),
- S3Update = btl_turn_progression:handle(S2Update),
-
- S3Update.
diff --git a/src/battle/mechanic/btl_turn_progression.erl b/src/battle/mechanic/btl_turn_progression.erl
index ed181c5..5b8d9c8 100644
--- a/src/battle/mechanic/btl_turn_progression.erl
+++ b/src/battle/mechanic/btl_turn_progression.erl
@@ -108,8 +108,8 @@ activate_next_players_characters (NextPlayerIX, Battle) ->
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
-activate_next_player (Update) ->
- {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
+activate_next_player (S0Update) ->
+ Battle = btl_character_turn_update:get_battle(S0Update),
{NextPlayerIX, S0Battle, BattleAtaxiaUpdate0} =
prepare_player_turn_for_next_player(Battle),
@@ -124,7 +124,6 @@ activate_next_player (Update) ->
btl_character_turn_update:ataxia_set_battle
(
S2Battle,
- true,
ataxic:sequence
(
[
@@ -149,19 +148,16 @@ activate_next_player (Update) ->
(
btl_character_turn_update:type()
)
- -> {boolean(), btl_character_turn_update:type()}.
+ -> boolean().
has_active_characters_remaining (Update) ->
- {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
+ Battle = btl_character_turn_update:get_battle(Update),
Characters = btl_battle:get_characters(Battle),
- {
- lists:any
- (
- fun ({_IX, Char}) -> btl_character:get_is_active(Char) end,
- orddict:to_list(Characters)
- ),
- S0Update
- }.
+ lists:any
+ (
+ fun ({_IX, Char}) -> btl_character:get_is_active(Char) end,
+ orddict:to_list(Characters)
+ ).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -173,6 +169,6 @@ has_active_characters_remaining (Update) ->
-> btl_character_turn_update:type().
handle (Update) ->
case has_active_characters_remaining(Update) of
- {false, S0Update} -> activate_next_player(S0Update);
- {true, S0Update} -> S0Update
+ false -> activate_next_player(Update);
+ true -> Update
end.
diff --git a/src/battle/mechanic/btl_victory_progression.erl b/src/battle/mechanic/btl_victory_progression.erl
index ab8a351..667d010 100644
--- a/src/battle/mechanic/btl_victory_progression.erl
+++ b/src/battle/mechanic/btl_victory_progression.erl
@@ -89,8 +89,8 @@ mark_player_as_inactive (PlayerIX, Battle) ->
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
-handle_player_defeat (PlayerIX, Update) ->
- {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
+handle_player_defeat (PlayerIX, S0Update) ->
+ Battle = btl_character_turn_update:get_battle(S0Update),
{S0Battle, BattleAtaxicUpdate0} =
mark_characters_of_player_as_defeated(PlayerIX, Battle),
@@ -101,7 +101,6 @@ handle_player_defeat (PlayerIX, Update) ->
btl_character_turn_update:ataxia_set_battle
(
S1Battle,
- true,
ataxic:sequence([BattleAtaxicUpdate0, BattleAtaxicUpdate1]),
S0Update
),
@@ -126,7 +125,7 @@ handle_player_defeat (PlayerIX, Update) ->
)
-> btl_character_turn_update:type().
handle_character_loss (Character, Update) ->
- {S0Update, Battle} = btl_character_turn_update:get_battle(Update),
+ Battle = btl_character_turn_update:get_battle(Update),
Characters = btl_battle:get_characters(Battle),
CharacterPlayerIX = btl_character:get_player_index(Character),
@@ -149,11 +148,11 @@ handle_character_loss (Character, Update) ->
),
case StillHasAliveChar of
- true -> S0Update;
- _ -> handle_player_defeat(CharacterPlayerIX, S0Update)
+ true -> Update;
+ _ -> handle_player_defeat(CharacterPlayerIX, Update)
end;
- commander -> handle_player_defeat(CharacterPlayerIX, S0Update);
+ commander -> handle_player_defeat(CharacterPlayerIX, Update);
target ->
StillHasAliveTargetChar =
@@ -170,7 +169,7 @@ handle_character_loss (Character, Update) ->
),
case StillHasAliveTargetChar of
- true -> S0Update;
- _ -> handle_player_defeat(CharacterPlayerIX, S0Update)
+ true -> Update;
+ _ -> handle_player_defeat(CharacterPlayerIX, Update)
end
end.