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Diffstat (limited to 'src/battle/mechanic')
-rw-r--r-- | src/battle/mechanic/action/btl_action_attack.erl | 14 | ||||
-rw-r--r-- | src/battle/mechanic/action/btl_action_switch_weapon.erl | 2 | ||||
-rw-r--r-- | src/battle/mechanic/action/btl_turn_actions_opportunity_attack.erl | 178 | ||||
-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.erl | 26 | ||||
-rw-r--r-- | src/battle/mechanic/btl_victory_progression.erl | 17 |
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. |