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Diffstat (limited to 'src/battlemap/game-logic/bm_victory.erl')
-rw-r--r-- | src/battlemap/game-logic/bm_victory.erl | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/src/battlemap/game-logic/bm_victory.erl b/src/battlemap/game-logic/bm_victory.erl new file mode 100644 index 0000000..59be66b --- /dev/null +++ b/src/battlemap/game-logic/bm_victory.erl @@ -0,0 +1,181 @@ +-module(bm_victory). +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-export +( + [ + handle_character_lost_health/3 + ] +). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +-spec mark_players_characters_as_defeated + ( + non_neg_integer(), + array:array(bm_character:type()) + ) -> {array:array(bm_character:type()), list(non_neg_integer())}. +mark_players_characters_as_defeated (PlayerIX, Characters) -> + sh_array_util:mapiff + ( + fun (Character) -> + (bm_character:get_player_index(Character) == PlayerIX) + end, + fun (Character) -> + bm_character:set_rank(defeated, Character) + end, + Characters + ). + +-spec add_db_query_to_mark_character_as_defeated + ( + non_neg_integer(), + bm_character_turn_update:type() + ) + -> bm_character_turn_update:type(). +add_db_query_to_mark_character_as_defeated (IX, Update) -> + bm_character_turn_update:add_to_db + ( + sh_db_query:update_indexed + ( + bm_battle:get_characters_field(), + IX, + [ + sh_db_query:set_field + ( + bm_character:get_rank_field(), + defeated + ) + ] + ), + Update + ). + +-spec handle_player_defeat + ( + non_neg_integer(), + bm_character_turn_update:type() + ) + -> bm_character_turn_update:type(). +handle_player_defeat (PlayerIX, Update) -> + Data = bm_character_turn_update:get_data(Update), + Battle = bm_character_turn_data:get_battle(Data), + Characters = bm_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 = bm_battle:set_characters(UpdatedCharacters, Battle), + UpdatedData = bm_character_turn_data:set_battle(UpdatedBattle, Data), + S2Update = bm_character_turn_update:set_data(UpdatedData, S1Update), + + DBQuery = + sh_db_query:update_indexed + ( + bm_battle:get_players_field(), + PlayerIX, + [ + sh_db_query:set_field + ( + bm_player:get_is_active_field(), + false + ) + ] + ), + + S3Update = + bm_character_turn_update:add_to_timeline + ( + bm_turn_result:new_player_lost(PlayerIX), + DBQuery, + S2Update + ), + + S3Update. + + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle_character_lost_health + ( + non_neg_integer(), + integer(), + bm_character_turn_update:type() + ) + -> bm_character_turn_update:type(). +handle_character_lost_health (_, Health, Update) when (Health > 0) -> Update; +handle_character_lost_health (CharIX, _Health, Update) -> + Data = bm_character_turn_update:get_data(Update), + Battle = bm_character_turn_data:get_battle(Data), + Character = bm_battle:get_character(CharIX, Battle), + Characters = bm_battle:get_characters(Battle), + CharacterPlayerIX = bm_character:get_player_index(Character), + + case bm_character:get_rank(Character) of + optional -> + %% Let's not assume there is a commander + StillHasAliveChar = + sh_array_util:any_indexed + ( + fun (IX, Char) -> + ( + (CharacterPlayerIX == bm_character:get_player_index(Char)) + and (IX /= CharIX) + and bm_character:get_is_alive(Char) + ) + end, + %% FIXME: Potential issue if it's the controlled player and Data + %% is dirty. + 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 == bm_character:get_player_index(Char)) + and (IX /= CharIX) + and bm_character:get_is_alive(Char) + and (bm_character:get_rank(Char) == target) + ) + end, + %% FIXME: Potential issue if it's the controlled player and Data + %% is dirty. + Characters + ), + + case StillHasAliveChar of + true -> Update; + _ -> handle_player_defeat(CharacterPlayerIX, Update) + end; + + defeated -> Update + end. |