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-rw-r--r--src/battlemap/game-logic/bm_movement.erl60
-rw-r--r--src/battlemap/game-logic/bm_next_turn.erl160
-rw-r--r--src/battlemap/game-logic/bm_turn_actions.erl391
-rw-r--r--src/battlemap/game-logic/bm_victory.erl194
4 files changed, 0 insertions, 805 deletions
diff --git a/src/battlemap/game-logic/bm_movement.erl b/src/battlemap/game-logic/bm_movement.erl
deleted file mode 100644
index 8bf2c5b..0000000
--- a/src/battlemap/game-logic/bm_movement.erl
+++ /dev/null
@@ -1,60 +0,0 @@
--module(bm_movement).
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--export([cross/4]).
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec cross
- (
- bm_battlemap:type(),
- list(bm_location:type()),
- list(bm_direction:enum()),
- non_neg_integer(),
- bm_location:type()
- )
- -> {bm_location:type(), non_neg_integer()}.
-cross (_Battlemap, _ForbiddenLocations, [], Cost, Location) ->
- {Location, Cost};
-cross (Battlemap, ForbiddenLocations, [Step|NextSteps], Cost, Location) ->
- NextLocation = bm_location:apply_direction(Step, Location),
- NextTileClassID = bm_battlemap:get_tile_class_id(NextLocation, Battlemap),
- NextTileID = bm_tile:class_id_to_type_id(NextTileClassID),
- NextTile = bm_tile:from_id(NextTileID),
- NextCost = (Cost + bm_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
- (
- bm_battlemap:type(),
- list(bm_location:type()),
- list(bm_direction:enum()),
- bm_location:type()
- )
- -> {bm_location:type(), non_neg_integer()}.
-cross (Battlemap, ForbiddenLocations, Path, Location) ->
- cross(Battlemap, ForbiddenLocations, Path, 0, Location).
diff --git a/src/battlemap/game-logic/bm_next_turn.erl b/src/battlemap/game-logic/bm_next_turn.erl
deleted file mode 100644
index 56e7f7e..0000000
--- a/src/battlemap/game-logic/bm_next_turn.erl
+++ /dev/null
@@ -1,160 +0,0 @@
--module(bm_next_turn).
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--export
-(
- [
- update_if_needed/1
- ]
-).
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec set_player_turn_to_next (bm_battle:type())
- -> {bm_battle:type(), sh_db_query:op()}.
-set_player_turn_to_next (Battle) ->
- Players = bm_battle:get_players(Battle),
- CurrentPlayerTurn = bm_battle:get_current_player_turn(Battle),
-
- NextPlayerTurn = bm_player_turn:next(Players, CurrentPlayerTurn),
-
- UpdatedBattle = bm_battle:set_current_player_turn(NextPlayerTurn, Battle),
-
- DBQuery =
- sh_db_query:set_field
- (
- bm_battle:get_current_player_turn_field(),
- NextPlayerTurn
- ),
-
- {UpdatedBattle, DBQuery}.
-
--spec reset_next_player_timeline (bm_battle:type())
- -> {bm_battle:type(), bm_player:type(), sh_db_query:op()}.
-reset_next_player_timeline (Battle) ->
- NextPlayerTurn = bm_battle:get_current_player_turn(Battle),
- NextPlayerIX = bm_player_turn:get_player_ix(NextPlayerTurn),
- NextPlayer = bm_battle:get_player(NextPlayerIX, Battle),
-
- UpdatedNextPlayer = bm_player:reset_timeline(NextPlayer),
- UpdatedBattle =
- bm_battle:set_player(NextPlayerIX, UpdatedNextPlayer, Battle),
-
- DBQuery =
- sh_db_query:update_indexed
- (
- bm_battle:get_players_field(),
- NextPlayerIX,
- [ sh_db_query:set_field(bm_player:get_timeline_field(), []) ]
- ),
-
- {UpdatedBattle, UpdatedNextPlayer, DBQuery}.
-
-
--spec activate_next_players_characters (bm_battle:type(), bm_player:type())
- -> {bm_battle:type(), list(sh_db_query:op())}.
-activate_next_players_characters (Battle, NextPlayer) ->
- NextPlayerIX = bm_player:get_index(NextPlayer),
- Characters = bm_battle:get_characters(Battle),
-
- {UpdatedCharacters, ModifiedIXs} =
- sh_array_util:mapiff
- (
- fun (Character) ->
- (bm_character:get_player_index(Character) == NextPlayerIX)
- end,
- fun (Character) ->
- bm_character:set_is_active(true, Character)
- end,
- Characters
- ),
-
- DBQueries =
- lists:map
- (
- fun (IX) ->
- sh_db_query:update_indexed
- (
- bm_battle:get_characters_field(),
- IX,
- [
- sh_db_query:set_field
- (
- bm_character:get_is_active_field(),
- true
- )
- ]
- )
- end,
- ModifiedIXs
- ),
-
- UpdatedBattle = bm_battle:set_characters(UpdatedCharacters, Battle),
-
- {UpdatedBattle, DBQueries}.
-
--spec update
- (
- bm_character_turn_update:type()
- )
- -> bm_character_turn_update:type().
-update (Update) ->
- Data = bm_character_turn_update:get_data(Update),
- Battle = bm_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 = bm_character_turn_data:set_battle(S2Battle, Data),
- S0Update =
- bm_character_turn_update:add_to_timeline
- (
- bm_turn_result:new_player_turn_started
- (
- bm_player:get_index(NextPlayer)
- ),
- DBQuery0,
- Update
- ),
-
- S1Update = bm_character_turn_update:set_data(S0Data, S0Update),
-
- S2Update =
- lists:foldl
- (
- fun bm_character_turn_update:add_to_db/2,
- S1Update,
- [DBQuery1|DBQueries]
- ),
-
- S2Update.
-
--spec requires_update (bm_character_turn_update:type()) -> boolean().
-requires_update (Update) ->
- Data = bm_character_turn_update:get_data(Update),
- Battle = bm_character_turn_data:get_battle(Data),
- Characters = bm_battle:get_characters(Battle),
-
- sh_array_util:none(fun bm_character:get_is_active/1, Characters).
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec update_if_needed
- (
- bm_character_turn_update:type()
- )
- -> bm_character_turn_update:type().
-update_if_needed (Update) ->
- case requires_update(Update) of
- true -> update(Update);
- _ -> Update
- end.
diff --git a/src/battlemap/game-logic/bm_turn_actions.erl b/src/battlemap/game-logic/bm_turn_actions.erl
deleted file mode 100644
index c3e091a..0000000
--- a/src/battlemap/game-logic/bm_turn_actions.erl
+++ /dev/null
@@ -1,391 +0,0 @@
--module(bm_turn_actions).
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--export
-(
- [
- handle/2
- ]
-).
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-%%%% SWITCHING WEAPON %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec handle_switch_weapon
- (
- bm_character_turn_update:type()
- )
- -> bm_character_turn_update:type().
-handle_switch_weapon (Update) ->
- Data = bm_character_turn_update:get_data(Update),
- Character = bm_character_turn_data:get_character(Data),
- CharacterIX = bm_character_turn_data:get_character_ix(Data),
- CharacterAttributes = bm_character:get_attributes(Character),
- ArmorID = bm_character:get_armor_id(Character),
- {PrimaryWeaponID, SecondaryWeaponID} = bm_character:get_weapon_ids(Character),
-
- UpdatedWeaponIDs = {SecondaryWeaponID, PrimaryWeaponID},
- UpdatedCharacterStatistics =
- sh_statistics:new(CharacterAttributes, UpdatedWeaponIDs, ArmorID),
- UpdatedCharacter =
- bm_character:set_statistics
- (
- UpdatedCharacterStatistics,
- bm_character:set_weapon_ids(UpdatedWeaponIDs, Character)
- ),
-
- TimelineItem = bm_turn_result:new_character_switched_weapons(CharacterIX),
-
- DBQuery =
- sh_db_query:update_indexed
- (
- bm_battle:get_characters_field(),
- CharacterIX,
- [
- sh_db_query:set_field
- (
- bm_character:get_weapons_field(),
- UpdatedWeaponIDs
- ),
- sh_db_query:set_field
- (
- bm_character:get_statistics_field(),
- UpdatedCharacterStatistics
- )
- ]
- ),
-
- UpdatedData = bm_character_turn_data:set_character(UpdatedCharacter, Data),
-
- S0Update = bm_character_turn_update:set_data(UpdatedData, Update),
-
- bm_character_turn_update:add_to_timeline(TimelineItem, DBQuery, S0Update).
-
-%%%% MOVING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec get_path_cost_and_destination
- (
- bm_character_turn_data:type(),
- list(bm_direction:type())
- )
- -> {non_neg_integer(), bm_location:type()}.
-get_path_cost_and_destination (Data, Path) ->
- Character = bm_character_turn_data:get_character(Data),
- CharacterIX = bm_character_turn_data:get_character_ix(Data),
- Battle = bm_character_turn_data:get_battle(Data),
- Battlemap = bm_battle:get_battlemap(Battle),
-
- ForbiddenLocations =
- array:foldl
- (
- fun (IX, Char, Prev) ->
- IsAlive = bm_character:get_is_alive(Char),
- if
- (IX == CharacterIX) -> Prev;
- (not IsAlive) -> Prev;
- true -> [bm_character:get_location(Char)|Prev]
- end
- end,
- [],
- bm_battle:get_characters(Battle)
- ),
-
- {NewLocation, Cost} =
- bm_movement:cross
- (
- Battlemap,
- ForbiddenLocations,
- Path,
- bm_character:get_location(Character)
- ),
-
- {Cost, NewLocation}.
-
--spec assert_character_can_move
- (
- bm_character_turn_data:type(),
- non_neg_integer()
- )
- -> 'ok'.
-assert_character_can_move (Data, Cost) ->
- Character = bm_character_turn_data:get_character(Data),
- CharacterStatistics = bm_character:get_statistics(Character),
- CharacterMovementPoints =
- sh_statistics:get_movement_points(CharacterStatistics),
-
- true = (Cost =< CharacterMovementPoints),
-
- ok.
-
--spec commit_move
- (
- bm_character_turn_update:type(),
- list(bm_direction:type()),
- bm_location:type()
- )
- -> bm_character_turn_update:type().
-commit_move (Update, Path, NewLocation) ->
- Data = bm_character_turn_update:get_data(Update),
- Character = bm_character_turn_data:get_character(Data),
- CharacterIX = bm_character_turn_data:get_character_ix(Data),
-
- UpdatedCharacter = bm_character:set_location(NewLocation, Character),
-
- UpdatedData = bm_character_turn_data:set_character(UpdatedCharacter, Data),
-
- TimelineItem =
- bm_turn_result:new_character_moved(CharacterIX, Path, NewLocation),
-
- DBQuery =
- sh_db_query:update_indexed
- (
- bm_battle:get_characters_field(),
- CharacterIX,
- [
- sh_db_query:set_field
- (
- bm_character:get_location_field(),
- NewLocation
- )
- ]
- ),
-
- S0Update =
- bm_character_turn_update:add_to_timeline
- (
- TimelineItem,
- DBQuery,
- Update
- ),
-
- bm_character_turn_update:set_data(UpdatedData, S0Update).
-
--spec handle_move
- (
- bm_battle_action:type(),
- bm_character_turn_update:type()
- )
- -> bm_character_turn_update:type().
-handle_move (BattleAction, Update) ->
- Data = bm_character_turn_update:get_data(Update),
- Path = bm_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
- (
- bm_character:type(),
- bm_character:type(),
- list(bm_attack:step())
- )
- -> {list(bm_attack:type()), non_neg_integer(), non_neg_integer()}.
-handle_attack_sequence
-(
- Character,
- TargetCharacter,
- AttackSequence
-) ->
- AttackPlannedEffects =
- lists:map
- (
- fun (AttackStep) ->
- bm_attack:get_description_of
- (
- AttackStep,
- Character,
- TargetCharacter
- )
- end,
- AttackSequence
- ),
-
- lists:foldl
- (
- fun
- (
- AttackEffectCandidate,
- {AttackValidEffects, AttackerHealth, DefenderHealth}
- ) ->
- {AttackResult, NewAttackerHealth, NewDefenderHealth} =
- bm_attack:apply_to_healths
- (
- AttackEffectCandidate,
- AttackerHealth,
- DefenderHealth
- ),
- case AttackResult of
- nothing -> {AttackValidEffects, AttackerHealth, DefenderHealth};
- _ ->
- {
- (AttackValidEffects ++ [AttackResult]),
- NewAttackerHealth,
- NewDefenderHealth
- }
- end
- end,
- {
- [],
- bm_character:get_current_health(Character),
- bm_character:get_current_health(TargetCharacter)
- },
- AttackPlannedEffects
- ).
-
--spec get_attack_sequence
- (
- bm_character:type(),
- bm_character:type()
- )
- -> list(bm_attack:step()).
-get_attack_sequence (Character, TargetCharacter) ->
- Range =
- bm_location:dist
- (
- bm_character:get_location(Character),
- bm_character:get_location(TargetCharacter)
- ),
-
- {AttackingWeaponID, _} = bm_character:get_weapon_ids(Character),
- {DefendingWeaponID, _} = bm_character:get_weapon_ids(TargetCharacter),
-
- AttackingWeapon = sh_weapon:from_id(AttackingWeaponID),
- DefendingWeapon = sh_weapon:from_id(DefendingWeaponID),
-
- bm_attack:get_sequence(Range, AttackingWeapon, DefendingWeapon).
-
-
--spec handle_attack
- (
- bm_battle_action:type(),
- bm_character_turn_update:type()
- )
- -> bm_character_turn_update:type().
-handle_attack (BattleAction, Update) ->
- Data = bm_character_turn_update:get_data(Update),
- Battle = bm_character_turn_data:get_battle(Data),
- Character = bm_character_turn_data:get_character(Data),
- CharacterIX = bm_character_turn_data:get_character_ix(Data),
- TargetIX = bm_battle_action:get_target_ix(BattleAction),
- TargetCharacter = bm_battle:get_character(TargetIX, Battle),
-
- true = bm_character:get_is_alive(TargetCharacter),
-
- AttackSequence = get_attack_sequence(Character, TargetCharacter),
-
- {AttackEffects, RemainingAttackerHealth, RemainingDefenderHealth} =
- handle_attack_sequence(Character, TargetCharacter, AttackSequence),
-
- UpdatedCharacter =
- bm_character:set_current_health(RemainingAttackerHealth, Character),
-
- UpdatedBattle =
- bm_battle:set_character
- (
- TargetIX,
- bm_character:set_current_health
- (
- RemainingDefenderHealth,
- TargetCharacter
- ),
- Battle
- ),
-
- S0Data = bm_character_turn_data:set_battle(UpdatedBattle, Data),
- S1Data = bm_character_turn_data:set_character(UpdatedCharacter, S0Data),
-
- TimelineItem =
- bm_turn_result:new_character_attacked
- (
- CharacterIX,
- TargetIX,
- AttackEffects
- ),
-
- DBQuery0 =
- sh_db_query:update_indexed
- (
- bm_battle:get_characters_field(),
- TargetIX,
- [
- sh_db_query:set_field
- (
- bm_character:get_current_health_field(),
- RemainingDefenderHealth
- )
- ]
- ),
-
- DBQuery1 =
- sh_db_query:update_indexed
- (
- bm_battle:get_characters_field(),
- CharacterIX,
- [
- sh_db_query:set_field
- (
- bm_character:get_current_health_field(),
- RemainingAttackerHealth
- )
- ]
- ),
-
- S0Update =
- bm_character_turn_update:add_to_timeline
- (
- TimelineItem,
- DBQuery0,
- Update
- ),
-
- S1Update =
- bm_character_turn_update:add_to_db
- (
- DBQuery1,
- S0Update
- ),
-
- S2Update = bm_character_turn_update:set_data(S1Data, S1Update),
-
- S3Update =
- bm_victory:handle_character_lost_health
- (
- CharacterIX,
- RemainingAttackerHealth,
- S2Update
- ),
-
- S4Update =
- bm_victory:handle_character_lost_health
- (
- TargetIX,
- RemainingDefenderHealth,
- S3Update
- ),
-
- S4Update.
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--spec handle
-(
- bm_battle_action:type(),
- bm_character_turn_update:type()
-)
--> bm_character_turn_update:type().
-handle (BattleAction, Update) ->
- case bm_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/battlemap/game-logic/bm_victory.erl b/src/battlemap/game-logic/bm_victory.erl
deleted file mode 100644
index 327920a..0000000
--- a/src/battlemap/game-logic/bm_victory.erl
+++ /dev/null
@@ -1,194 +0,0 @@
--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_is_defeated(true, 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_is_defeated_field(),
- true
- )
- ]
- ),
- 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.
-
-
--spec actually_handle_character_lost_health
- (
- non_neg_integer(),
- bm_character_turn_update:type()
- )
- -> bm_character_turn_update:type().
-actually_handle_character_lost_health (CharIX, 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,
- 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,
- Characters
- ),
-
- case StillHasAliveChar of
- true -> Update;
- _ -> handle_player_defeat(CharacterPlayerIX, Update)
- end
- end.
-
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-%% 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),
- S1Data = bm_character_turn_data:clean_battle(Data),
- S1Update = bm_character_turn_update:set_data(S1Data, Update),
-
- S2Update = actually_handle_character_lost_health(CharIX, S1Update),
-
- S2Data = bm_character_turn_update:get_data(S2Update),
- S3Data = bm_character_turn_data:refresh_character(S2Data),
- S3Update = bm_character_turn_update:set_data(S3Data, S2Update),
-
- S3Update.