-module(btl_turn_actions). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -export ( [ handle/2 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% SWITCHING WEAPON %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec handle_switch_weapon ( btl_character_turn_update:type() ) -> btl_character_turn_update:type(). handle_switch_weapon (Update) -> Data = btl_character_turn_update:get_data(Update), Character = btl_character_turn_data:get_character(Data), CharacterIX = btl_character_turn_data:get_character_ix(Data), CharacterAttributes = btl_character:get_attributes(Character), ArmorID = btl_character:get_armor_id(Character), {PrimaryWeaponID, SecondaryWeaponID} = btl_character:get_weapon_ids(Character), UpdatedWeaponIDs = {SecondaryWeaponID, PrimaryWeaponID}, UpdatedCharacterStatistics = shr_statistics:new(CharacterAttributes, UpdatedWeaponIDs, ArmorID), UpdatedCharacter = btl_character:set_statistics ( UpdatedCharacterStatistics, btl_character:set_weapon_ids(UpdatedWeaponIDs, Character) ), TimelineItem = btl_turn_result:new_character_switched_weapons(CharacterIX), DBQuery = shr_db_query:update_indexed ( btl_battle:get_characters_field(), CharacterIX, [ shr_db_query:set_field ( btl_character:get_weapons_field(), UpdatedWeaponIDs ), shr_db_query:set_field ( btl_character:get_statistics_field(), UpdatedCharacterStatistics ) ] ), UpdatedData = btl_character_turn_data:set_character(UpdatedCharacter, Data), S0Update = btl_character_turn_update:set_data(UpdatedData, Update), btl_character_turn_update:add_to_timeline(TimelineItem, DBQuery, S0Update). %%%% MOVING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec get_path_cost_and_destination ( btl_character_turn_data:type(), list(btl_direction:type()) ) -> {non_neg_integer(), btl_location:type()}. get_path_cost_and_destination (Data, Path) -> Character = btl_character_turn_data:get_character(Data), CharacterIX = btl_character_turn_data:get_character_ix(Data), Battle = btl_character_turn_data:get_battle(Data), Battlemap = btl_battle:get_map(Battle), ForbiddenLocations = array:foldl ( fun (IX, Char, Prev) -> IsAlive = btl_character:get_is_alive(Char), if (IX == CharacterIX) -> Prev; (not IsAlive) -> Prev; true -> [btl_character:get_location(Char)|Prev] end end, [], btl_battle:get_characters(Battle) ), {NewLocation, Cost} = btl_movement:cross ( Battlemap, ForbiddenLocations, Path, btl_character:get_location(Character) ), {Cost, NewLocation}. -spec assert_character_can_move ( btl_character_turn_data:type(), non_neg_integer() ) -> 'ok'. assert_character_can_move (Data, Cost) -> Character = btl_character_turn_data:get_character(Data), CharacterStatistics = btl_character:get_statistics(Character), CharacterMovementPoints = shr_statistics:get_movement_points(CharacterStatistics), true = (Cost =< CharacterMovementPoints), ok. -spec commit_move ( btl_character_turn_update:type(), list(btl_direction:type()), btl_location:type() ) -> btl_character_turn_update:type(). commit_move (Update, Path, NewLocation) -> Data = btl_character_turn_update:get_data(Update), Character = btl_character_turn_data:get_character(Data), CharacterIX = btl_character_turn_data:get_character_ix(Data), UpdatedCharacter = btl_character:set_location(NewLocation, Character), UpdatedData = btl_character_turn_data:set_character(UpdatedCharacter, Data), TimelineItem = btl_turn_result:new_character_moved(CharacterIX, Path, NewLocation), DBQuery = shr_db_query:update_indexed ( btl_battle:get_characters_field(), CharacterIX, [ shr_db_query:set_field ( btl_character:get_location_field(), NewLocation ) ] ), S0Update = btl_character_turn_update:add_to_timeline ( TimelineItem, DBQuery, Update ), btl_character_turn_update:set_data(UpdatedData, S0Update). -spec handle_move ( btl_battle_action:type(), btl_character_turn_update:type() ) -> btl_character_turn_update:type(). handle_move (BattleAction, Update) -> Data = btl_character_turn_update:get_data(Update), Path = btl_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 ( btl_character:type(), btl_character:type(), list(btl_attack:step()) ) -> {list(btl_attack:type()), non_neg_integer(), non_neg_integer()}. handle_attack_sequence ( Character, TargetCharacter, AttackSequence ) -> AttackPlannedEffects = lists:map ( fun (AttackStep) -> btl_attack:get_description_of ( AttackStep, Character, TargetCharacter ) end, AttackSequence ), lists:foldl ( fun ( AttackEffectCandidate, {AttackValidEffects, AttackerHealth, DefenderHealth} ) -> {AttackResult, NewAttackerHealth, NewDefenderHealth} = btl_attack:apply_to_healths ( AttackEffectCandidate, AttackerHealth, DefenderHealth ), case AttackResult of nothing -> {AttackValidEffects, AttackerHealth, DefenderHealth}; _ -> { (AttackValidEffects ++ [AttackResult]), NewAttackerHealth, NewDefenderHealth } end end, { [], btl_character:get_current_health(Character), btl_character:get_current_health(TargetCharacter) }, AttackPlannedEffects ). -spec get_attack_sequence ( btl_character:type(), btl_character:type() ) -> list(btl_attack:step()). get_attack_sequence (Character, TargetCharacter) -> Range = btl_location:dist ( btl_character:get_location(Character), btl_character:get_location(TargetCharacter) ), {AttackingWeaponID, _} = btl_character:get_weapon_ids(Character), {DefendingWeaponID, _} = btl_character:get_weapon_ids(TargetCharacter), AttackingWeapon = shr_weapon:from_id(AttackingWeaponID), DefendingWeapon = shr_weapon:from_id(DefendingWeaponID), btl_attack:get_sequence(Range, AttackingWeapon, DefendingWeapon). -spec handle_attack ( btl_battle_action:type(), btl_character_turn_update:type() ) -> btl_character_turn_update:type(). handle_attack (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), TargetIX = btl_battle_action:get_target_ix(BattleAction), TargetCharacter = btl_battle:get_character(TargetIX, Battle), true = btl_character:get_is_alive(TargetCharacter), AttackSequence = get_attack_sequence(Character, TargetCharacter), {AttackEffects, RemainingAttackerHealth, RemainingDefenderHealth} = handle_attack_sequence(Character, TargetCharacter, AttackSequence), UpdatedCharacter = btl_character:set_current_health(RemainingAttackerHealth, Character), UpdatedBattle = btl_battle:set_character ( TargetIX, btl_character:set_current_health ( RemainingDefenderHealth, TargetCharacter ), Battle ), S0Data = btl_character_turn_data:set_battle(UpdatedBattle, Data), S1Data = btl_character_turn_data:set_character(UpdatedCharacter, S0Data), TimelineItem = btl_turn_result:new_character_attacked ( CharacterIX, TargetIX, AttackEffects ), DBQuery0 = shr_db_query:update_indexed ( btl_battle:get_characters_field(), TargetIX, [ shr_db_query:set_field ( btl_character:get_current_health_field(), RemainingDefenderHealth ) ] ), DBQuery1 = shr_db_query:update_indexed ( btl_battle:get_characters_field(), CharacterIX, [ shr_db_query:set_field ( btl_character:get_current_health_field(), RemainingAttackerHealth ) ] ), S0Update = btl_character_turn_update:add_to_timeline ( TimelineItem, DBQuery0, Update ), S1Update = btl_character_turn_update:add_to_db ( DBQuery1, S0Update ), S2Update = btl_character_turn_update:set_data(S1Data, S1Update), S3Update = btl_victory:handle_character_lost_health ( CharacterIX, RemainingAttackerHealth, S2Update ), S4Update = btl_victory:handle_character_lost_health ( TargetIX, RemainingDefenderHealth, S3Update ), S4Update. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec handle ( btl_battle_action:type(), btl_character_turn_update:type() ) -> btl_character_turn_update:type(). handle (BattleAction, Update) -> case btl_battle_action:get_category(BattleAction) of move -> handle_move(BattleAction, Update); switch_weapon -> handle_switch_weapon(Update); attack -> handle_attack(BattleAction, Update) end.