-module(btl_turn_progression). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -export ( [ handle/1 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec set_player_turn_to_next (btl_battle:type()) -> {btl_battle:type(), ataxic:basic()}. set_player_turn_to_next (Battle) -> Players = btl_battle:get_players(Battle), CurrentPlayerTurn = btl_battle:get_current_player_turn(Battle), NextPlayerTurn = btl_player_turn:next(Players, CurrentPlayerTurn), UpdatedBattle = btl_battle:set_current_player_turn(NextPlayerTurn, Battle), DBQuery = ataxic:update_field ( btl_battle:get_current_player_turn_field(), ataxic:constant(NextPlayerTurn) ), {UpdatedBattle, DBQuery}. -spec reset_next_player_timeline (btl_battle:type()) -> {btl_battle:type(), btl_player:type(), ataxic:basic()}. reset_next_player_timeline (Battle) -> NextPlayerTurn = btl_battle:get_current_player_turn(Battle), NextPlayerIX = btl_player_turn:get_player_ix(NextPlayerTurn), NextPlayer = btl_battle:get_player(NextPlayerIX, Battle), UpdatedNextPlayer = btl_player:reset_timeline(NextPlayer), UpdatedBattle = btl_battle:set_player(NextPlayerIX, UpdatedNextPlayer, Battle), DBQuery = ataxic:update_field ( btl_battle:get_players_field(), ataxic_sugar:update_orddict_element ( NextPlayerIX, ataxic:update_field ( btl_player:get_timeline_field(), ataxic:constant([]) ) ) ), {UpdatedBattle, UpdatedNextPlayer, DBQuery}. -spec activate_next_players_characters ( btl_battle:type(), btl_player:type() ) -> {btl_battle:type(), ataxic:basic()}. activate_next_players_characters (Battle, NextPlayer) -> NextPlayerIX = btl_player:get_index(NextPlayer), AllCharacters = btl_battle:get_characters(Battle), {ResultingBattle, BattleAtaxicUpdates} = orddict:fold ( fun (IX, Character, {CurrentBattle, CurrentBattleUpdates}) -> case (btl_character:get_player_index(Character) == NextPlayerIX) of true -> {UpdatedCharacter, CharacterAtaxicUpdate} = btl_character:ataxia_set_is_active(true, Character), {UpdatedBattle, BattleAtaxicUpdate} = btl_battle:ataxia_set_character ( IX, UpdatedCharacter, CharacterAtaxicUpdate ), {UpdatedBattle, [BattleAtaxicUpdate|CurrentBattleUpdates]}; false -> {CurrentBattle, CurrentBattleUpdates} end end, {Battle, []}, AllCharacters ), {ResultingBattle, ataxic:optimize(ataxic:sequence(BattleAtaxicUpdates))}. -spec activate_next_player ( btl_character_turn_update:type() ) -> btl_character_turn_update:type(). activate_next_player (Update) -> Data = btl_character_turn_update:get_data(Update), Battle = btl_character_turn_data:get_battle(Data), {S0Battle, DBQuery0} = prepare_player_turn_for_next_player(Battle), {S1Battle, NextPlayer, DBQuery1} = reset_next_player_timeline(S0Battle), {S2Battle, DBQuery2} = activate_next_players_characters(S1Battle, NextPlayer), S0Data = btl_character_turn_data:set_battle(S2Battle, Data), S0Update = btl_character_turn_update:add_to_timeline ( btl_turn_result:new_player_turn_started ( btl_player:get_index(NextPlayer) ), DBQuery0, Update ), S1Update = btl_character_turn_update:set_data(S0Data, S0Update), S2Update = lists:foldl ( fun btl_character_turn_update:add_to_db/2, S1Update, [DBQuery1,DBQuery2] ), S2Update. -spec has_active_characters_remaining ( btl_character_turn_update:type() ) -> boolean(). has_active_characters_remaining (Update) -> Data = btl_character_turn_update:get_data(Update), Battle = btl_character_turn_data:get_battle(Data), Characters = btl_battle:get_characters(Battle), lists:any ( fun ({_IX, Char}) -> btl_character:get_is_active(Char) end, orddict:to_list(Characters) ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec handle ( btl_character_turn_update:type() ) -> btl_character_turn_update:type(). handle (Update) -> case has_active_characters_remaining(Update) of false -> activate_next_player(Update); _ -> Update end.