-module(btl_turn_progression). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -export ( [ handle/1 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec prepare_player_turn_for_next_player ( btl_battle:type() ) -> {non_neg_integer(), btl_battle:type(), ataxic:basic()}. prepare_player_turn_for_next_player (Battle) -> Players = btl_battle:get_players(Battle), CurrentPlayerTurn = btl_battle:get_current_player_turn(Battle), {UpdatedPlayerTurn, PlayerTurnAtaxiaUpdate} = btl_player_turn:ataxia_next(Players, CurrentPlayerTurn), {UpdatedBattle, BattleAtaxiaUpdate} = btl_battle:ataxia_set_current_player_turn ( UpdatedPlayerTurn, PlayerTurnAtaxiaUpdate, Battle ), { btl_player_turn:get_player_ix(UpdatedPlayerTurn), UpdatedBattle, BattleAtaxiaUpdate }. -spec reset_next_player_timeline ( non_neg_integer(), btl_battle:type() ) -> {btl_battle:type(), ataxic:basic()}. reset_next_player_timeline (NextPlayerIX, Battle) -> NextPlayer = btl_battle:get_player(NextPlayerIX, Battle), {UpdatedNextPlayer, PlayerAtaxiaUpdate} = btl_player:ataxia_reset_timeline(NextPlayer), {UpdatedBattle, BattleAtaxiaUpdate} = btl_battle:ataxia_set_player ( NextPlayerIX, UpdatedNextPlayer, PlayerAtaxiaUpdate, Battle ), {UpdatedBattle, BattleAtaxiaUpdate}. -spec activate_next_players_characters ( non_neg_integer(), btl_battle:type() ) -> {btl_battle:type(), ataxic:basic()}. activate_next_players_characters (NextPlayerIX, Battle) -> 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, CurrentBattle ), {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 (S0Update) -> Battle = btl_character_turn_update:get_battle(S0Update), {NextPlayerIX, S0Battle, BattleAtaxiaUpdate0} = prepare_player_turn_for_next_player(Battle), {S1Battle, BattleAtaxiaUpdate1} = reset_next_player_timeline(NextPlayerIX, S0Battle), {S2Battle, BattleAtaxiaUpdate2} = activate_next_players_characters(NextPlayerIX, S1Battle), S1Update = btl_character_turn_update:ataxia_set_battle ( S2Battle, ataxic:sequence ( [ BattleAtaxiaUpdate0, BattleAtaxiaUpdate1, BattleAtaxiaUpdate2 ] ), S0Update ), S2Update = btl_character_turn_update:add_to_timeline ( btl_turn_result:new_player_turn_started(NextPlayerIX), S1Update ), S2Update. -spec has_active_characters_remaining ( btl_character_turn_update:type() ) -> boolean(). has_active_characters_remaining (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) ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% 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); true -> Update end.