-module(btl_turn_actions_attack). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -export ( [ handle/2 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec handle_attack_sequence ( btl_character_current_data:type(), non_neg_integer(), btl_character_current_data:type(), non_neg_integer(), list(btl_attack:step()) ) -> {list(btl_attack:type()), non_neg_integer(), non_neg_integer()}. handle_attack_sequence ( CharacterCurrentData, CharacterCurrentHealth, TargetCurrentData, TargetCurrentHealth, AttackSequence ) -> AttackPlannedEffects = lists:map ( fun (AttackStep) -> btl_attack:get_description_of ( AttackStep, CharacterCurrentData, TargetCurrentData ) 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, { [], CharacterCurrentHealth, TargetCurrentHealth }, 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). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec handle ( btl_battle_action:type(), btl_character_turn_update:type() ) -> btl_character_turn_update:type(). handle (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), CharacterCurrentData = btl_character_turn_data:get_character_current_data(Data), Map = btl_battle:get_map(Battle), TargetIX = btl_battle_action:get_target_ix(BattleAction), TargetCharacter = btl_battle:get_character(TargetIX, Battle), TargetCurrentData = btl_character_current_data:new(TargetCharacter, Map), true = btl_character:get_is_alive(TargetCharacter), AttackSequence = get_attack_sequence(Character, TargetCharacter), {AttackEffects, RemainingAttackerHealth, RemainingDefenderHealth} = handle_attack_sequence ( CharacterCurrentData, btl_character:get_current_health(Character), TargetCurrentData, btl_character:get_current_health(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 = ataxic:update_field ( btl_battle:get_characters_field(), ataxic_sugar:update_orddict_element ( TargetIX, ataxic:update_field ( btl_character:get_current_health_field(), ataxic:constant(RemainingDefenderHealth) ) ) ), DBQuery1 = ataxic:update_field ( btl_battle:get_characters_field(), ataxic_sugar:update_orddict_element ( CharacterIX, ataxic:update_field ( btl_character:get_current_health_field(), ataxic:constant(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.