-module(btl_character). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -type id() :: non_neg_integer(). -type rank() :: ('optional' | 'target' | 'commander'). -record ( character, { id :: id(), player_ix :: non_neg_integer(), name :: binary(), rank :: rank(), icon :: binary(), portrait :: binary(), attributes :: shr_attributes:type(), statistics :: shr_statistics:type(), weapon_ids :: {shr_weapon:id(), shr_weapon:id()}, armor_id :: shr_armor:id(), location :: {non_neg_integer(), non_neg_integer()}, current_health :: integer(), %% Negative integers let us reverse attacks. is_active :: boolean(), is_defeated :: boolean() } ). -opaque type() :: #character{}. -export_type([type/0, rank/0, id/0]). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Accessors -export ( [ get_id/1, get_player_index/1, get_name/1, get_rank/1, get_icon/1, get_portrait/1, get_attributes/1, get_statistics/1, get_weapon_ids/1, get_armor_id/1, get_location/1, get_current_health/1, get_is_alive/1, get_is_active/1, get_is_defeated/1, set_rank/2, set_weapon_ids/2, set_armor_id/2, set_statistics/2, set_location/2, set_current_health/2, set_is_active/2, set_is_defeated/2, get_rank_field/0, get_statistics_field/0, get_weapons_field/0, get_location_field/0, get_current_health_field/0, get_is_active_field/0, get_is_defeated_field/0 ] ). -export ( [ random/5 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec find_random_location ( non_neg_integer(), non_neg_integer(), list({non_neg_integer(), non_neg_integer()}) ) -> {non_neg_integer(), non_neg_integer()}. find_random_location (MapWidth, MapHeight, ForbiddenLocations) -> X = shr_roll:between(0, (MapWidth - 1)), Y = shr_roll:between(0, (MapHeight - 1)), IsForbidden = lists:member({X, Y}, ForbiddenLocations), case IsForbidden of true -> find_random_location ( MapWidth, MapHeight, ForbiddenLocations ); _ -> {X, Y} end. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Accessors -spec get_id (type()) -> id(). get_id (Char) -> Char#character.id. -spec get_player_index (type()) -> non_neg_integer(). get_player_index (Char) -> Char#character.player_ix. -spec get_name (type()) -> binary(). get_name (Char) -> Char#character.name. -spec get_rank (type()) -> rank(). get_rank (Char) -> Char#character.rank. -spec get_icon (type()) -> binary(). get_icon (Char) -> Char#character.icon. -spec get_portrait (type()) -> binary(). get_portrait (Char) -> Char#character.portrait. -spec get_attributes (type()) -> shr_attributes:type(). get_attributes (Char) -> Char#character.attributes. -spec get_armor_id (type()) -> shr_armor:id(). get_armor_id (Char) -> Char#character.armor_id. -spec get_weapon_ids (type()) -> {shr_weapon:id(), shr_weapon:id()}. get_weapon_ids (Char) -> Char#character.weapon_ids. -spec get_statistics (type()) -> shr_statistics:type(). get_statistics (Char) -> Char#character.statistics. -spec get_location (type()) -> {non_neg_integer(), non_neg_integer()}. get_location (Char) -> Char#character.location. -spec get_current_health (type()) -> integer(). get_current_health (Char) -> Char#character.current_health. -spec get_is_alive (type()) -> boolean(). get_is_alive (Char) -> ( (not Char#character.is_defeated) and (Char#character.current_health > 0) ). -spec get_is_active (type()) -> boolean(). get_is_active (Char) -> ( (not Char#character.is_defeated) and Char#character.is_active and get_is_alive(Char) ). -spec get_is_defeated (type()) -> boolean(). get_is_defeated (Char) -> Char#character.is_defeated. -spec set_rank (rank(), type()) -> type(). set_rank (Rank, Char) -> Char#character { rank = Rank }. -spec set_location ( {non_neg_integer(), non_neg_integer()}, type() ) -> type(). set_location (Location, Char) -> Char#character { location = Location }. -spec set_current_health (integer(), type()) -> type(). set_current_health (Health, Char) -> Char#character { current_health = Health }. -spec set_is_active (boolean(), type()) -> type(). set_is_active (Active, Char) -> Char#character { is_active = Active }. -spec set_is_defeated (boolean(), type()) -> type(). set_is_defeated (Defeated, Char) -> Char#character { is_defeated = Defeated }. -spec set_armor_id (shr_armor:id(), type()) -> type(). set_armor_id (ArmorID, Char) -> Char#character { armor_id = ArmorID }. -spec set_weapon_ids ({shr_weapon:id(), shr_weapon:id()}, type()) -> type(). set_weapon_ids (WeaponIDs, Char) -> Char#character { weapon_ids = WeaponIDs }. -spec set_statistics ( shr_statistics:type(), type() ) -> type(). set_statistics (Stats, Char) -> Char#character { statistics = Stats }. %%%% Utils -spec random ( non_neg_integer(), non_neg_integer(), non_neg_integer(), non_neg_integer(), list({non_neg_integer(), non_neg_integer()}) ) -> type(). random (ID, PlayerIX, MapWidth, MapHeight, ForbiddenLocations) -> Location = find_random_location(MapWidth, MapHeight, ForbiddenLocations), WeaponIDs = {shr_weapon:random_id(), shr_weapon:random_id()}, ArmorID = shr_armor:random_id(), Attributes = shr_attributes:random(), Statistics = shr_statistics:new(Attributes, WeaponIDs, ArmorID), IDAsListString = integer_to_list(ID), IDAsBinaryString = list_to_binary(IDAsListString), #character { id = ID, player_ix = PlayerIX, name = list_to_binary("Char" ++ IDAsListString), rank = if ((ID rem 8) == 0) -> commander; ((ID rem 3) == 0) -> target; true -> optional end, icon = IDAsBinaryString, portrait = IDAsBinaryString, attributes = Attributes, weapon_ids = WeaponIDs, armor_id = ArmorID, statistics = Statistics, location = Location, current_health = shr_statistics:get_health(Statistics), is_active = false, is_defeated = false }. -spec get_rank_field() -> non_neg_integer(). get_rank_field () -> #character.rank. -spec get_statistics_field() -> non_neg_integer(). get_statistics_field () -> #character.statistics. -spec get_weapons_field() -> non_neg_integer(). get_weapons_field () -> #character.weapon_ids. -spec get_location_field() -> non_neg_integer(). get_location_field () -> #character.location. -spec get_current_health_field() -> non_neg_integer(). get_current_health_field () -> #character.current_health. -spec get_is_active_field() -> non_neg_integer(). get_is_active_field () -> #character.is_active. -spec get_is_defeated_field() -> non_neg_integer(). get_is_defeated_field () -> #character.is_defeated.