-module(bm_next_turn). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -export ( [ update_if_needed/1 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec set_player_turn_to_next (bm_battle:type()) -> {bm_battle:type(), sh_db_query:op()}. set_player_turn_to_next (Battle) -> Players = bm_battle:get_players(Battle), CurrentPlayerTurn = bm_battle:get_current_player_turn(Battle), NextPlayerTurn = bm_player_turn:next(Players, CurrentPlayerTurn), UpdatedBattle = bm_battle:set_current_player_turn(NextPlayerTurn, Battle), DBQuery = sh_db_query:set_field ( bm_battle:get_current_player_turn_field(), NextPlayerTurn ), {UpdatedBattle, DBQuery}. -spec reset_next_player_timeline (bm_battle:type()) -> {bm_battle:type(), bm_player:type(), sh_db_query:op()}. reset_next_player_timeline (Battle) -> NextPlayerTurn = bm_battle:get_current_player_turn(Battle), NextPlayerIX = bm_player_turn:get_player_ix(NextPlayerTurn), NextPlayer = bm_battle:get_player(NextPlayerIX, Battle), UpdatedNextPlayer = bm_player:reset_timeline(NextPlayer), UpdatedBattle = bm_battle:set_player(NextPlayerIX, UpdatedNextPlayer, Battle), DBQuery = sh_db_query:update_indexed ( bm_battle:get_players_field(), NextPlayerIX, [ sh_db_query:set_field(bm_player:get_timeline_field(), []) ] ), {UpdatedBattle, UpdatedNextPlayer, DBQuery}. -spec activate_next_players_characters (bm_battle:type(), bm_player:type()) -> {bm_battle:type(), list(sh_db_query:op())}. activate_next_players_characters (Battle, NextPlayer) -> NextPlayerIX = bm_player:get_index(NextPlayer), Characters = bm_battle:get_characters(Battle), {UpdatedCharacters, ModifiedIXs} = sh_array_util:mapiff ( fun (Character) -> (bm_character:get_player_index(Character) == NextPlayerIX) end, fun (Character) -> bm_character:set_is_active(true, Character) end, Characters ), DBQueries = lists:map ( fun (IX) -> sh_db_query:update_indexed ( bm_battle:get_characters_field(), IX, [ sh_db_query:set_field ( bm_character:get_is_active_field(), true ) ] ) end, ModifiedIXs ), UpdatedBattle = bm_battle:set_characters(UpdatedCharacters, Battle), {UpdatedBattle, DBQueries}. -spec update ( bm_character_turn_update:type() ) -> bm_character_turn_update:type(). update (Update) -> Data = bm_character_turn_update:get_data(Update), Battle = bm_character_turn_data:get_battle(Data), {S0Battle, DBQuery0} = set_player_turn_to_next(Battle), {S1Battle, NextPlayer, DBQuery1} = reset_next_player_timeline(S0Battle), {S2Battle, DBQueries} = activate_next_players_characters(S1Battle, NextPlayer), S0Data = bm_character_turn_data:set_battle(S2Battle, Data), S0Update = bm_character_turn_update:add_to_timeline ( bm_turn_result:new_player_turn_started ( bm_player:get_index(NextPlayer) ), DBQuery0, Update ), S1Update = bm_character_turn_update:set_data(S0Data, S0Update), S2Update = lists:foldl ( fun bm_character_turn_update:add_to_db/2, S1Update, [DBQuery1|DBQueries] ), S2Update. -spec requires_update (bm_character_turn_update:type()) -> boolean(). requires_update (Update) -> Data = bm_character_turn_update:get_data(Update), Battle = bm_character_turn_data:get_battle(Data), Characters = bm_battle:get_characters(Battle), sh_array_util:none(fun bm_character:get_is_active/1, Characters). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec update_if_needed ( bm_character_turn_update:type() ) -> bm_character_turn_update:type(). update_if_needed (Update) -> case requires_update(Update) of true -> update(Update); _ -> Update end.