-module(sh_armor). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -opaque id() :: non_neg_integer(). -type category() :: 'kinetic' | 'leather' | 'chain' | 'plate'. -record ( armor, { id :: id(), name :: binary(), category :: category(), coef :: float() } ). -opaque type() :: #armor{}. -export_type([type/0, id/0]). -export_type ([category/0]). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Accessors -export ( [ get_id/1, get_name/1, get_coefficient/1, get_category/1 ] ). -export ( [ random_id/0, from_id/1, apply_to_attributes/2, get_resistance_to/2 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Accessors -spec get_id (type()) -> id(). get_id (Ar) -> Ar#armor.id. -spec get_name (type()) -> binary(). get_name (Ar) -> Ar#armor.name. -spec get_coefficient (type()) -> float(). get_coefficient (Ar) -> Ar#armor.coef. -spec get_category (type()) -> category(). get_category (Ar) -> Ar#armor.category. -spec from_id (id()) -> type(). from_id (0) -> #armor{ id = 0, name = <<"None">>, category = leather, coef = 0.0 }; from_id (1) -> #armor{ id = 1, name = <<"Last Meal's Pelts">>, category = leather, coef = 0.5 }; from_id (2) -> #armor{ id = 2, name = <<"Bits of Wall">>, category = plate, coef = 0.5 }; from_id (3) -> #armor{ id = 3, name = <<"Garden Fence">>, category = chain, coef = 0.5 }; from_id (4) -> #armor{ id = 4, name = <<"Morrigan's Pity">>, category = kinetic, coef = 0.5 }. -spec random_id () -> id(). random_id () -> sh_roll:between(0, 4). -spec apply_to_attributes ( type(), sh_attributes:type() ) -> sh_attributes:type(). apply_to_attributes (Ar, Att) -> Dexterity = sh_attributes:get_dexterity(Att), Speed = sh_attributes:get_speed(Att), Strength = sh_attributes:get_strength(Att), Mind = sh_attributes:get_mind(Att), Impact = erlang:ceil(20.0 * Ar#armor.coef), Category = Ar#armor.category, case Category of kinetic -> sh_attributes:set_unsafe_mind((Mind - Impact), Att); leather -> sh_attributes:set_unsafe_dexterity((Dexterity - Impact), Att); chain -> sh_attributes:set_unsafe_dexterity ( (Dexterity - Impact), sh_attributes:set_unsafe_speed((Speed - Impact), Att) ); plate -> sh_attributes:set_unsafe_dexterity ( (Dexterity - Impact), sh_attributes:set_unsafe_speed ( (Speed - Impact), sh_attributes:set_unsafe_strength((Strength - Impact), Att) ) ) end. -spec get_resistance_to (sh_weapon:damage_type(), type()) -> non_neg_integer(). get_resistance_to (DamageType, Armor) -> ArmorCategory = Armor#armor.category, BaseResistance = case {DamageType, ArmorCategory} of {slash, kinetic} -> 0.0; {slash, leather} -> 5.0; {slash, chain} -> 10.0; {slash, plate} -> 10.0; {blunt, kinetic} -> 10.0; {blunt, leather} -> 5.0; {blunt, chain} -> 5.0; {blunt, plate} -> 5.0; {pierce, kinetic} -> 5.0; {pierce, leather} -> 5.0; {pierce, chain} -> 5.0; {pierce, plate} -> 10.0 end, ArmorCoefficient = Armor#armor.coef, ActualResistance = (ArmorCoefficient * BaseResistance), erlang:ceil(ActualResistance).