-module(shr_attributes). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -record ( attributes, { constitution :: non_neg_integer(), dexterity :: non_neg_integer(), intelligence :: non_neg_integer(), mind :: non_neg_integer(), speed :: non_neg_integer(), strength :: non_neg_integer() } ). -opaque type() :: #attributes{}. -export_type([type/0]). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Accessors -export ( [ get_constitution/1, get_dexterity/1, get_intelligence/1, get_mind/1, get_speed/1, get_strength/1, set_constitution/2, set_dexterity/2, set_intelligence/2, set_mind/2, set_speed/2, set_strength/2, set_unsafe_constitution/2, set_unsafe_dexterity/2, set_unsafe_intelligence/2, set_unsafe_mind/2, set_unsafe_speed/2, set_unsafe_strength/2 ] ). %%%% Accessors -export ( [ random/0 ] ). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -spec make_safe (integer()) -> non_neg_integer(). make_safe (Val) -> max(0, min(100, Val)). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Accessors -spec get_constitution (type()) -> non_neg_integer(). get_constitution (Att) -> Att#attributes.constitution. -spec get_dexterity (type()) -> non_neg_integer(). get_dexterity (Att) -> Att#attributes.dexterity. -spec get_intelligence (type()) -> non_neg_integer(). get_intelligence (Att) -> Att#attributes.intelligence. -spec get_mind (type()) -> non_neg_integer(). get_mind (Att) -> Att#attributes.mind. -spec get_speed (type()) -> non_neg_integer(). get_speed (Att) -> Att#attributes.speed. -spec get_strength (type()) -> non_neg_integer(). get_strength (Att) -> Att#attributes.strength. -spec set_constitution (non_neg_integer(), type()) -> type(). set_constitution (Val, Att) -> Att#attributes{ constitution = Val }. -spec set_dexterity (non_neg_integer(), type()) -> type(). set_dexterity (Val, Att) -> Att#attributes{ dexterity = Val }. -spec set_intelligence (non_neg_integer(), type()) -> type(). set_intelligence (Val, Att) -> Att#attributes{ intelligence = Val }. -spec set_mind (non_neg_integer(), type()) -> type(). set_mind (Val, Att) -> Att#attributes{ mind = Val }. -spec set_speed (non_neg_integer(), type()) -> type(). set_speed (Val, Att) -> Att#attributes{ speed = Val }. -spec set_strength (non_neg_integer(), type()) -> type(). set_strength (Val, Att) -> Att#attributes{ strength = Val }. -spec set_unsafe_constitution (integer(), type()) -> type(). set_unsafe_constitution (Val, Att) -> set_constitution(make_safe(Val), Att). -spec set_unsafe_dexterity (integer(), type()) -> type(). set_unsafe_dexterity (Val, Att) -> set_dexterity(make_safe(Val), Att). -spec set_unsafe_intelligence (integer(), type()) -> type(). set_unsafe_intelligence (Val, Att) -> set_intelligence(make_safe(Val), Att). -spec set_unsafe_mind (integer(), type()) -> type(). set_unsafe_mind (Val, Att) -> set_mind(make_safe(Val), Att). -spec set_unsafe_speed (integer(), type()) -> type(). set_unsafe_speed (Val, Att) -> set_speed(make_safe(Val), Att). -spec set_unsafe_strength (integer(), type()) -> type(). set_unsafe_strength (Val, Att) -> set_strength(make_safe(Val), Att). -spec random () -> type(). random () -> #attributes { constitution = shr_roll:percentage(), dexterity = shr_roll:percentage(), intelligence = shr_roll:percentage(), mind = shr_roll:percentage(), speed = shr_roll:percentage(), strength = shr_roll:percentage() }.