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