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|
-module(btl_action_use_skill).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-include("tacticians/conditions.hrl").
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-export
(
[
handle/2
]
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-spec pay_for_cast
(
non_neg_integer(),
btl_character_turn_update:type()
)
-> {btl_character_turn_update:type(), shr_skill:type()}.
pay_for_cast (ActorIX, S0Update) ->
S0Battle = btl_character_turn_update:get_battle(S0Update),
S0Actor = btl_battle:get_character(ActorIX, S0Battle),
BaseActor = btl_character:get_base_character(S0Actor),
Equipment = shr_character:get_equipment(BaseActor),
Skill = shr_equipment:get_skill(Equipment),
SkillCost = shr_skill:get_cost(Skill),
S0SkillPoints = btl_character:get_skill_points(S0Actor),
S1SkillPoints = (S0SkillPoints - SkillCost),
{S1Actor, ActorAtaxiaUpdate} =
case (S1SkillPoints < 0) of
true -> error({skill, points, S0SkillPoints, Skill});
false ->
btl_character:ataxia_set_skill_points(S1SkillPoints, S0Actor)
end,
{S1Battle, BattleAtaxiaUpdate} =
btl_battle:ataxia_set_character
(
ActorIX,
S1Actor,
ActorAtaxiaUpdate,
S0Battle
),
S1Update =
btl_character_turn_update:ataxia_set_battle
(
S1Battle,
BattleAtaxiaUpdate,
S0Update
),
{S1Update, Skill}.
-spec cast_skill
(
btl_action:type(),
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
cast_skill (Action, S0Update) ->
ActorIX = btl_action:get_actor_index(Action),
{S1Update, Skill} = pay_for_cast(ActorIX, S0Update),
S2Update =
erlang:apply
(
shr_skill:get_module(Skill),
cast,
[Skill, Action, S1Update]
),
{none, S3Update} =
btl_conditions:apply_to_character
(
ActorIX,
?CONDITION_TRIGGER_HAS_USED_THEIR_SKILL,
Action,
none,
S2Update
),
{none, S3Update} =
btl_conditions:apply_to_battle
(
?CONDITION_TRIGGER_A_CHARACTER_HAS_USED_THEIR_SKILL,
Action,
none,
S2Update
),
S3Update.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-spec handle
(
btl_action:type(),
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
handle (S0Action, S0Update) ->
ActorIX = btl_action:get_actor_index(S0Action),
S0PerformAction = true,
{{S1Action, S1PerformAction}, S1Update} =
btl_conditions:apply_to_character
(
ActorIX,
?CONDITION_TRIGGER_ABOUT_TO_USE_THEIR_SKILL,
none,
{S0Action, S0PerformAction},
S0Update
),
{{S2Action, S2PerformAction}, S2Update} =
btl_conditions:apply_to_battle
(
?CONDITION_TRIGGER_A_CHARACTER_IS_ABOUT_TO_USE_THEIR_SKILL,
none,
{S1Action, S1PerformAction},
S1Update
),
case S2PerformAction of
true -> cast_skill(S2Action, S2Update);
false -> S2Update
end.
|