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|
-module(btl_turn_actions_management).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-export
(
[
handle/2
]
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-spec deactivate_character
(
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
deactivate_character (Update) ->
{S0Update, Character} = btl_character_turn_update:get_character(Update),
{UpdatedCharacter, CharacterAtaxiaUpdate} =
btl_character:ataxia_set_is_active(false, Character),
S1Update =
btl_character_turn_update:ataxia_set_character
(
UpdatedCharacter,
CharacterAtaxiaUpdate,
S0Update
),
S1Update.
-spec handle_action
(
btl_action:type(),
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
handle_action (BattleAction, Update) ->
case btl_action:get_category(BattleAction) of
move -> btl_turn_actions_move:handle(BattleAction, Update);
switch_weapon -> btl_turn_actions_switch_weapon:handle(Update);
attack -> btl_turn_actions_attack:handle(BattleAction, Update)
end.
-spec update_timeline
(
btl_character_turn_update:type()
)
-> btl_character_turn_update:type().
update_timeline (Update) ->
NewTimelineElements = btl_character_turn_update:get_timeline(Update),
{S0Update, Battle} = btl_character_turn_update:get_battle(Update),
PlayerTurn = btl_battle:get_current_player_turn(Battle),
PlayerIX = btl_player_turn:get_player_ix(PlayerTurn),
Player = btl_battle:get_player(PlayerIX, Battle),
{UpdatedPlayer, PlayerAtaxiaUpdate} =
btl_player:ataxia_add_to_timeline(NewTimelineElements, Player),
{UpdatedBattle, BattleAtaxiaUpdate} =
btl_battle:ataxia_set_player
(
PlayerIX,
UpdatedPlayer,
PlayerAtaxiaUpdate,
Battle
),
S1Update =
btl_character_turn_update:ataxia_set_battle
(
UpdatedBattle,
false,
BattleAtaxiaUpdate,
S0Update
),
S1Update.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-spec handle
(
btl_character_turn_update:type(),
btl_character_turn_request:type()
)
-> btl_character_turn_update:type().
handle (Update, Request) ->
Actions = btl_character_turn_request:get_actions(Request),
S0Update = lists:foldl(fun handle_action/2, Update, Actions),
S1Update = deactivate_character(S0Update),
S2Update = update_timeline(S1Update),
S3Update = btl_turn_progression:handle(S2Update),
S3Update.
|