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|
-module(battle).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-opaque id() :: binary().
-record
(
battle,
{
id :: id(),
battlemap :: battlemap:struct(),
character_instances :: array:array(character_instance:struct()),
player_ids :: array:array(player:id()),
current_player_turn :: player_turn:struct(),
last_turns_effects :: list(any())
}
).
-opaque struct() :: #battle{}.
-export_type([struct/0, id/0]).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%% Accessors
-export
(
[
get_id/1,
get_battlemap/1,
get_character_instances/1,
get_character_instance/2,
get_player_ids/1,
get_player_id/2,
get_current_player_turn/1,
get_last_turns_effects/1,
set_battlemap/2,
set_character_instances/2,
set_character_instance/3,
set_player_ids/2,
set_current_player_turn/2,
set_last_turns_effects/2
]
).
-export
(
[
random/4
]
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%% Accessors
-spec get_id (struct()) -> id().
get_id (Battle) -> Battle#battle.id.
-spec get_battlemap (struct()) -> battlemap:struct().
get_battlemap (Battle) ->
Battle#battle.battlemap.
-spec get_character_instances (struct()) ->
array:array(character_instance:struct()).
get_character_instances (Battle) ->
Battle#battle.character_instances.
-spec get_character_instance (non_neg_integer(), struct()) ->
character_instance:struct().
get_character_instance (IX, Battle) ->
array:get(IX, Battle#battle.character_instances).
-spec get_player_ids (struct()) -> array:array(player:id()).
get_player_ids (Battle) ->
Battle#battle.player_ids.
-spec get_player_id (non_neg_integer(), struct()) -> player:id().
get_player_id (IX, Battle) ->
array:get(IX, Battle#battle.player_ids).
-spec get_current_player_turn (struct()) -> player_turn:struct().
get_current_player_turn (Battle) ->
Battle#battle.current_player_turn.
-spec get_last_turns_effects (struct()) -> list(any()).
get_last_turns_effects (Battle) ->
Battle#battle.last_turns_effects.
-spec set_battlemap (battlemap:struct(), struct()) -> struct().
set_battlemap (Battlemap, Battle) ->
Battle#battle
{
battlemap = Battlemap
}.
-spec set_character_instances
(
array:array(character_instance:struct()),
struct()
)
-> struct().
set_character_instances (CharacterInstances, Battle) ->
Battle#battle
{
character_instances = CharacterInstances
}.
-spec set_character_instance
(
non_neg_integer(),
character_instance:struct(),
struct()
)
-> struct().
set_character_instance (IX, CharacterInstance, Battle) ->
Battle#battle
{
character_instances =
array:set
(
IX,
CharacterInstance,
Battle#battle.character_instances
)
}.
-spec set_player_ids
(
array:array(player:id()),
struct()
)
-> struct().
set_player_ids (Players, Battle) ->
Battle#battle
{
player_ids = Players
}.
-spec set_current_player_turn
(
player_turn:struct(),
struct()
)
-> struct().
set_current_player_turn (PlayerTurn, Battle) ->
Battle#battle
{
current_player_turn = PlayerTurn
}.
-spec set_last_turns_effects
(
list(any()),
struct()
)
-> struct().
set_last_turns_effects (Effects, Battle) ->
Battle#battle
{
last_turns_effects = Effects
}.
-spec random
(
id(),
list(player:id()),
battlemap:struct(),
list(character:struct())
)
-> struct().
random (ID, PlayersAsList, Battlemap, Characters) ->
BattlemapWidth = battlemap:get_width(Battlemap),
BattlemapHeight = battlemap:get_height(Battlemap),
{CharacterInstancesAsList, _ForbiddenLocations} =
lists:mapfoldl
(
fun (Character, ForbiddenLocations) ->
CharacterOwner = character:get_owner_id(Character),
NewCharacterInstance =
character_instance:random
(
Character,
BattlemapWidth,
BattlemapHeight,
ForbiddenLocations
),
NewCharacterInstanceActive =
case CharacterOwner of
<<"0">> ->
character_instance:set_is_active
(
true,
NewCharacterInstance
);
_ ->
NewCharacterInstance
end,
NewCharacterInstanceLocation =
character_instance:get_location(NewCharacterInstanceActive),
{
NewCharacterInstanceActive,
[NewCharacterInstanceLocation|ForbiddenLocations]
}
end,
[],
Characters
),
#battle
{
id = ID,
battlemap = Battlemap,
character_instances = array:from_list(CharacterInstancesAsList),
player_ids = array:from_list(PlayersAsList),
current_player_turn = player_turn:new(0, 0),
last_turns_effects = []
}.
|