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-module(character_instance).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-record
(
character_instance,
{
x,
y,
health,
team,
active_wp,
stats
}
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%% Accessors
-export
(
[
get_location/1,
get_current_health/1,
get_owner/1,
get_active_weapon/2,
get_statistics/1,
set_location/3,
mod_health/3
]
).
%%%% Utils
-export
(
[
new_instance_of/3,
switch_weapon/2,
is_dead/1 % is_alive is reserved.
]
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
get_new_weapon(CharInst, Char) ->
case CharInst#character_instance.active_wp of
0 ->
{_, Weapon} = character:get_weapons(Char),
{1, Weapon};
1 ->
{Weapon, _} = character:get_weapons(Char),
{0, Weapon}
end.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%% Accessors
get_location (CharInst) ->
{CharInst#character_instance.x, CharInst#character_instance.y}.
get_current_health (CharInst) -> CharInst#character_instance.health.
get_owner (CharInst) -> CharInst#character_instance.team.
get_active_weapon (CharInst, Char) ->
case CharInst#character_instance.active_wp of
0 ->
{_, Weapon} = character:get_weapons(Char),
Weapon;
1 ->
{Weapon, _} = character:get_weapons(Char),
Weapon
end.
get_statistics (CharInst) -> CharInst#character_instance.stats.
set_location (CharInst, X, Y) ->
CharInst#character_instance
{
x = X,
y = Y
}.
mod_health (CharInst, MaxHealth, HealthMod) ->
NewHealth = (CharInst#character_instance.health + HealthMod),
if
(NewHealth < 0) ->
CharInst#character_instance{ health = 0 };
(NewHealth > MaxHealth) ->
CharInst#character_instance{ health = MaxHealth };
true ->
CharInst#character_instance{ health = NewHealth }
end.
%%%% Utils
new_instance_of (Char, Owner, {X, Y}) ->
{Weapon, _} = character:get_weapons(Char),
Stats = statistics:calc_for(character:get_attributes(Char), Weapon),
#character_instance
{
x = X,
y = Y,
health = statistics:get_health(Stats),
team = Owner,
stats = Stats,
active_wp = 0
}.
switch_weapon (CharInst, Char) ->
{NewWpIndex, Weapon} = get_new_weapon(CharInst, Char),
CharInst#character_instance
{
active_wp = NewWpIndex,
stats = statistics:calc_for(character:get_attributes(Char), Weapon)
}.
is_dead (CharInst) -> (CharInst#character_instance.health == 0).
|