| summaryrefslogtreecommitdiff | 
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| author | nsensfel <SpamShield0@noot-noot.org> | 2018-07-11 17:54:14 +0200 | 
|---|---|---|
| committer | nsensfel <SpamShield0@noot-noot.org> | 2018-07-11 17:54:14 +0200 | 
| commit | fde827cba1ff3d889135c74ee1978098465fd200 (patch) | |
| tree | d6022f800aa8226bf79a26a19189965c8cbfb2fe /src/battle/game-logic | |
| parent | df59024199c387903e3d4a901171939a358489d3 (diff) | |
"Battlemap" -> "Battle".
Diffstat (limited to 'src/battle/game-logic')
| -rw-r--r-- | src/battle/game-logic/btl_movement.erl | 60 | ||||
| -rw-r--r-- | src/battle/game-logic/btl_next_turn.erl | 160 | ||||
| -rw-r--r-- | src/battle/game-logic/btl_turn_actions.erl | 391 | ||||
| -rw-r--r-- | src/battle/game-logic/btl_victory.erl | 194 | 
4 files changed, 805 insertions, 0 deletions
| diff --git a/src/battle/game-logic/btl_movement.erl b/src/battle/game-logic/btl_movement.erl new file mode 100644 index 0000000..87b1806 --- /dev/null +++ b/src/battle/game-logic/btl_movement.erl @@ -0,0 +1,60 @@ +-module(btl_movement). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-export([cross/4]). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec cross +   ( +      btl_battlemap:type(), +      list(btl_location:type()), +      list(btl_direction:enum()), +      non_neg_integer(), +      btl_location:type() +   ) +   -> {btl_location:type(), non_neg_integer()}. +cross (_Battlemap, _ForbiddenLocations, [], Cost, Location) -> +   {Location, Cost}; +cross (Battlemap, ForbiddenLocations, [Step|NextSteps], Cost, Location) -> +   NextLocation = btl_location:apply_direction(Step, Location), +   NextTileClassID = btl_battlemap:get_tile_class_id(NextLocation, Battlemap), +   NextTileID = btl_tile:class_id_to_type_id(NextTileClassID), +   NextTile = btl_tile:from_id(NextTileID), +   NextCost = (Cost + btl_tile:get_cost(NextTile)), +   IsForbidden = +      lists:foldl +      ( +         fun (ForbiddenLocation, Prev) -> +            (Prev or (NextLocation == ForbiddenLocation)) +         end, +         false, +         ForbiddenLocations +      ), + +   IsForbidden = false, + +   cross(Battlemap, ForbiddenLocations, NextSteps, NextCost, NextLocation). + +-spec cross +   ( +      btl_battlemap:type(), +      list(btl_location:type()), +      list(btl_direction:enum()), +      btl_location:type() +   ) +   -> {btl_location:type(), non_neg_integer()}. +cross (Battlemap, ForbiddenLocations, Path, Location) -> +   cross(Battlemap, ForbiddenLocations, Path, 0, Location). diff --git a/src/battle/game-logic/btl_next_turn.erl b/src/battle/game-logic/btl_next_turn.erl new file mode 100644 index 0000000..82eec98 --- /dev/null +++ b/src/battle/game-logic/btl_next_turn.erl @@ -0,0 +1,160 @@ +-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. diff --git a/src/battle/game-logic/btl_turn_actions.erl b/src/battle/game-logic/btl_turn_actions.erl new file mode 100644 index 0000000..21205ac --- /dev/null +++ b/src/battle/game-logic/btl_turn_actions.erl @@ -0,0 +1,391 @@ +-module(btl_turn_actions). +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-export +( +   [ +      handle/2 +   ] +). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%% SWITCHING WEAPON %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle_switch_weapon +   ( +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +handle_switch_weapon (Update) -> +   Data = btl_character_turn_update:get_data(Update), +   Character = btl_character_turn_data:get_character(Data), +   CharacterIX = btl_character_turn_data:get_character_ix(Data), +   CharacterAttributes = btl_character:get_attributes(Character), +   ArmorID = btl_character:get_armor_id(Character), +   {PrimaryWeaponID, SecondaryWeaponID} = btl_character:get_weapon_ids(Character), + +   UpdatedWeaponIDs = {SecondaryWeaponID, PrimaryWeaponID}, +   UpdatedCharacterStatistics = +      sh_statistics:new(CharacterAttributes, UpdatedWeaponIDs, ArmorID), +   UpdatedCharacter = +      btl_character:set_statistics +      ( +         UpdatedCharacterStatistics, +         btl_character:set_weapon_ids(UpdatedWeaponIDs, Character) +      ), + +   TimelineItem = btl_turn_result:new_character_switched_weapons(CharacterIX), + +   DBQuery = +      sh_db_query:update_indexed +      ( +         btl_battle:get_characters_field(), +         CharacterIX, +         [ +            sh_db_query:set_field +            ( +               btl_character:get_weapons_field(), +               UpdatedWeaponIDs +            ), +            sh_db_query:set_field +            ( +               btl_character:get_statistics_field(), +               UpdatedCharacterStatistics +            ) +         ] +      ), + +   UpdatedData = btl_character_turn_data:set_character(UpdatedCharacter, Data), + +   S0Update = btl_character_turn_update:set_data(UpdatedData, Update), + +   btl_character_turn_update:add_to_timeline(TimelineItem, DBQuery, S0Update). + +%%%% MOVING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec get_path_cost_and_destination +   ( +      btl_character_turn_data:type(), +      list(btl_direction:type()) +   ) +   -> {non_neg_integer(), btl_location:type()}. +get_path_cost_and_destination (Data, Path) -> +   Character = btl_character_turn_data:get_character(Data), +   CharacterIX = btl_character_turn_data:get_character_ix(Data), +   Battle = btl_character_turn_data:get_battle(Data), +   Battlemap = btl_battle:get_battlemap(Battle), + +   ForbiddenLocations = +      array:foldl +      ( +         fun (IX, Char, Prev) -> +            IsAlive = btl_character:get_is_alive(Char), +            if +               (IX == CharacterIX) -> Prev; +               (not IsAlive) -> Prev; +               true -> [btl_character:get_location(Char)|Prev] +            end +         end, +         [], +         btl_battle:get_characters(Battle) +      ), + +   {NewLocation, Cost} = +      btl_movement:cross +      ( +         Battlemap, +         ForbiddenLocations, +         Path, +         btl_character:get_location(Character) +      ), + +   {Cost, NewLocation}. + +-spec assert_character_can_move +   ( +      btl_character_turn_data:type(), +      non_neg_integer() +   ) +   -> 'ok'. +assert_character_can_move (Data, Cost) -> +   Character = btl_character_turn_data:get_character(Data), +   CharacterStatistics = btl_character:get_statistics(Character), +   CharacterMovementPoints = +      sh_statistics:get_movement_points(CharacterStatistics), + +   true = (Cost =< CharacterMovementPoints), + +   ok. + +-spec commit_move +   ( +      btl_character_turn_update:type(), +      list(btl_direction:type()), +      btl_location:type() +   ) +   -> btl_character_turn_update:type(). +commit_move (Update, Path, NewLocation) -> +   Data = btl_character_turn_update:get_data(Update), +   Character = btl_character_turn_data:get_character(Data), +   CharacterIX = btl_character_turn_data:get_character_ix(Data), + +   UpdatedCharacter = btl_character:set_location(NewLocation, Character), + +   UpdatedData = btl_character_turn_data:set_character(UpdatedCharacter, Data), + +   TimelineItem = +      btl_turn_result:new_character_moved(CharacterIX, Path, NewLocation), + +   DBQuery = +      sh_db_query:update_indexed +      ( +         btl_battle:get_characters_field(), +         CharacterIX, +         [ +            sh_db_query:set_field +            ( +               btl_character:get_location_field(), +               NewLocation +            ) +         ] +      ), + +   S0Update = +      btl_character_turn_update:add_to_timeline +      ( +         TimelineItem, +         DBQuery, +         Update +      ), + +   btl_character_turn_update:set_data(UpdatedData, S0Update). + +-spec handle_move +   ( +      btl_battle_action:type(), +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +handle_move (BattleAction, Update) -> +   Data = btl_character_turn_update:get_data(Update), +   Path = btl_battle_action:get_path(BattleAction), + +   {PathCost, NewLocation} = get_path_cost_and_destination(Data, Path), +   assert_character_can_move(Data, PathCost), + +   commit_move(Update, Path, NewLocation). + +%%%% ATTACKING %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle_attack_sequence +   ( +      btl_character:type(), +      btl_character:type(), +      list(btl_attack:step()) +   ) +   -> {list(btl_attack:type()), non_neg_integer(), non_neg_integer()}. +handle_attack_sequence +( +   Character, +   TargetCharacter, +   AttackSequence +) -> +   AttackPlannedEffects = +      lists:map +      ( +         fun (AttackStep) -> +            btl_attack:get_description_of +            ( +               AttackStep, +               Character, +               TargetCharacter +            ) +         end, +         AttackSequence +      ), + +   lists:foldl +   ( +      fun +      ( +         AttackEffectCandidate, +         {AttackValidEffects, AttackerHealth, DefenderHealth} +      ) -> +         {AttackResult, NewAttackerHealth, NewDefenderHealth} = +            btl_attack:apply_to_healths +            ( +               AttackEffectCandidate, +               AttackerHealth, +               DefenderHealth +            ), +         case AttackResult of +            nothing -> {AttackValidEffects, AttackerHealth, DefenderHealth}; +            _ -> +               { +                  (AttackValidEffects ++ [AttackResult]), +                  NewAttackerHealth, +                  NewDefenderHealth +               } +         end +      end, +      { +         [], +         btl_character:get_current_health(Character), +         btl_character:get_current_health(TargetCharacter) +      }, +      AttackPlannedEffects +   ). + +-spec get_attack_sequence +   ( +      btl_character:type(), +      btl_character:type() +   ) +   -> list(btl_attack:step()). +get_attack_sequence (Character, TargetCharacter) -> +   Range = +      btl_location:dist +      ( +         btl_character:get_location(Character), +         btl_character:get_location(TargetCharacter) +      ), + +   {AttackingWeaponID, _} = btl_character:get_weapon_ids(Character), +   {DefendingWeaponID, _} = btl_character:get_weapon_ids(TargetCharacter), + +   AttackingWeapon = sh_weapon:from_id(AttackingWeaponID), +   DefendingWeapon = sh_weapon:from_id(DefendingWeaponID), + +   btl_attack:get_sequence(Range, AttackingWeapon, DefendingWeapon). + + +-spec handle_attack +   ( +      btl_battle_action:type(), +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +handle_attack (BattleAction, Update) -> +   Data = btl_character_turn_update:get_data(Update), +   Battle = btl_character_turn_data:get_battle(Data), +   Character = btl_character_turn_data:get_character(Data), +   CharacterIX = btl_character_turn_data:get_character_ix(Data), +   TargetIX = btl_battle_action:get_target_ix(BattleAction), +   TargetCharacter = btl_battle:get_character(TargetIX, Battle), + +   true = btl_character:get_is_alive(TargetCharacter), + +   AttackSequence = get_attack_sequence(Character, TargetCharacter), + +   {AttackEffects, RemainingAttackerHealth, RemainingDefenderHealth} = +      handle_attack_sequence(Character, TargetCharacter, AttackSequence), + +   UpdatedCharacter = +      btl_character:set_current_health(RemainingAttackerHealth, Character), + +   UpdatedBattle = +      btl_battle:set_character +      ( +         TargetIX, +         btl_character:set_current_health +         ( +            RemainingDefenderHealth, +            TargetCharacter +         ), +         Battle +      ), + +   S0Data = btl_character_turn_data:set_battle(UpdatedBattle, Data), +   S1Data = btl_character_turn_data:set_character(UpdatedCharacter, S0Data), + +   TimelineItem = +      btl_turn_result:new_character_attacked +      ( +         CharacterIX, +         TargetIX, +         AttackEffects +      ), + +   DBQuery0 = +      sh_db_query:update_indexed +      ( +         btl_battle:get_characters_field(), +         TargetIX, +         [ +            sh_db_query:set_field +            ( +               btl_character:get_current_health_field(), +               RemainingDefenderHealth +            ) +         ] +      ), + +   DBQuery1 = +      sh_db_query:update_indexed +      ( +         btl_battle:get_characters_field(), +         CharacterIX, +         [ +            sh_db_query:set_field +            ( +               btl_character:get_current_health_field(), +               RemainingAttackerHealth +            ) +         ] +      ), + +   S0Update = +      btl_character_turn_update:add_to_timeline +      ( +         TimelineItem, +         DBQuery0, +         Update +      ), + +   S1Update = +      btl_character_turn_update:add_to_db +      ( +         DBQuery1, +         S0Update +      ), + +   S2Update = btl_character_turn_update:set_data(S1Data, S1Update), + +   S3Update = +      btl_victory:handle_character_lost_health +      ( +         CharacterIX, +         RemainingAttackerHealth, +         S2Update +      ), + +   S4Update = +      btl_victory:handle_character_lost_health +      ( +         TargetIX, +         RemainingDefenderHealth, +         S3Update +      ), + +   S4Update. + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle +( +   btl_battle_action:type(), +   btl_character_turn_update:type() +) +-> btl_character_turn_update:type(). +handle (BattleAction, Update) -> +   case btl_battle_action:get_category(BattleAction) of +      move -> handle_move(BattleAction, Update); +      switch_weapon -> handle_switch_weapon(Update); +      attack -> handle_attack(BattleAction, Update) +   end. diff --git a/src/battle/game-logic/btl_victory.erl b/src/battle/game-logic/btl_victory.erl new file mode 100644 index 0000000..eef42ad --- /dev/null +++ b/src/battle/game-logic/btl_victory.erl @@ -0,0 +1,194 @@ +-module(btl_victory). +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-export +( +   [ +      handle_character_lost_health/3 +   ] +). + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +-spec mark_players_characters_as_defeated +   ( +      non_neg_integer(), +      array:array(btl_character:type()) +   ) -> {array:array(btl_character:type()), list(non_neg_integer())}. +mark_players_characters_as_defeated (PlayerIX, Characters) -> +   sh_array_util:mapiff +   ( +      fun (Character) -> +         (btl_character:get_player_index(Character) == PlayerIX) +      end, +      fun (Character) -> +         btl_character:set_is_defeated(true, Character) +      end, +      Characters +   ). + +-spec add_db_query_to_mark_character_as_defeated +   ( +      non_neg_integer(), +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +add_db_query_to_mark_character_as_defeated (IX, Update) -> +   btl_character_turn_update:add_to_db +   ( +      sh_db_query:update_indexed +      ( +         btl_battle:get_characters_field(), +         IX, +         [ +            sh_db_query:set_field +            ( +               btl_character:get_is_defeated_field(), +               true +            ) +         ] +      ), +      Update +   ). + +-spec handle_player_defeat +   ( +      non_neg_integer(), +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +handle_player_defeat (PlayerIX, Update) -> +   Data = btl_character_turn_update:get_data(Update), +   Battle = btl_character_turn_data:get_battle(Data), +   Characters = btl_battle:get_characters(Battle), + +   %% FIXME: The controlled character might slip through. +   {UpdatedCharacters, ModifiedIXs} = +      mark_players_characters_as_defeated(PlayerIX, Characters), + +   S1Update = +      lists:foldl +      ( +         fun add_db_query_to_mark_character_as_defeated/2, +         Update, +         ModifiedIXs +      ), + +   %% TODO: Battle.player[PlayerIX].is_active <- false + +   UpdatedBattle = btl_battle:set_characters(UpdatedCharacters, Battle), +   UpdatedData = btl_character_turn_data:set_battle(UpdatedBattle, Data), +   S2Update = btl_character_turn_update:set_data(UpdatedData, S1Update), + +   DBQuery = +      sh_db_query:update_indexed +      ( +         btl_battle:get_players_field(), +         PlayerIX, +         [ +            sh_db_query:set_field +            ( +               btl_player:get_is_active_field(), +               false +            ) +         ] +      ), + +   S3Update = +      btl_character_turn_update:add_to_timeline +      ( +         btl_turn_result:new_player_lost(PlayerIX), +         DBQuery, +         S2Update +      ), + +   S3Update. + + +-spec actually_handle_character_lost_health +   ( +      non_neg_integer(), +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +actually_handle_character_lost_health (CharIX, Update) -> +   Data = btl_character_turn_update:get_data(Update), +   Battle = btl_character_turn_data:get_battle(Data), +   Character = btl_battle:get_character(CharIX, Battle), +   Characters = btl_battle:get_characters(Battle), +   CharacterPlayerIX = btl_character:get_player_index(Character), + +   case btl_character:get_rank(Character) of +      optional -> +         %% Let's not assume there is a commander +         StillHasAliveChar = +            sh_array_util:any_indexed +            ( +               fun (IX, Char) -> +                  ( +                     (CharacterPlayerIX == btl_character:get_player_index(Char)) +                     and (IX /= CharIX) +                     and btl_character:get_is_alive(Char) +                  ) +               end, +               Characters +            ), + +         case StillHasAliveChar of +            true -> Update; +            _ -> handle_player_defeat(CharacterPlayerIX, Update) +         end; + +      commander -> handle_player_defeat(CharacterPlayerIX, Update); + +      target -> +         StillHasAliveChar = +            sh_array_util:any_indexed +            ( +               fun (IX, Char) -> +                  ( +                     (CharacterPlayerIX == btl_character:get_player_index(Char)) +                     and (IX /= CharIX) +                     and btl_character:get_is_alive(Char) +                     and (btl_character:get_rank(Char) == target) +                  ) +               end, +               Characters +            ), + +         case StillHasAliveChar of +            true -> Update; +            _ -> handle_player_defeat(CharacterPlayerIX, Update) +         end +   end. + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +-spec handle_character_lost_health +   ( +      non_neg_integer(), +      integer(), +      btl_character_turn_update:type() +   ) +   -> btl_character_turn_update:type(). +handle_character_lost_health (_, Health, Update) when (Health > 0) -> Update; +handle_character_lost_health (CharIX, _Health, Update) -> +   Data = btl_character_turn_update:get_data(Update), +   S1Data = btl_character_turn_data:clean_battle(Data), +   S1Update = btl_character_turn_update:set_data(S1Data, Update), + +   S2Update = actually_handle_character_lost_health(CharIX, S1Update), + +   S2Data = btl_character_turn_update:get_data(S2Update), +   S3Data = btl_character_turn_data:refresh_character(S2Data), +   S3Update = btl_character_turn_update:set_data(S3Data, S2Update), + +   S3Update. | 


