module Game.LambdaHack.Server.StartM
( initPer, reinitGame, gameReset, applyDebug
#ifdef EXPOSE_INTERNAL
, sampleTrunks, sampleItems
, mapFromFuns, resetFactions, populateDungeon, findEntryPoss
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Control.Monad.Trans.State.Strict as St
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import qualified Data.IntMap.Strict as IM
import Data.Key (mapWithKeyM_)
import qualified Data.Map.Strict as M
import qualified Data.Set as S
import qualified Data.Text as T
import Data.Tuple (swap)
import qualified NLP.Miniutter.English as MU
import qualified System.Random.SplitMix32 as SM
import Game.LambdaHack.Atomic
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Analytics
import Game.LambdaHack.Common.Area
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Common.Types
import qualified Game.LambdaHack.Content.CaveKind as CK
import Game.LambdaHack.Content.ItemKind (ItemKind)
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import qualified Game.LambdaHack.Core.Dice as Dice
import Game.LambdaHack.Core.Random
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.Flavour
import Game.LambdaHack.Server.CommonM
import qualified Game.LambdaHack.Server.DungeonGen as DungeonGen
import Game.LambdaHack.Server.Fov
import Game.LambdaHack.Server.ItemM
import Game.LambdaHack.Server.ItemRev
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.ServerOptions
import Game.LambdaHack.Server.State
initPer :: MonadServer m => m ()
initPer :: m ()
initPer = do
( FovLitLid
sfovLitLid, FovClearLid
sfovClearLid, FovLucidLid
sfovLucidLid
,PerValidFid
sperValidFid, PerCacheFid
sperCacheFid, PerFid
sperFid ) <- (State
-> (FovLitLid, FovClearLid, FovLucidLid, PerValidFid, PerCacheFid,
PerFid))
-> m (FovLitLid, FovClearLid, FovLucidLid, PerValidFid,
PerCacheFid, PerFid)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State
-> (FovLitLid, FovClearLid, FovLucidLid, PerValidFid, PerCacheFid,
PerFid)
perFidInDungeon
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser ->
StateServer
ser { FovLitLid
sfovLitLid :: FovLitLid
sfovLitLid :: FovLitLid
sfovLitLid, FovClearLid
sfovClearLid :: FovClearLid
sfovClearLid :: FovClearLid
sfovClearLid, FovLucidLid
sfovLucidLid :: FovLucidLid
sfovLucidLid :: FovLucidLid
sfovLucidLid
, PerValidFid
sperValidFid :: PerValidFid
sperValidFid :: PerValidFid
sperValidFid, PerCacheFid
sperCacheFid :: PerCacheFid
sperCacheFid :: PerCacheFid
sperCacheFid, PerFid
sperFid :: PerFid
sperFid :: PerFid
sperFid }
reinitGame :: MonadServerAtomic m => FactionDict -> m ()
reinitGame :: FactionDict -> m ()
reinitGame FactionDict
factionDold = do
COps{ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem :: ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
PerFid
pers <- (StateServer -> PerFid) -> m PerFid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> PerFid
sperFid
ServerOptions{Challenge
scurChalSer :: ServerOptions -> Challenge
scurChalSer :: Challenge
scurChalSer, Bool
sknowMap :: ServerOptions -> Bool
sknowMap :: Bool
sknowMap, Bool
sshowItemSamples :: ServerOptions -> Bool
sshowItemSamples :: Bool
sshowItemSamples, ClientOptions
sclientOptions :: ServerOptions -> ClientOptions
sclientOptions :: ClientOptions
sclientOptions}
<- (StateServer -> ServerOptions) -> m ServerOptions
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> ServerOptions
soptions
State
s <- m State
forall (m :: * -> *). MonadStateRead m => m State
getState
DiscoveryKind
discoS <- (State -> DiscoveryKind) -> m DiscoveryKind
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> DiscoveryKind
sdiscoKind
let discoKindFiltered :: DiscoveryKind
discoKindFiltered =
let f :: ContentId ItemKind -> Bool
f ContentId ItemKind
kindId = Maybe (GroupName ItemKind) -> Bool
forall a. Maybe a -> Bool
isNothing (Maybe (GroupName ItemKind) -> Bool)
-> Maybe (GroupName ItemKind) -> Bool
forall a b. (a -> b) -> a -> b
$ ItemKind -> Maybe (GroupName ItemKind)
IK.getMandatoryPresentAsFromKind
(ItemKind -> Maybe (GroupName ItemKind))
-> ItemKind -> Maybe (GroupName ItemKind)
forall a b. (a -> b) -> a -> b
$ ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
kindId
in (ContentId ItemKind -> Bool) -> DiscoveryKind -> DiscoveryKind
forall a k. (a -> Bool) -> EnumMap k a -> EnumMap k a
EM.filter ContentId ItemKind -> Bool
f DiscoveryKind
discoS
defL :: State
defL | Bool
sknowMap = State
s
| Bool
otherwise = State -> State
localFromGlobal State
s
defLocal :: State
defLocal = (DiscoveryKind -> DiscoveryKind) -> State -> State
updateDiscoKind (DiscoveryKind -> DiscoveryKind -> DiscoveryKind
forall a b. a -> b -> a
const DiscoveryKind
discoKindFiltered) State
defL
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
EnumMap FactionId State
clientStatesOld <- (StateServer -> EnumMap FactionId State)
-> m (EnumMap FactionId State)
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> EnumMap FactionId State
sclientStates
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser -> StateServer
ser {sclientStates :: EnumMap FactionId State
sclientStates = (Faction -> State) -> FactionDict -> EnumMap FactionId State
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (State -> Faction -> State
forall a b. a -> b -> a
const State
defLocal) FactionDict
factionD}
let metaHolder :: EnumMap a Faction -> Maybe a
metaHolder EnumMap a Faction
factionDict = case ((a, Faction) -> Bool) -> [(a, Faction)] -> Maybe (a, Faction)
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Maybe a
find (\(a
_, Faction
fact) ->
Faction -> Maybe TeamContinuity
gteamCont Faction
fact Maybe TeamContinuity -> Maybe TeamContinuity -> Bool
forall a. Eq a => a -> a -> Bool
== TeamContinuity -> Maybe TeamContinuity
forall a. a -> Maybe a
Just (Int -> TeamContinuity
TeamContinuity Int
1))
([(a, Faction)] -> Maybe (a, Faction))
-> [(a, Faction)] -> Maybe (a, Faction)
forall a b. (a -> b) -> a -> b
$ EnumMap a Faction -> [(a, Faction)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs EnumMap a Faction
factionDict of
Maybe (a, Faction)
Nothing ->
(a, Faction) -> a
forall a b. (a, b) -> a
fst ((a, Faction) -> a) -> Maybe (a, Faction) -> Maybe a
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> ((a, Faction) -> Bool) -> [(a, Faction)] -> Maybe (a, Faction)
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Maybe a
find (\(a
_, Faction
fact) -> Maybe TeamContinuity -> Bool
forall a. Maybe a -> Bool
isNothing (Faction -> Maybe TeamContinuity
gteamCont Faction
fact))
(EnumMap a Faction -> [(a, Faction)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs EnumMap a Faction
factionDict)
Just (a
fid, Faction
_) -> a -> Maybe a
forall a. a -> Maybe a
Just a
fid
mmetaHolderOld :: Maybe FactionId
mmetaHolderOld = FactionDict -> Maybe FactionId
forall a. Enum a => EnumMap a Faction -> Maybe a
metaHolder FactionDict
factionDold
case Maybe FactionId
mmetaHolderOld of
Just FactionId
metaHolderOld -> do
let metaDiscoOld :: DiscoveryKind
metaDiscoOld =
let sOld :: State
sOld = EnumMap FactionId State
clientStatesOld EnumMap FactionId State -> FactionId -> State
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
metaHolderOld
disco :: DiscoveryKind
disco = State -> DiscoveryKind
sdiscoKind State
sOld
inMetaGame :: ContentId ItemKind -> Bool
inMetaGame ContentId ItemKind
kindId = Flag -> Aspect
IK.SetFlag Flag
Ability.MetaGame
Aspect -> [Aspect] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` ItemKind -> [Aspect]
IK.iaspects (ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
kindId)
in (ContentId ItemKind -> Bool) -> DiscoveryKind -> DiscoveryKind
forall a k. (a -> Bool) -> EnumMap k a -> EnumMap k a
EM.filter ContentId ItemKind -> Bool
inMetaGame DiscoveryKind
disco
defDiscoOld :: State
defDiscoOld = (DiscoveryKind -> DiscoveryKind) -> State -> State
updateDiscoKind (DiscoveryKind
metaDiscoOld DiscoveryKind -> DiscoveryKind -> DiscoveryKind
forall k a. EnumMap k a -> EnumMap k a -> EnumMap k a
`EM.union`) State
defLocal
metaHolderNew :: FactionId
metaHolderNew = Maybe FactionId -> FactionId
forall a. HasCallStack => Maybe a -> a
fromJust (Maybe FactionId -> FactionId) -> Maybe FactionId -> FactionId
forall a b. (a -> b) -> a -> b
$ FactionDict -> Maybe FactionId
forall a. Enum a => EnumMap a Faction -> Maybe a
metaHolder FactionDict
factionD
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser ->
StateServer
ser {sclientStates :: EnumMap FactionId State
sclientStates = FactionId
-> State -> EnumMap FactionId State -> EnumMap FactionId State
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert FactionId
metaHolderNew State
defDiscoOld
(EnumMap FactionId State -> EnumMap FactionId State)
-> EnumMap FactionId State -> EnumMap FactionId State
forall a b. (a -> b) -> a -> b
$ StateServer -> EnumMap FactionId State
sclientStates StateServer
ser}
Maybe FactionId
Nothing -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
EnumMap FactionId State
clientStatesNew <- (StateServer -> EnumMap FactionId State)
-> m (EnumMap FactionId State)
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> EnumMap FactionId State
sclientStates
let updRestart :: FactionId -> SMGen -> UpdAtomic
updRestart FactionId
fid = FactionId
-> PerLid
-> State
-> Challenge
-> ClientOptions
-> SMGen
-> UpdAtomic
UpdRestart FactionId
fid (PerFid
pers PerFid -> FactionId -> PerLid
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (EnumMap FactionId State
clientStatesNew EnumMap FactionId State -> FactionId -> State
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid)
Challenge
scurChalSer ClientOptions
sclientOptions
(Key (EnumMap FactionId) -> Faction -> m ()) -> FactionDict -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(FoldableWithKey t, Monad m) =>
(Key t -> a -> m b) -> t a -> m ()
mapWithKeyM_ (\Key (EnumMap FactionId)
fid Faction
_ -> do
SMGen
gen1 <- (StateServer -> SMGen) -> m SMGen
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> SMGen
srandom
let (SMGen
clientRandomSeed, SMGen
gen2) = SMGen -> (SMGen, SMGen)
SM.splitSMGen SMGen
gen1
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser -> StateServer
ser {srandom :: SMGen
srandom = SMGen
gen2}
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId -> SMGen -> UpdAtomic
updRestart Key (EnumMap FactionId)
FactionId
fid SMGen
clientRandomSeed) FactionDict
factionD
Dungeon
dungeon <- (State -> Dungeon) -> m Dungeon
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Dungeon
sdungeon
let sactorTime :: EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
sactorTime = (Faction -> EnumMap LevelId (EnumMap ActorId Time))
-> FactionDict
-> EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (EnumMap LevelId (EnumMap ActorId Time)
-> Faction -> EnumMap LevelId (EnumMap ActorId Time)
forall a b. a -> b -> a
const ((Level -> EnumMap ActorId Time)
-> Dungeon -> EnumMap LevelId (EnumMap ActorId Time)
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (EnumMap ActorId Time -> Level -> EnumMap ActorId Time
forall a b. a -> b -> a
const EnumMap ActorId Time
forall k a. EnumMap k a
EM.empty) Dungeon
dungeon)) FactionDict
factionD
strajTime :: EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
strajTime = (Faction -> EnumMap LevelId (EnumMap ActorId Time))
-> FactionDict
-> EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (EnumMap LevelId (EnumMap ActorId Time)
-> Faction -> EnumMap LevelId (EnumMap ActorId Time)
forall a b. a -> b -> a
const ((Level -> EnumMap ActorId Time)
-> Dungeon -> EnumMap LevelId (EnumMap ActorId Time)
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (EnumMap ActorId Time -> Level -> EnumMap ActorId Time
forall a b. a -> b -> a
const EnumMap ActorId Time
forall k a. EnumMap k a
EM.empty) Dungeon
dungeon)) FactionDict
factionD
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser -> StateServer
ser {EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
sactorTime :: EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
sactorTime :: EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
sactorTime, EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
strajTime :: EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
strajTime :: EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time))
strajTime}
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
sshowItemSamples (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
SMGen
genOrig <- (StateServer -> SMGen) -> m SMGen
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> SMGen
srandom
UniqueSet
uniqueSetOrig <- (StateServer -> UniqueSet) -> m UniqueSet
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> UniqueSet
suniqueSet
GenerationAnalytics
genOld <- (StateServer -> GenerationAnalytics) -> m GenerationAnalytics
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> GenerationAnalytics
sgenerationAn
GenerationAnalytics
genSampleTrunks <- Dungeon -> m GenerationAnalytics
forall (m :: * -> *).
MonadServerAtomic m =>
Dungeon -> m GenerationAnalytics
sampleTrunks Dungeon
dungeon
GenerationAnalytics
genSampleItems <- Dungeon -> m GenerationAnalytics
forall (m :: * -> *).
MonadServerAtomic m =>
Dungeon -> m GenerationAnalytics
sampleItems Dungeon
dungeon
let sgenerationAn :: GenerationAnalytics
sgenerationAn = [GenerationAnalytics] -> GenerationAnalytics
forall k a. [EnumMap k a] -> EnumMap k a
EM.unions [GenerationAnalytics
genSampleTrunks, GenerationAnalytics
genSampleItems, GenerationAnalytics
genOld]
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser -> StateServer
ser {GenerationAnalytics
sgenerationAn :: GenerationAnalytics
sgenerationAn :: GenerationAnalytics
sgenerationAn}
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser -> StateServer
ser {srandom :: SMGen
srandom = SMGen
genOrig, suniqueSet :: UniqueSet
suniqueSet = UniqueSet
uniqueSetOrig}
m ()
forall (m :: * -> *). MonadServerAtomic m => m ()
populateDungeon
(FactionId -> m ()) -> [FactionId] -> m ()
forall (t :: * -> *) (m :: * -> *) a.
(Foldable t, Monad m) =>
(a -> m ()) -> t a -> m ()
mapM_ (\FactionId
fid -> (LevelId -> m ()) -> [LevelId] -> m ()
forall (t :: * -> *) (m :: * -> *) a.
(Foldable t, Monad m) =>
(a -> m ()) -> t a -> m ()
mapM_ (FactionId -> LevelId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
FactionId -> LevelId -> m ()
updatePer FactionId
fid) (Dungeon -> [LevelId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys Dungeon
dungeon))
(FactionDict -> [FactionId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys FactionDict
factionD)
sampleTrunks :: MonadServerAtomic m => Dungeon -> m GenerationAnalytics
sampleTrunks :: Dungeon -> m GenerationAnalytics
sampleTrunks Dungeon
dungeon = do
COps{ContentData CaveKind
cocave :: COps -> ContentData CaveKind
cocave :: ContentData CaveKind
cocave, ContentData ItemKind
coitem :: ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
let getGroups :: Level -> [GroupName ItemKind]
getGroups Level{ContentId CaveKind
lkind :: Level -> ContentId CaveKind
lkind :: ContentId CaveKind
lkind} = ((GroupName ItemKind, Int) -> GroupName ItemKind)
-> [(GroupName ItemKind, Int)] -> [GroupName ItemKind]
forall a b. (a -> b) -> [a] -> [b]
map (GroupName ItemKind, Int) -> GroupName ItemKind
forall a b. (a, b) -> a
fst ([(GroupName ItemKind, Int)] -> [GroupName ItemKind])
-> [(GroupName ItemKind, Int)] -> [GroupName ItemKind]
forall a b. (a -> b) -> a -> b
$ CaveKind -> [(GroupName ItemKind, Int)]
CK.cactorFreq (CaveKind -> [(GroupName ItemKind, Int)])
-> CaveKind -> [(GroupName ItemKind, Int)]
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave ContentId CaveKind
lkind
groups :: [GroupName ItemKind]
groups = Set (GroupName ItemKind) -> [GroupName ItemKind]
forall a. Set a -> [a]
S.elems (Set (GroupName ItemKind) -> [GroupName ItemKind])
-> Set (GroupName ItemKind) -> [GroupName ItemKind]
forall a b. (a -> b) -> a -> b
$ [GroupName ItemKind] -> Set (GroupName ItemKind)
forall a. Ord a => [a] -> Set a
S.fromList ([GroupName ItemKind] -> Set (GroupName ItemKind))
-> [GroupName ItemKind] -> Set (GroupName ItemKind)
forall a b. (a -> b) -> a -> b
$ (Level -> [GroupName ItemKind]) -> [Level] -> [GroupName ItemKind]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap Level -> [GroupName ItemKind]
getGroups ([Level] -> [GroupName ItemKind])
-> [Level] -> [GroupName ItemKind]
forall a b. (a -> b) -> a -> b
$ Dungeon -> [Level]
forall k a. EnumMap k a -> [a]
EM.elems Dungeon
dungeon
addGroupToSet :: UniqueSet -> GroupName ItemKind -> UniqueSet
addGroupToSet !UniqueSet
s0 !GroupName ItemKind
grp =
ContentData ItemKind
-> GroupName ItemKind
-> (UniqueSet
-> Int -> ContentId ItemKind -> ItemKind -> UniqueSet)
-> UniqueSet
-> UniqueSet
forall a b.
ContentData a
-> GroupName a -> (b -> Int -> ContentId a -> a -> b) -> b -> b
ofoldlGroup' ContentData ItemKind
coitem GroupName ItemKind
grp (\UniqueSet
s Int
_ ContentId ItemKind
ik ItemKind
_ -> ContentId ItemKind -> UniqueSet -> UniqueSet
forall k. Enum k => k -> EnumSet k -> EnumSet k
ES.insert ContentId ItemKind
ik UniqueSet
s) UniqueSet
s0
trunkKindIds :: [ContentId ItemKind]
trunkKindIds = UniqueSet -> [ContentId ItemKind]
forall k. Enum k => EnumSet k -> [k]
ES.elems (UniqueSet -> [ContentId ItemKind])
-> UniqueSet -> [ContentId ItemKind]
forall a b. (a -> b) -> a -> b
$ (UniqueSet -> GroupName ItemKind -> UniqueSet)
-> UniqueSet -> [GroupName ItemKind] -> UniqueSet
forall (t :: * -> *) b a.
Foldable t =>
(b -> a -> b) -> b -> t a -> b
foldl' UniqueSet -> GroupName ItemKind -> UniqueSet
addGroupToSet UniqueSet
forall k. EnumSet k
ES.empty [GroupName ItemKind]
groups
minLid :: LevelId
minLid = (LevelId, Level) -> LevelId
forall a b. (a, b) -> a
fst ((LevelId, Level) -> LevelId) -> (LevelId, Level) -> LevelId
forall a b. (a -> b) -> a -> b
$ ((LevelId, Level) -> (LevelId, Level) -> Ordering)
-> [(LevelId, Level)] -> (LevelId, Level)
forall (t :: * -> *) a.
Foldable t =>
(a -> a -> Ordering) -> t a -> a
minimumBy (((LevelId, Level) -> AbsDepth)
-> (LevelId, Level) -> (LevelId, Level) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
comparing (Level -> AbsDepth
ldepth (Level -> AbsDepth)
-> ((LevelId, Level) -> Level) -> (LevelId, Level) -> AbsDepth
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (LevelId, Level) -> Level
forall a b. (a, b) -> b
snd))
([(LevelId, Level)] -> (LevelId, Level))
-> [(LevelId, Level)] -> (LevelId, Level)
forall a b. (a -> b) -> a -> b
$ Dungeon -> [(LevelId, Level)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs Dungeon
dungeon
Level{AbsDepth
ldepth :: AbsDepth
ldepth :: Level -> AbsDepth
ldepth} <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
minLid
let regItem :: ContentId ItemKind -> m (Maybe ItemId)
regItem ContentId ItemKind
itemKindId = do
let itemKind :: ItemKind
itemKind = ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
itemKindId
freq :: Frequency (ContentId ItemKind, ItemKind)
freq = (ContentId ItemKind, ItemKind)
-> Frequency (ContentId ItemKind, ItemKind)
forall (f :: * -> *) a. Applicative f => a -> f a
pure (ContentId ItemKind
itemKindId, ItemKind
itemKind)
case ItemKind -> FactionDict -> [(FactionId, Faction)]
possibleActorFactions ItemKind
itemKind FactionDict
factionD of
[] -> Maybe ItemId -> m (Maybe ItemId)
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe ItemId
forall a. Maybe a
Nothing
(FactionId
fid, Faction
_) : [(FactionId, Faction)]
_ -> do
let c :: Container
c = FactionId -> LevelId -> Point -> Container
CTrunk FactionId
fid LevelId
minLid Point
originPoint
jfid :: Maybe FactionId
jfid = FactionId -> Maybe FactionId
forall a. a -> Maybe a
Just FactionId
fid
NewItem
m2 <- Frequency (ContentId ItemKind, ItemKind) -> AbsDepth -> m NewItem
forall (m :: * -> *).
MonadServerAtomic m =>
Frequency (ContentId ItemKind, ItemKind) -> AbsDepth -> m NewItem
rollItemAspect Frequency (ContentId ItemKind, ItemKind)
freq AbsDepth
ldepth
case NewItem
m2 of
NewItem
NoNewItem -> [Char] -> m (Maybe ItemId)
forall a. HasCallStack => [Char] -> a
error [Char]
"sampleTrunks: can't create actor trunk"
NewItem (ItemKnown ItemIdentity
kindIx AspectRecord
ar Maybe FactionId
_) ItemFull
itemFullRaw ItemQuant
itemQuant -> do
let itemKnown :: ItemKnown
itemKnown = ItemIdentity -> AspectRecord -> Maybe FactionId -> ItemKnown
ItemKnown ItemIdentity
kindIx AspectRecord
ar Maybe FactionId
jfid
itemFull :: ItemFull
itemFull =
ItemFull
itemFullRaw {itemBase :: Item
itemBase = (ItemFull -> Item
itemBase ItemFull
itemFullRaw) {Maybe FactionId
jfid :: Maybe FactionId
jfid :: Maybe FactionId
jfid}}
ItemId -> Maybe ItemId
forall a. a -> Maybe a
Just (ItemId -> Maybe ItemId) -> m ItemId -> m (Maybe ItemId)
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
forall (m :: * -> *).
MonadServerAtomic m =>
Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
registerItem Bool
False (ItemFull
itemFull, ItemQuant
itemQuant) ItemKnown
itemKnown Container
c
[Maybe ItemId]
miids <- (ContentId ItemKind -> m (Maybe ItemId))
-> [ContentId ItemKind] -> m [Maybe ItemId]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM ContentId ItemKind -> m (Maybe ItemId)
regItem [ContentId ItemKind]
trunkKindIds
GenerationAnalytics -> m GenerationAnalytics
forall (m :: * -> *) a. Monad m => a -> m a
return (GenerationAnalytics -> m GenerationAnalytics)
-> GenerationAnalytics -> m GenerationAnalytics
forall a b. (a -> b) -> a -> b
$! SLore -> EnumMap ItemId Int -> GenerationAnalytics
forall k a. Enum k => k -> a -> EnumMap k a
EM.singleton SLore
STrunk
(EnumMap ItemId Int -> GenerationAnalytics)
-> EnumMap ItemId Int -> GenerationAnalytics
forall a b. (a -> b) -> a -> b
$ [(ItemId, Int)] -> EnumMap ItemId Int
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromDistinctAscList ([(ItemId, Int)] -> EnumMap ItemId Int)
-> [(ItemId, Int)] -> EnumMap ItemId Int
forall a b. (a -> b) -> a -> b
$ [ItemId] -> [Int] -> [(ItemId, Int)]
forall a b. [a] -> [b] -> [(a, b)]
zip ([Maybe ItemId] -> [ItemId]
forall a. [Maybe a] -> [a]
catMaybes [Maybe ItemId]
miids) ([Int] -> [(ItemId, Int)]) -> [Int] -> [(ItemId, Int)]
forall a b. (a -> b) -> a -> b
$ Int -> [Int]
forall a. a -> [a]
repeat Int
0
sampleItems :: MonadServerAtomic m => Dungeon -> m GenerationAnalytics
sampleItems :: Dungeon -> m GenerationAnalytics
sampleItems Dungeon
dungeon = do
COps{ContentData CaveKind
cocave :: ContentData CaveKind
cocave :: COps -> ContentData CaveKind
cocave, ContentData ItemKind
coitem :: ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
let getGroups :: Level -> [GroupName ItemKind]
getGroups Level{ContentId CaveKind
lkind :: ContentId CaveKind
lkind :: Level -> ContentId CaveKind
lkind} = ((GroupName ItemKind, Int) -> GroupName ItemKind)
-> [(GroupName ItemKind, Int)] -> [GroupName ItemKind]
forall a b. (a -> b) -> [a] -> [b]
map (GroupName ItemKind, Int) -> GroupName ItemKind
forall a b. (a, b) -> a
fst ([(GroupName ItemKind, Int)] -> [GroupName ItemKind])
-> [(GroupName ItemKind, Int)] -> [GroupName ItemKind]
forall a b. (a -> b) -> a -> b
$ CaveKind -> [(GroupName ItemKind, Int)]
CK.citemFreq (CaveKind -> [(GroupName ItemKind, Int)])
-> CaveKind -> [(GroupName ItemKind, Int)]
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave ContentId CaveKind
lkind
groups :: [GroupName ItemKind]
groups = Set (GroupName ItemKind) -> [GroupName ItemKind]
forall a. Set a -> [a]
S.elems (Set (GroupName ItemKind) -> [GroupName ItemKind])
-> Set (GroupName ItemKind) -> [GroupName ItemKind]
forall a b. (a -> b) -> a -> b
$ [GroupName ItemKind] -> Set (GroupName ItemKind)
forall a. Ord a => [a] -> Set a
S.fromList ([GroupName ItemKind] -> Set (GroupName ItemKind))
-> [GroupName ItemKind] -> Set (GroupName ItemKind)
forall a b. (a -> b) -> a -> b
$ (Level -> [GroupName ItemKind]) -> [Level] -> [GroupName ItemKind]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap Level -> [GroupName ItemKind]
getGroups ([Level] -> [GroupName ItemKind])
-> [Level] -> [GroupName ItemKind]
forall a b. (a -> b) -> a -> b
$ Dungeon -> [Level]
forall k a. EnumMap k a -> [a]
EM.elems Dungeon
dungeon
addGroupToSet :: UniqueSet -> GroupName ItemKind -> UniqueSet
addGroupToSet !UniqueSet
s0 !GroupName ItemKind
grp =
ContentData ItemKind
-> GroupName ItemKind
-> (UniqueSet
-> Int -> ContentId ItemKind -> ItemKind -> UniqueSet)
-> UniqueSet
-> UniqueSet
forall a b.
ContentData a
-> GroupName a -> (b -> Int -> ContentId a -> a -> b) -> b -> b
ofoldlGroup' ContentData ItemKind
coitem GroupName ItemKind
grp (\UniqueSet
s Int
_ ContentId ItemKind
ik ItemKind
_ -> ContentId ItemKind -> UniqueSet -> UniqueSet
forall k. Enum k => k -> EnumSet k -> EnumSet k
ES.insert ContentId ItemKind
ik UniqueSet
s) UniqueSet
s0
itemKindIds :: [ContentId ItemKind]
itemKindIds = UniqueSet -> [ContentId ItemKind]
forall k. Enum k => EnumSet k -> [k]
ES.elems (UniqueSet -> [ContentId ItemKind])
-> UniqueSet -> [ContentId ItemKind]
forall a b. (a -> b) -> a -> b
$ (UniqueSet -> GroupName ItemKind -> UniqueSet)
-> UniqueSet -> [GroupName ItemKind] -> UniqueSet
forall (t :: * -> *) b a.
Foldable t =>
(b -> a -> b) -> b -> t a -> b
foldl' UniqueSet -> GroupName ItemKind -> UniqueSet
addGroupToSet UniqueSet
forall k. EnumSet k
ES.empty [GroupName ItemKind]
groups
minLid :: LevelId
minLid = (LevelId, Level) -> LevelId
forall a b. (a, b) -> a
fst ((LevelId, Level) -> LevelId) -> (LevelId, Level) -> LevelId
forall a b. (a -> b) -> a -> b
$ ((LevelId, Level) -> (LevelId, Level) -> Ordering)
-> [(LevelId, Level)] -> (LevelId, Level)
forall (t :: * -> *) a.
Foldable t =>
(a -> a -> Ordering) -> t a -> a
minimumBy (((LevelId, Level) -> AbsDepth)
-> (LevelId, Level) -> (LevelId, Level) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
comparing (Level -> AbsDepth
ldepth (Level -> AbsDepth)
-> ((LevelId, Level) -> Level) -> (LevelId, Level) -> AbsDepth
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (LevelId, Level) -> Level
forall a b. (a, b) -> b
snd))
([(LevelId, Level)] -> (LevelId, Level))
-> [(LevelId, Level)] -> (LevelId, Level)
forall a b. (a -> b) -> a -> b
$ Dungeon -> [(LevelId, Level)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs Dungeon
dungeon
Level{AbsDepth
ldepth :: AbsDepth
ldepth :: Level -> AbsDepth
ldepth} <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
minLid
let regItem :: ContentId ItemKind -> m (Maybe ItemId)
regItem ContentId ItemKind
itemKindId = do
let itemKind :: ItemKind
itemKind = ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
itemKindId
freq :: Frequency (ContentId ItemKind, ItemKind)
freq = (ContentId ItemKind, ItemKind)
-> Frequency (ContentId ItemKind, ItemKind)
forall (f :: * -> *) a. Applicative f => a -> f a
pure (ContentId ItemKind
itemKindId, ItemKind
itemKind)
c :: Container
c = LevelId -> Point -> Container
CFloor LevelId
minLid Point
originPoint
NewItem
m2 <- Frequency (ContentId ItemKind, ItemKind) -> AbsDepth -> m NewItem
forall (m :: * -> *).
MonadServerAtomic m =>
Frequency (ContentId ItemKind, ItemKind) -> AbsDepth -> m NewItem
rollItemAspect Frequency (ContentId ItemKind, ItemKind)
freq AbsDepth
ldepth
case NewItem
m2 of
NewItem
NoNewItem -> [Char] -> m (Maybe ItemId)
forall a. HasCallStack => [Char] -> a
error [Char]
"sampleItems: can't create sample item"
NewItem ItemKnown
itemKnown ItemFull
itemFull ItemQuant
_ ->
ItemId -> Maybe ItemId
forall a. a -> Maybe a
Just (ItemId -> Maybe ItemId) -> m ItemId -> m (Maybe ItemId)
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
forall (m :: * -> *).
MonadServerAtomic m =>
Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
registerItem Bool
False (ItemFull
itemFull, (Int
0, [])) ItemKnown
itemKnown Container
c
[Maybe ItemId]
miids <- (ContentId ItemKind -> m (Maybe ItemId))
-> [ContentId ItemKind] -> m [Maybe ItemId]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM ContentId ItemKind -> m (Maybe ItemId)
regItem [ContentId ItemKind]
itemKindIds
GenerationAnalytics -> m GenerationAnalytics
forall (m :: * -> *) a. Monad m => a -> m a
return (GenerationAnalytics -> m GenerationAnalytics)
-> GenerationAnalytics -> m GenerationAnalytics
forall a b. (a -> b) -> a -> b
$! SLore -> EnumMap ItemId Int -> GenerationAnalytics
forall k a. Enum k => k -> a -> EnumMap k a
EM.singleton SLore
SItem
(EnumMap ItemId Int -> GenerationAnalytics)
-> EnumMap ItemId Int -> GenerationAnalytics
forall a b. (a -> b) -> a -> b
$ [(ItemId, Int)] -> EnumMap ItemId Int
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromDistinctAscList ([(ItemId, Int)] -> EnumMap ItemId Int)
-> [(ItemId, Int)] -> EnumMap ItemId Int
forall a b. (a -> b) -> a -> b
$ [ItemId] -> [Int] -> [(ItemId, Int)]
forall a b. [a] -> [b] -> [(a, b)]
zip ([Maybe ItemId] -> [ItemId]
forall a. [Maybe a] -> [a]
catMaybes [Maybe ItemId]
miids) ([Int] -> [(ItemId, Int)]) -> [Int] -> [(ItemId, Int)]
forall a b. (a -> b) -> a -> b
$ Int -> [Int]
forall a. a -> [a]
repeat Int
0
mapFromFuns :: Ord b => [a] -> [a -> b] -> M.Map b a
mapFromFuns :: [a] -> [a -> b] -> Map b a
mapFromFuns [a]
domain =
let fromFun :: (a -> b) -> Map b a -> Map b a
fromFun a -> b
f Map b a
m1 =
let invAssocs :: [(b, a)]
invAssocs = (a -> (b, a)) -> [a] -> [(b, a)]
forall a b. (a -> b) -> [a] -> [b]
map (\a
c -> (a -> b
f a
c, a
c)) [a]
domain
m2 :: Map b a
m2 = [(b, a)] -> Map b a
forall k a. Ord k => [(k, a)] -> Map k a
M.fromList [(b, a)]
invAssocs
in Map b a
m2 Map b a -> Map b a -> Map b a
forall k a. Ord k => Map k a -> Map k a -> Map k a
`M.union` Map b a
m1
in ((a -> b) -> Map b a -> Map b a) -> Map b a -> [a -> b] -> Map b a
forall (t :: * -> *) a b.
Foldable t =>
(a -> b -> b) -> b -> t a -> b
foldr (a -> b) -> Map b a -> Map b a
fromFun Map b a
forall k a. Map k a
M.empty
resetFactions :: FactionDict -> ContentId ModeKind -> Int -> Dice.AbsDepth
-> Roster
-> Rnd FactionDict
resetFactions :: FactionDict
-> ContentId ModeKind
-> Int
-> AbsDepth
-> Roster
-> Rnd FactionDict
resetFactions FactionDict
factionDold ContentId ModeKind
gameModeIdOld Int
curDiffSerOld AbsDepth
totalDepth Roster
players = do
let rawCreate :: (Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))
-> StateT SMGen Identity (FactionId, Faction)
rawCreate (Int
ix, (gplayer :: Player
gplayer@Player{Bool
HiCondPoly
[GroupName ItemKind]
Maybe AutoLeader
Text
Doctrine
Skills
funderAI :: Player -> Bool
fhasUI :: Player -> Bool
fleaderMode :: Player -> Maybe AutoLeader
fdoctrine :: Player -> Doctrine
fhasGender :: Player -> Bool
fhiCondPoly :: Player -> HiCondPoly
fneverEmpty :: Player -> Bool
fcanEscape :: Player -> Bool
fskillsOther :: Player -> Skills
fgroups :: Player -> [GroupName ItemKind]
fname :: Player -> Text
funderAI :: Bool
fhasUI :: Bool
fleaderMode :: Maybe AutoLeader
fdoctrine :: Doctrine
fhasGender :: Bool
fhiCondPoly :: HiCondPoly
fneverEmpty :: Bool
fcanEscape :: Bool
fskillsOther :: Skills
fgroups :: [GroupName ItemKind]
fname :: Text
..}, Maybe TeamContinuity
gteamCont, [(Int, Dice, GroupName ItemKind)]
initialActors)) = do
let castInitialActors :: (Int, Dice, GroupName ItemKind)
-> StateT SMGen Identity (Int, Int, GroupName ItemKind)
castInitialActors (Int
ln, Dice
d, GroupName ItemKind
actorGroup) = do
Int
n <- AbsDepth -> AbsDepth -> Dice -> Rnd Int
castDice (Int -> AbsDepth
Dice.AbsDepth (Int -> AbsDepth) -> Int -> AbsDepth
forall a b. (a -> b) -> a -> b
$ Int -> Int
forall a. Num a => a -> a
abs Int
ln) AbsDepth
totalDepth Dice
d
(Int, Int, GroupName ItemKind)
-> StateT SMGen Identity (Int, Int, GroupName ItemKind)
forall (m :: * -> *) a. Monad m => a -> m a
return (Int
ln, Int
n, GroupName ItemKind
actorGroup)
[(Int, Int, GroupName ItemKind)]
ginitial <- ((Int, Dice, GroupName ItemKind)
-> StateT SMGen Identity (Int, Int, GroupName ItemKind))
-> [(Int, Dice, GroupName ItemKind)]
-> StateT SMGen Identity [(Int, Int, GroupName ItemKind)]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM (Int, Dice, GroupName ItemKind)
-> StateT SMGen Identity (Int, Int, GroupName ItemKind)
castInitialActors [(Int, Dice, GroupName ItemKind)]
initialActors
let cmap :: Map Text Color
cmap =
[Color] -> [Color -> Text] -> Map Text Color
forall b a. Ord b => [a] -> [a -> b] -> Map b a
mapFromFuns [Color]
Color.legalFgCol
[Color -> Text
colorToTeamName, Color -> Text
colorToPlainName, Color -> Text
colorToFancyName]
colorName :: Text
colorName = Text -> Text
T.toLower (Text -> Text) -> Text -> Text
forall a b. (a -> b) -> a -> b
$ [Text] -> Text
forall a. [a] -> a
head ([Text] -> Text) -> [Text] -> Text
forall a b. (a -> b) -> a -> b
$ Text -> [Text]
T.words Text
fname
prefix :: Text
prefix = case (Maybe AutoLeader
fleaderMode, Bool
funderAI) of
(Maybe AutoLeader
Nothing, Bool
False) -> Text
"Uncoordinated"
(Maybe AutoLeader
Nothing, Bool
True) -> Text
"Loose"
(Just{}, Bool
False) -> Text
"Autonomous"
(Just{}, Bool
True) -> Text
"Controlled"
gnameNew :: Text
gnameNew = Text
prefix Text -> Text -> Text
<+> if Bool
fhasGender
then [Part] -> Text
makePhrase [Part -> Part
MU.Ws (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text Text
fname]
else Text
fname
gcolor :: Color
gcolor = Color -> Text -> Map Text Color -> Color
forall k a. Ord k => a -> k -> Map k a -> a
M.findWithDefault Color
Color.BrWhite Text
colorName Map Text Color
cmap
gvictimsDnew :: EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
gvictimsDnew = case (Faction -> Bool) -> [Faction] -> Maybe Faction
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Maybe a
find (\Faction
fact -> Faction -> Text
gname Faction
fact Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
== Text
gnameNew)
([Faction] -> Maybe Faction) -> [Faction] -> Maybe Faction
forall a b. (a -> b) -> a -> b
$ FactionDict -> [Faction]
forall k a. EnumMap k a -> [a]
EM.elems FactionDict
factionDold of
Maybe Faction
Nothing -> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
forall k a. EnumMap k a
EM.empty
Just Faction
fact ->
let sing :: IntMap (EnumMap (ContentId ItemKind) Int)
sing = Int
-> EnumMap (ContentId ItemKind) Int
-> IntMap (EnumMap (ContentId ItemKind) Int)
forall a. Int -> a -> IntMap a
IM.singleton Int
curDiffSerOld (Faction -> EnumMap (ContentId ItemKind) Int
gvictims Faction
fact)
f :: IntMap (EnumMap k Int)
-> IntMap (EnumMap k Int) -> IntMap (EnumMap k Int)
f = (EnumMap k Int -> EnumMap k Int -> EnumMap k Int)
-> IntMap (EnumMap k Int)
-> IntMap (EnumMap k Int)
-> IntMap (EnumMap k Int)
forall a. (a -> a -> a) -> IntMap a -> IntMap a -> IntMap a
IM.unionWith ((Int -> Int -> Int)
-> EnumMap k Int -> EnumMap k Int -> EnumMap k Int
forall a k.
(a -> a -> a) -> EnumMap k a -> EnumMap k a -> EnumMap k a
EM.unionWith Int -> Int -> Int
forall a. Num a => a -> a -> a
(+))
in (IntMap (EnumMap (ContentId ItemKind) Int)
-> IntMap (EnumMap (ContentId ItemKind) Int)
-> IntMap (EnumMap (ContentId ItemKind) Int))
-> ContentId ModeKind
-> IntMap (EnumMap (ContentId ItemKind) Int)
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
forall k a.
Enum k =>
(a -> a -> a) -> k -> a -> EnumMap k a -> EnumMap k a
EM.insertWith IntMap (EnumMap (ContentId ItemKind) Int)
-> IntMap (EnumMap (ContentId ItemKind) Int)
-> IntMap (EnumMap (ContentId ItemKind) Int)
forall k.
IntMap (EnumMap k Int)
-> IntMap (EnumMap k Int) -> IntMap (EnumMap k Int)
f ContentId ModeKind
gameModeIdOld IntMap (EnumMap (ContentId ItemKind) Int)
sing (EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int)))
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
forall a b. (a -> b) -> a -> b
$ Faction
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
gvictimsD Faction
fact
let gname :: Text
gname = Text
gnameNew
gdipl :: EnumMap k a
gdipl = EnumMap k a
forall k a. EnumMap k a
EM.empty
gquit :: Maybe a
gquit = Maybe a
forall a. Maybe a
Nothing
_gleader :: Maybe a
_gleader = Maybe a
forall a. Maybe a
Nothing
gvictims :: EnumMap k a
gvictims = EnumMap k a
forall k a. EnumMap k a
EM.empty
gvictimsD :: EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
gvictimsD = EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
gvictimsDnew
gstash :: Maybe a
gstash = Maybe a
forall a. Maybe a
Nothing
(FactionId, Faction) -> StateT SMGen Identity (FactionId, Faction)
forall (m :: * -> *) a. Monad m => a -> m a
return (Int -> FactionId
forall a. Enum a => Int -> a
toEnum (Int -> FactionId) -> Int -> FactionId
forall a b. (a -> b) -> a -> b
$ if Bool
fhasUI then Int
ix else -Int
ix, Faction :: Text
-> Color
-> Player
-> Maybe TeamContinuity
-> [(Int, Int, GroupName ItemKind)]
-> Dipl
-> Maybe Status
-> Maybe ActorId
-> Maybe (LevelId, Point)
-> EnumMap (ContentId ItemKind) Int
-> EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
-> Faction
Faction{[(Int, Int, GroupName ItemKind)]
Maybe (LevelId, Point)
Maybe ActorId
Maybe TeamContinuity
Maybe Status
EnumMap (ContentId ItemKind) Int
EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
Dipl
Text
Color
Player
forall a. Maybe a
forall k a. EnumMap k a
gstash :: Maybe (LevelId, Point)
_gleader :: Maybe ActorId
gquit :: Maybe Status
gdipl :: Dipl
ginitial :: [(Int, Int, GroupName ItemKind)]
gplayer :: Player
gcolor :: Color
gstash :: forall a. Maybe a
gvictimsD :: EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
gvictims :: forall k a. EnumMap k a
_gleader :: forall a. Maybe a
gquit :: forall a. Maybe a
gdipl :: forall k a. EnumMap k a
gname :: Text
gvictimsD :: EnumMap
(ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int))
gvictims :: EnumMap (ContentId ItemKind) Int
gname :: Text
gcolor :: Color
ginitial :: [(Int, Int, GroupName ItemKind)]
gteamCont :: Maybe TeamContinuity
gplayer :: Player
gteamCont :: Maybe TeamContinuity
..})
[(FactionId, Faction)]
lFs <- ((Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))
-> StateT SMGen Identity (FactionId, Faction))
-> [(Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))]
-> StateT SMGen Identity [(FactionId, Faction)]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM (Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))
-> StateT SMGen Identity (FactionId, Faction)
rawCreate ([(Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))]
-> StateT SMGen Identity [(FactionId, Faction)])
-> [(Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))]
-> StateT SMGen Identity [(FactionId, Faction)]
forall a b. (a -> b) -> a -> b
$ [Int]
-> [(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
-> [(Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))]
forall a b. [a] -> [b] -> [(a, b)]
zip [Int
1..] ([(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
-> [(Int,
(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)]))])
-> [(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
-> [(Int,
(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)]))]
forall a b. (a -> b) -> a -> b
$ Roster
-> [(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
rosterList Roster
players
let swapIx :: [(Text, Text)] -> [(FactionId, FactionId)]
swapIx [(Text, Text)]
l =
let findPlayerName :: Text -> t (a, Faction) -> Maybe (a, Faction)
findPlayerName Text
name = ((a, Faction) -> Bool) -> t (a, Faction) -> Maybe (a, Faction)
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Maybe a
find ((Text
name Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
==) (Text -> Bool) -> ((a, Faction) -> Text) -> (a, Faction) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Player -> Text
fname (Player -> Text)
-> ((a, Faction) -> Player) -> (a, Faction) -> Text
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> Player
gplayer (Faction -> Player)
-> ((a, Faction) -> Faction) -> (a, Faction) -> Player
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (a, Faction) -> Faction
forall a b. (a, b) -> b
snd)
f :: (Text, Text) -> (FactionId, FactionId)
f (Text
name1, Text
name2) =
case (Text -> [(FactionId, Faction)] -> Maybe (FactionId, Faction)
forall (t :: * -> *) a.
Foldable t =>
Text -> t (a, Faction) -> Maybe (a, Faction)
findPlayerName Text
name1 [(FactionId, Faction)]
lFs, Text -> [(FactionId, Faction)] -> Maybe (FactionId, Faction)
forall (t :: * -> *) a.
Foldable t =>
Text -> t (a, Faction) -> Maybe (a, Faction)
findPlayerName Text
name2 [(FactionId, Faction)]
lFs) of
(Just (FactionId
ix1, Faction
_), Just (FactionId
ix2, Faction
_)) -> (FactionId
ix1, FactionId
ix2)
(Maybe (FactionId, Faction), Maybe (FactionId, Faction))
_ -> [Char] -> (FactionId, FactionId)
forall a. HasCallStack => [Char] -> a
error ([Char] -> (FactionId, FactionId))
-> [Char] -> (FactionId, FactionId)
forall a b. (a -> b) -> a -> b
$ [Char]
"unknown faction"
[Char] -> ((Text, Text), [(FactionId, Faction)]) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` ((Text
name1, Text
name2), [(FactionId, Faction)]
lFs)
ixs :: [(FactionId, FactionId)]
ixs = ((Text, Text) -> (FactionId, FactionId))
-> [(Text, Text)] -> [(FactionId, FactionId)]
forall a b. (a -> b) -> [a] -> [b]
map (Text, Text) -> (FactionId, FactionId)
f [(Text, Text)]
l
in [(FactionId, FactionId)]
ixs [(FactionId, FactionId)]
-> [(FactionId, FactionId)] -> [(FactionId, FactionId)]
forall a. [a] -> [a] -> [a]
++ ((FactionId, FactionId) -> (FactionId, FactionId))
-> [(FactionId, FactionId)] -> [(FactionId, FactionId)]
forall a b. (a -> b) -> [a] -> [b]
map (FactionId, FactionId) -> (FactionId, FactionId)
forall a b. (a, b) -> (b, a)
swap [(FactionId, FactionId)]
ixs
mkDipl :: Diplomacy
-> EnumMap k Faction -> t (k, FactionId) -> EnumMap k Faction
mkDipl Diplomacy
diplMode =
let f :: (k, FactionId) -> EnumMap k Faction -> EnumMap k Faction
f (k
ix1, FactionId
ix2) =
let adj :: Faction -> Faction
adj Faction
fact = Faction
fact {gdipl :: Dipl
gdipl = FactionId -> Diplomacy -> Dipl -> Dipl
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert FactionId
ix2 Diplomacy
diplMode (Faction -> Dipl
gdipl Faction
fact)}
in (Faction -> Faction) -> k -> EnumMap k Faction -> EnumMap k Faction
forall k a. Enum k => (a -> a) -> k -> EnumMap k a -> EnumMap k a
EM.adjust Faction -> Faction
adj k
ix1
in ((k, FactionId) -> EnumMap k Faction -> EnumMap k Faction)
-> EnumMap k Faction -> t (k, FactionId) -> EnumMap k Faction
forall (t :: * -> *) a b.
Foldable t =>
(a -> b -> b) -> b -> t a -> b
foldr (k, FactionId) -> EnumMap k Faction -> EnumMap k Faction
f
rawFs :: FactionDict
rawFs = [(FactionId, Faction)] -> FactionDict
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromList [(FactionId, Faction)]
lFs
allianceFs :: FactionDict
allianceFs = Diplomacy -> FactionDict -> [(FactionId, FactionId)] -> FactionDict
forall k (t :: * -> *).
(Enum k, Foldable t) =>
Diplomacy
-> EnumMap k Faction -> t (k, FactionId) -> EnumMap k Faction
mkDipl Diplomacy
Alliance FactionDict
rawFs ([(Text, Text)] -> [(FactionId, FactionId)]
swapIx (Roster -> [(Text, Text)]
rosterAlly Roster
players))
warFs :: FactionDict
warFs = Diplomacy -> FactionDict -> [(FactionId, FactionId)] -> FactionDict
forall k (t :: * -> *).
(Enum k, Foldable t) =>
Diplomacy
-> EnumMap k Faction -> t (k, FactionId) -> EnumMap k Faction
mkDipl Diplomacy
War FactionDict
allianceFs ([(Text, Text)] -> [(FactionId, FactionId)]
swapIx (Roster -> [(Text, Text)]
rosterEnemy Roster
players))
FactionDict -> Rnd FactionDict
forall (m :: * -> *) a. Monad m => a -> m a
return (FactionDict -> Rnd FactionDict) -> FactionDict -> Rnd FactionDict
forall a b. (a -> b) -> a -> b
$! FactionDict
warFs
gameReset :: MonadServer m
=> ServerOptions -> Maybe (GroupName ModeKind)
-> Maybe SM.SMGen -> m State
gameReset :: ServerOptions
-> Maybe (GroupName ModeKind) -> Maybe SMGen -> m State
gameReset ServerOptions
serverOptions Maybe (GroupName ModeKind)
mGameMode Maybe SMGen
mrandom = do
cops :: COps
cops@COps{ContentData ModeKind
comode :: COps -> ContentData ModeKind
comode :: ContentData ModeKind
comode} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
SMGen
dungeonSeed <- Maybe SMGen -> m SMGen
forall (m :: * -> *). MonadServer m => Maybe SMGen -> m SMGen
getSetGen (Maybe SMGen -> m SMGen) -> Maybe SMGen -> m SMGen
forall a b. (a -> b) -> a -> b
$ ServerOptions -> Maybe SMGen
sdungeonRng ServerOptions
serverOptions Maybe SMGen -> Maybe SMGen -> Maybe SMGen
forall (m :: * -> *) a. MonadPlus m => m a -> m a -> m a
`mplus` Maybe SMGen
mrandom
SMGen
srandom <- Maybe SMGen -> m SMGen
forall (m :: * -> *). MonadServer m => Maybe SMGen -> m SMGen
getSetGen (Maybe SMGen -> m SMGen) -> Maybe SMGen -> m SMGen
forall a b. (a -> b) -> a -> b
$ ServerOptions -> Maybe SMGen
smainRng ServerOptions
serverOptions Maybe SMGen -> Maybe SMGen -> Maybe SMGen
forall (m :: * -> *) a. MonadPlus m => m a -> m a -> m a
`mplus` Maybe SMGen
mrandom
let srngs :: RNGs
srngs = Maybe SMGen -> Maybe SMGen -> RNGs
RNGs (SMGen -> Maybe SMGen
forall a. a -> Maybe a
Just SMGen
dungeonSeed) (SMGen -> Maybe SMGen
forall a. a -> Maybe a
Just SMGen
srandom)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (ServerOptions -> Bool
sdumpInitRngs ServerOptions
serverOptions) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ RNGs -> m ()
forall (m :: * -> *). MonadServer m => RNGs -> m ()
dumpRngs RNGs
srngs
ScoreDict
scoreTable <- COps -> m ScoreDict
forall (m :: * -> *). MonadServer m => COps -> m ScoreDict
restoreScore COps
cops
FactionDict
factionDold <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
ContentId ModeKind
gameModeIdOld <- (State -> ContentId ModeKind) -> m (ContentId ModeKind)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ContentId ModeKind
sgameModeId
GearOfTeams
teamGearOld <- (StateServer -> GearOfTeams) -> m GearOfTeams
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> GearOfTeams
steamGear
FlavourMap
flavourOld <- (StateServer -> FlavourMap) -> m FlavourMap
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> FlavourMap
sflavour
DiscoveryKindRev
discoKindRevOld <- (StateServer -> DiscoveryKindRev) -> m DiscoveryKindRev
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> DiscoveryKindRev
sdiscoKindRev
EnumMap FactionId State
clientStatesOld <- (StateServer -> EnumMap FactionId State)
-> m (EnumMap FactionId State)
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> EnumMap FactionId State
sclientStates
Challenge
curChalSer <- (StateServer -> Challenge) -> m Challenge
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer ((StateServer -> Challenge) -> m Challenge)
-> (StateServer -> Challenge) -> m Challenge
forall a b. (a -> b) -> a -> b
$ ServerOptions -> Challenge
scurChalSer (ServerOptions -> Challenge)
-> (StateServer -> ServerOptions) -> StateServer -> Challenge
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateServer -> ServerOptions
soptions
let gameMode :: GroupName ModeKind
gameMode = GroupName ModeKind
-> Maybe (GroupName ModeKind) -> GroupName ModeKind
forall a. a -> Maybe a -> a
fromMaybe GroupName ModeKind
INSERT_COIN
(Maybe (GroupName ModeKind) -> GroupName ModeKind)
-> Maybe (GroupName ModeKind) -> GroupName ModeKind
forall a b. (a -> b) -> a -> b
$ Maybe (GroupName ModeKind)
mGameMode Maybe (GroupName ModeKind)
-> Maybe (GroupName ModeKind) -> Maybe (GroupName ModeKind)
forall (m :: * -> *) a. MonadPlus m => m a -> m a -> m a
`mplus` ServerOptions -> Maybe (GroupName ModeKind)
sgameMode ServerOptions
serverOptions
rnd :: Rnd (FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
DungeonGen.FreshDungeon, ContentId ModeKind)
rnd :: Rnd
(FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
FreshDungeon, ContentId ModeKind)
rnd = do
ContentId ModeKind
modeKindId <-
ContentId ModeKind
-> Maybe (ContentId ModeKind) -> ContentId ModeKind
forall a. a -> Maybe a -> a
fromMaybe ([Char] -> ContentId ModeKind
forall a. HasCallStack => [Char] -> a
error ([Char] -> ContentId ModeKind) -> [Char] -> ContentId ModeKind
forall a b. (a -> b) -> a -> b
$ [Char]
"Unknown game mode:" [Char] -> GroupName ModeKind -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` GroupName ModeKind
gameMode)
(Maybe (ContentId ModeKind) -> ContentId ModeKind)
-> StateT SMGen Identity (Maybe (ContentId ModeKind))
-> StateT SMGen Identity (ContentId ModeKind)
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> ContentData ModeKind
-> GroupName ModeKind
-> (ModeKind -> Bool)
-> StateT SMGen Identity (Maybe (ContentId ModeKind))
forall a.
Show a =>
ContentData a
-> GroupName a -> (a -> Bool) -> Rnd (Maybe (ContentId a))
opick ContentData ModeKind
comode GroupName ModeKind
gameMode (Bool -> ModeKind -> Bool
forall a b. a -> b -> a
const Bool
True)
let mode :: ModeKind
mode = ContentData ModeKind -> ContentId ModeKind -> ModeKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ModeKind
comode ContentId ModeKind
modeKindId
automatePS :: Roster -> Roster
automatePS Roster
ps = Roster
ps {rosterList :: [(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)])]
rosterList =
((Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)])
-> (Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)]))
-> [(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
-> [(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
forall a b. (a -> b) -> [a] -> [b]
map (\(Player
pl, Maybe TeamContinuity
tc, [(Int, Dice, GroupName ItemKind)]
l) -> (Bool -> Player -> Player
automatePlayer Bool
True Player
pl, Maybe TeamContinuity
tc, [(Int, Dice, GroupName ItemKind)]
l))
(Roster
-> [(Player, Maybe TeamContinuity,
[(Int, Dice, GroupName ItemKind)])]
rosterList Roster
ps)}
players :: Roster
players = if ServerOptions -> Bool
sautomateAll ServerOptions
serverOptions
then Roster -> Roster
automatePS (Roster -> Roster) -> Roster -> Roster
forall a b. (a -> b) -> a -> b
$ ModeKind -> Roster
mroster ModeKind
mode
else ModeKind -> Roster
mroster ModeKind
mode
FlavourMap
flavour <- COps -> FlavourMap -> Rnd FlavourMap
dungeonFlavourMap COps
cops FlavourMap
flavourOld
(DiscoveryKind
discoKind, DiscoveryKindRev
sdiscoKindRev) <- COps -> DiscoveryKindRev -> Rnd (DiscoveryKind, DiscoveryKindRev)
serverDiscos COps
cops DiscoveryKindRev
discoKindRevOld
FreshDungeon
freshDng <- COps -> ServerOptions -> Caves -> Rnd FreshDungeon
DungeonGen.dungeonGen COps
cops ServerOptions
serverOptions (Caves -> Rnd FreshDungeon) -> Caves -> Rnd FreshDungeon
forall a b. (a -> b) -> a -> b
$ ModeKind -> Caves
mcaves ModeKind
mode
FactionDict
factionD <- FactionDict
-> ContentId ModeKind
-> Int
-> AbsDepth
-> Roster
-> Rnd FactionDict
resetFactions FactionDict
factionDold ContentId ModeKind
gameModeIdOld
(Challenge -> Int
cdiff Challenge
curChalSer)
(FreshDungeon -> AbsDepth
DungeonGen.freshTotalDepth FreshDungeon
freshDng)
Roster
players
(FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
FreshDungeon, ContentId ModeKind)
-> Rnd
(FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
FreshDungeon, ContentId ModeKind)
forall (m :: * -> *) a. Monad m => a -> m a
return ( FactionDict
factionD, FlavourMap
flavour, DiscoveryKind
discoKind
, DiscoveryKindRev
sdiscoKindRev, FreshDungeon
freshDng, ContentId ModeKind
modeKindId )
let ( FactionDict
factionD, FlavourMap
sflavour, DiscoveryKind
discoKind
,DiscoveryKindRev
sdiscoKindRev, DungeonGen.FreshDungeon{Dungeon
AbsDepth
freshDungeon :: FreshDungeon -> Dungeon
freshTotalDepth :: AbsDepth
freshDungeon :: Dungeon
freshTotalDepth :: FreshDungeon -> AbsDepth
..}, ContentId ModeKind
modeKindId ) =
Rnd
(FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
FreshDungeon, ContentId ModeKind)
-> SMGen
-> (FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
FreshDungeon, ContentId ModeKind)
forall s a. State s a -> s -> a
St.evalState Rnd
(FactionDict, FlavourMap, DiscoveryKind, DiscoveryKindRev,
FreshDungeon, ContentId ModeKind)
rnd SMGen
dungeonSeed
defState :: State
defState = Dungeon
-> AbsDepth
-> FactionDict
-> COps
-> ScoreDict
-> ContentId ModeKind
-> DiscoveryKind
-> State
defStateGlobal Dungeon
freshDungeon AbsDepth
freshTotalDepth
FactionDict
factionD COps
cops ScoreDict
scoreTable ContentId ModeKind
modeKindId DiscoveryKind
discoKind
defSer :: StateServer
defSer = StateServer
emptyStateServer { SMGen
srandom :: SMGen
srandom :: SMGen
srandom
, RNGs
srngs :: RNGs
srngs :: RNGs
srngs }
StateServer -> m ()
forall (m :: * -> *). MonadServer m => StateServer -> m ()
putServer StateServer
defSer
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser -> StateServer
ser { steamGear :: GearOfTeams
steamGear = GearOfTeams
teamGearOld
, steamGearCur :: GearOfTeams
steamGearCur = GearOfTeams
teamGearOld
, sclientStates :: EnumMap FactionId State
sclientStates = EnumMap FactionId State
clientStatesOld
, DiscoveryKindRev
sdiscoKindRev :: DiscoveryKindRev
sdiscoKindRev :: DiscoveryKindRev
sdiscoKindRev
, FlavourMap
sflavour :: FlavourMap
sflavour :: FlavourMap
sflavour }
State -> m State
forall (m :: * -> *) a. Monad m => a -> m a
return (State -> m State) -> State -> m State
forall a b. (a -> b) -> a -> b
$! State
defState
populateDungeon :: forall m. MonadServerAtomic m => m ()
populateDungeon :: m ()
populateDungeon = do
cops :: COps
cops@COps{TileSpeedup
coTileSpeedup :: COps -> TileSpeedup
coTileSpeedup :: TileSpeedup
coTileSpeedup} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
Challenge
curChalSer <- (StateServer -> Challenge) -> m Challenge
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer ((StateServer -> Challenge) -> m Challenge)
-> (StateServer -> Challenge) -> m Challenge
forall a b. (a -> b) -> a -> b
$ ServerOptions -> Challenge
scurChalSer (ServerOptions -> Challenge)
-> (StateServer -> ServerOptions) -> StateServer -> Challenge
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateServer -> ServerOptions
soptions
let nGt0 :: (a, a, c) -> Bool
nGt0 (a
_, a
n, c
_) = a
n a -> a -> Bool
forall a. Ord a => a -> a -> Bool
> a
0
ginitialWolf :: Faction -> [(Int, Int, GroupName ItemKind)]
ginitialWolf Faction
fact1 = if Challenge -> Bool
cwolf Challenge
curChalSer Bool -> Bool -> Bool
&& Player -> Bool
fhasUI (Faction -> Player
gplayer Faction
fact1)
then case ((Int, Int, GroupName ItemKind) -> Bool)
-> [(Int, Int, GroupName ItemKind)]
-> [(Int, Int, GroupName ItemKind)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Int, Int, GroupName ItemKind) -> Bool
forall a a c. (Ord a, Num a) => (a, a, c) -> Bool
nGt0 ([(Int, Int, GroupName ItemKind)]
-> [(Int, Int, GroupName ItemKind)])
-> [(Int, Int, GroupName ItemKind)]
-> [(Int, Int, GroupName ItemKind)]
forall a b. (a -> b) -> a -> b
$ Faction -> [(Int, Int, GroupName ItemKind)]
ginitial Faction
fact1 of
[] -> []
(Int
ln, Int
_, GroupName ItemKind
grp) : [(Int, Int, GroupName ItemKind)]
_ -> [(Int
ln, Int
1, GroupName ItemKind
grp)]
else Faction -> [(Int, Int, GroupName ItemKind)]
ginitial Faction
fact1
needInitialCrew :: [(FactionId, Faction)]
needInitialCrew = ((FactionId, Faction) -> (FactionId, Faction) -> Ordering)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> a -> Ordering) -> [a] -> [a]
sortBy (((FactionId, Faction) -> Int)
-> (FactionId, Faction) -> (FactionId, Faction) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
comparing (((FactionId, Faction) -> Int)
-> (FactionId, Faction) -> (FactionId, Faction) -> Ordering)
-> ((FactionId, Faction) -> Int)
-> (FactionId, Faction)
-> (FactionId, Faction)
-> Ordering
forall a b. (a -> b) -> a -> b
$ Int -> Int
forall a. Num a => a -> a
abs (Int -> Int)
-> ((FactionId, Faction) -> Int) -> (FactionId, Faction) -> Int
forall b c a. (b -> c) -> (a -> b) -> a -> c
. FactionId -> Int
forall a. Enum a => a -> Int
fromEnum (FactionId -> Int)
-> ((FactionId, Faction) -> FactionId)
-> (FactionId, Faction)
-> Int
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> FactionId
forall a b. (a, b) -> a
fst)
([(FactionId, Faction)] -> [(FactionId, Faction)])
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a b. (a -> b) -> a -> b
$ ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Bool -> Bool
not (Bool -> Bool)
-> ((FactionId, Faction) -> Bool) -> (FactionId, Faction) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. [(Int, Int, GroupName ItemKind)] -> Bool
forall a. [a] -> Bool
null ([(Int, Int, GroupName ItemKind)] -> Bool)
-> ((FactionId, Faction) -> [(Int, Int, GroupName ItemKind)])
-> (FactionId, Faction)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> [(Int, Int, GroupName ItemKind)]
ginitialWolf (Faction -> [(Int, Int, GroupName ItemKind)])
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> [(Int, Int, GroupName ItemKind)]
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd)
([(FactionId, Faction)] -> [(FactionId, Faction)])
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a b. (a -> b) -> a -> b
$ FactionDict -> [(FactionId, Faction)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs FactionDict
factionD
getEntryLevels :: (FactionId, Faction) -> [LevelId]
getEntryLevels (FactionId
_, Faction
fact) =
((Int, Int, GroupName ItemKind) -> LevelId)
-> [(Int, Int, GroupName ItemKind)] -> [LevelId]
forall a b. (a -> b) -> [a] -> [b]
map (\(Int
ln, Int
_, GroupName ItemKind
_) -> Int -> LevelId
forall a. Enum a => Int -> a
toEnum Int
ln) ([(Int, Int, GroupName ItemKind)] -> [LevelId])
-> [(Int, Int, GroupName ItemKind)] -> [LevelId]
forall a b. (a -> b) -> a -> b
$ Faction -> [(Int, Int, GroupName ItemKind)]
ginitialWolf Faction
fact
arenas :: [LevelId]
arenas = EnumSet LevelId -> [LevelId]
forall k. Enum k => EnumSet k -> [k]
ES.elems (EnumSet LevelId -> [LevelId]) -> EnumSet LevelId -> [LevelId]
forall a b. (a -> b) -> a -> b
$ [LevelId] -> EnumSet LevelId
forall k. Enum k => [k] -> EnumSet k
ES.fromList ([LevelId] -> EnumSet LevelId) -> [LevelId] -> EnumSet LevelId
forall a b. (a -> b) -> a -> b
$ ((FactionId, Faction) -> [LevelId])
-> [(FactionId, Faction)] -> [LevelId]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap (FactionId, Faction) -> [LevelId]
getEntryLevels [(FactionId, Faction)]
needInitialCrew
hasActorsOnArena :: LevelId -> (FactionId, Faction) -> Bool
hasActorsOnArena LevelId
lid (FactionId
_, Faction
fact) =
((Int, Int, GroupName ItemKind) -> Bool)
-> [(Int, Int, GroupName ItemKind)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (\(Int
ln, Int
_, GroupName ItemKind
_) -> Int -> LevelId
forall a. Enum a => Int -> a
toEnum Int
ln LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== LevelId
lid) ([(Int, Int, GroupName ItemKind)] -> Bool)
-> [(Int, Int, GroupName ItemKind)] -> Bool
forall a b. (a -> b) -> a -> b
$ Faction -> [(Int, Int, GroupName ItemKind)]
ginitialWolf Faction
fact
initialActorPositions :: LevelId
-> m (LevelId, EM.EnumMap FactionId Point)
initialActorPositions :: LevelId -> m (LevelId, EnumMap FactionId Point)
initialActorPositions LevelId
lid = do
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
let arenaFactions :: [FactionId]
arenaFactions =
((FactionId, Faction) -> FactionId)
-> [(FactionId, Faction)] -> [FactionId]
forall a b. (a -> b) -> [a] -> [b]
map (FactionId, Faction) -> FactionId
forall a b. (a, b) -> a
fst ([(FactionId, Faction)] -> [FactionId])
-> [(FactionId, Faction)] -> [FactionId]
forall a b. (a -> b) -> a -> b
$ ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (LevelId -> (FactionId, Faction) -> Bool
hasActorsOnArena LevelId
lid) [(FactionId, Faction)]
needInitialCrew
[Point]
entryPoss <- Rnd [Point] -> m [Point]
forall (m :: * -> *) a. MonadServer m => Rnd a -> m a
rndToAction (Rnd [Point] -> m [Point]) -> Rnd [Point] -> m [Point]
forall a b. (a -> b) -> a -> b
$ COps -> Level -> Int -> Rnd [Point]
findEntryPoss COps
cops Level
lvl ([FactionId] -> Int
forall a. [a] -> Int
length [FactionId]
arenaFactions)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when ([Point] -> Int
forall a. [a] -> Int
length [Point]
entryPoss Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< [FactionId] -> Int
forall a. [a] -> Int
length [FactionId]
arenaFactions) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ Text -> m ()
forall (m :: * -> *). MonadServer m => Text -> m ()
debugPossiblyPrint
Text
"Server: populateDungeon: failed to find enough distinct faction starting positions; some factions share positions"
let usedPoss :: EnumMap FactionId Point
usedPoss = [(FactionId, Point)] -> EnumMap FactionId Point
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromList ([(FactionId, Point)] -> EnumMap FactionId Point)
-> [(FactionId, Point)] -> EnumMap FactionId Point
forall a b. (a -> b) -> a -> b
$ [FactionId] -> [Point] -> [(FactionId, Point)]
forall a b. [a] -> [b] -> [(a, b)]
zip [FactionId]
arenaFactions ([Point] -> [(FactionId, Point)])
-> [Point] -> [(FactionId, Point)]
forall a b. (a -> b) -> a -> b
$ [Point] -> [Point]
forall a. [a] -> [a]
cycle [Point]
entryPoss
(LevelId, EnumMap FactionId Point)
-> m (LevelId, EnumMap FactionId Point)
forall (m :: * -> *) a. Monad m => a -> m a
return (LevelId
lid, EnumMap FactionId Point
usedPoss)
EnumMap LevelId (EnumMap FactionId Point)
factionPositions <- [(LevelId, EnumMap FactionId Point)]
-> EnumMap LevelId (EnumMap FactionId Point)
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromDistinctAscList
([(LevelId, EnumMap FactionId Point)]
-> EnumMap LevelId (EnumMap FactionId Point))
-> m [(LevelId, EnumMap FactionId Point)]
-> m (EnumMap LevelId (EnumMap FactionId Point))
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> (LevelId -> m (LevelId, EnumMap FactionId Point))
-> [LevelId] -> m [(LevelId, EnumMap FactionId Point)]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM LevelId -> m (LevelId, EnumMap FactionId Point)
initialActorPositions [LevelId]
arenas
let initialActors :: (FactionId, Faction) -> m ()
initialActors :: (FactionId, Faction) -> m ()
initialActors (FactionId
fid3, Faction
fact3) =
((Int, Int, GroupName ItemKind) -> m ())
-> [(Int, Int, GroupName ItemKind)] -> m ()
forall (t :: * -> *) (m :: * -> *) a.
(Foldable t, Monad m) =>
(a -> m ()) -> t a -> m ()
mapM_ (FactionId -> (Int, Int, GroupName ItemKind) -> m ()
placeActors FactionId
fid3) ([(Int, Int, GroupName ItemKind)] -> m ())
-> [(Int, Int, GroupName ItemKind)] -> m ()
forall a b. (a -> b) -> a -> b
$ Faction -> [(Int, Int, GroupName ItemKind)]
ginitialWolf Faction
fact3
placeActors :: FactionId -> (Int, Int, GroupName ItemKind) -> m ()
placeActors :: FactionId -> (Int, Int, GroupName ItemKind) -> m ()
placeActors FactionId
fid3 (Int
ln, Int
n, GroupName ItemKind
actorGroup) = do
let lid :: LevelId
lid = Int -> LevelId
forall a. Enum a => Int -> a
toEnum Int
ln
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
let ppos :: Point
ppos = EnumMap LevelId (EnumMap FactionId Point)
factionPositions EnumMap LevelId (EnumMap FactionId Point)
-> LevelId -> EnumMap FactionId Point
forall k a. Enum k => EnumMap k a -> k -> a
EM.! LevelId
lid EnumMap FactionId Point -> FactionId -> Point
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid3
validTile :: ContentId TileKind -> Bool
validTile ContentId TileKind
t = Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ TileSpeedup -> ContentId TileKind -> Bool
Tile.isNoActor TileSpeedup
coTileSpeedup ContentId TileKind
t
psFree :: [Point]
psFree = COps -> Level -> (ContentId TileKind -> Bool) -> Point -> [Point]
nearbyFreePoints COps
cops Level
lvl ContentId TileKind -> Bool
validTile Point
ppos
ps :: [Point]
ps = Int -> [Point] -> [Point]
forall a. Int -> [a] -> [a]
take Int
n [Point]
psFree
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when ([Point] -> Int
forall a. [a] -> Int
length [Point]
ps Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< Int
n) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ Text -> m ()
forall (m :: * -> *). MonadServer m => Text -> m ()
debugPossiblyPrint
Text
"Server: populateDungeon: failed to find enough initial actor positions; some actors are not generated"
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
[Point] -> (Point -> m ()) -> m ()
forall (t :: * -> *) (m :: * -> *) a.
(Foldable t, Monad m) =>
t a -> (a -> m ()) -> m ()
forM_ [Point]
ps ((Point -> m ()) -> m ()) -> (Point -> m ()) -> m ()
forall a b. (a -> b) -> a -> b
$ \Point
p -> do
Int
rndDelay <- Rnd Int -> m Int
forall (m :: * -> *) a. MonadServer m => Rnd a -> m a
rndToAction (Rnd Int -> m Int) -> Rnd Int -> m Int
forall a b. (a -> b) -> a -> b
$ (Int, Int) -> Rnd Int
forall a. Integral a => (a, a) -> Rnd a
randomR (Int
1, Int
clipsInTurn Int -> Int -> Int
forall a. Num a => a -> a -> a
- Int
1)
let delta :: Delta Time
delta = Delta Time -> Int -> Delta Time
timeDeltaScale (Time -> Delta Time
forall a. a -> Delta a
Delta Time
timeClip) Int
rndDelay
rndTime :: Time
rndTime = Time -> Delta Time -> Time
timeShift Time
localTime Delta Time
delta
Maybe ActorId
maid <- GroupName ItemKind
-> FactionId -> Point -> LevelId -> Time -> m (Maybe ActorId)
forall (m :: * -> *).
MonadServerAtomic m =>
GroupName ItemKind
-> FactionId -> Point -> LevelId -> Time -> m (Maybe ActorId)
addActorFromGroup GroupName ItemKind
actorGroup FactionId
fid3 Point
p LevelId
lid Time
rndTime
case Maybe ActorId
maid of
Maybe ActorId
Nothing -> [Char] -> m ()
forall a. HasCallStack => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ [Char]
"can't spawn initial actors"
[Char] -> (LevelId, FactionId) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (LevelId
lid, FactionId
fid3)
Just ActorId
aid -> do
Maybe ActorId
mleader <- (State -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Maybe ActorId) -> m (Maybe ActorId))
-> (State -> Maybe ActorId) -> m (Maybe ActorId)
forall a b. (a -> b) -> a -> b
$ Faction -> Maybe ActorId
gleader (Faction -> Maybe ActorId)
-> (State -> Faction) -> State -> Maybe ActorId
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid3) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe ActorId -> Bool
forall a. Maybe a -> Bool
isNothing Maybe ActorId
mleader) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId -> ActorId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
FactionId -> ActorId -> m ()
setFreshLeader FactionId
fid3 ActorId
aid
EnumMap LevelId (EnumMap FactionId Point) -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
EnumMap LevelId (EnumMap FactionId Point) -> m ()
placeItemsInDungeon EnumMap LevelId (EnumMap FactionId Point)
factionPositions
m ()
forall (m :: * -> *). MonadServerAtomic m => m ()
embedItemsInDungeon
((FactionId, Faction) -> m ()) -> [(FactionId, Faction)] -> m ()
forall (t :: * -> *) (m :: * -> *) a.
(Foldable t, Monad m) =>
(a -> m ()) -> t a -> m ()
mapM_ (FactionId, Faction) -> m ()
initialActors [(FactionId, Faction)]
needInitialCrew
findEntryPoss :: COps -> Level -> Int -> Rnd [Point]
findEntryPoss :: COps -> Level -> Int -> Rnd [Point]
findEntryPoss COps{ContentData CaveKind
cocave :: ContentData CaveKind
cocave :: COps -> ContentData CaveKind
cocave, TileSpeedup
coTileSpeedup :: TileSpeedup
coTileSpeedup :: COps -> TileSpeedup
coTileSpeedup}
lvl :: Level
lvl@Level{ContentId CaveKind
lkind :: ContentId CaveKind
lkind :: Level -> ContentId CaveKind
lkind, Area
larea :: Level -> Area
larea :: Area
larea, ([Point], [Point])
lstair :: Level -> ([Point], [Point])
lstair :: ([Point], [Point])
lstair, [Point]
lescape :: Level -> [Point]
lescape :: [Point]
lescape}
Int
kRaw = do
let lskip :: [Int]
lskip = CaveKind -> [Int]
CK.cskip (CaveKind -> [Int]) -> CaveKind -> [Int]
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave ContentId CaveKind
lkind
k :: Int
k = Int
kRaw Int -> Int -> Int
forall a. Num a => a -> a -> a
+ [Int] -> Int
forall a. [a] -> Int
length [Int]
lskip
(Point
_, Int
xspan, Int
yspan) = Area -> (Point, Int, Int)
spanArea Area
larea
factionDist :: Int
factionDist = Int -> Int -> Int
forall a. Ord a => a -> a -> a
max Int
xspan Int
yspan Int -> Int -> Int
forall a. Num a => a -> a -> a
- Int
10
dist :: t Point -> Int -> Point -> p -> Bool
dist !t Point
poss !Int
cmin !Point
l p
_ = (Point -> Bool) -> t Point -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
all (\ !Point
pos -> Point -> Point -> Int
chessDist Point
l Point
pos Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
cmin) t Point
poss
tryFind :: [Point] -> Int -> Rnd [Point]
tryFind [Point]
_ Int
0 = [Point] -> Rnd [Point]
forall (m :: * -> *) a. Monad m => a -> m a
return []
tryFind ![Point]
ps !Int
n = do
let ds :: [Point -> ContentId TileKind -> Bool]
ds = [ [Point] -> Int -> Point -> ContentId TileKind -> Bool
forall (t :: * -> *) p.
Foldable t =>
t Point -> Int -> Point -> p -> Bool
dist [Point]
ps Int
factionDist
, [Point] -> Int -> Point -> ContentId TileKind -> Bool
forall (t :: * -> *) p.
Foldable t =>
t Point -> Int -> Point -> p -> Bool
dist [Point]
ps (Int -> Point -> ContentId TileKind -> Bool)
-> Int -> Point -> ContentId TileKind -> Bool
forall a b. (a -> b) -> a -> b
$ Int
factionDist Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` Int
2
, [Point] -> Int -> Point -> ContentId TileKind -> Bool
forall (t :: * -> *) p.
Foldable t =>
t Point -> Int -> Point -> p -> Bool
dist [Point]
ps (Int -> Point -> ContentId TileKind -> Bool)
-> Int -> Point -> ContentId TileKind -> Bool
forall a b. (a -> b) -> a -> b
$ Int
factionDist Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` Int
3
, [Point] -> Int -> Point -> ContentId TileKind -> Bool
forall (t :: * -> *) p.
Foldable t =>
t Point -> Int -> Point -> p -> Bool
dist [Point]
ps (Int -> Point -> ContentId TileKind -> Bool)
-> Int -> Point -> ContentId TileKind -> Bool
forall a b. (a -> b) -> a -> b
$ Int -> Int -> Int
forall a. Ord a => a -> a -> a
max Int
5 (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ Int
factionDist Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` Int
5
, [Point] -> Int -> Point -> ContentId TileKind -> Bool
forall (t :: * -> *) p.
Foldable t =>
t Point -> Int -> Point -> p -> Bool
dist [Point]
ps (Int -> Point -> ContentId TileKind -> Bool)
-> Int -> Point -> ContentId TileKind -> Bool
forall a b. (a -> b) -> a -> b
$ Int -> Int -> Int
forall a. Ord a => a -> a -> a
max Int
2 (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ Int
factionDist Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` Int
10
]
Maybe Point
mp <- Int
-> Level
-> (Point -> ContentId TileKind -> Bool)
-> [Point -> ContentId TileKind -> Bool]
-> (Point -> ContentId TileKind -> Bool)
-> [Point -> ContentId TileKind -> Bool]
-> Rnd (Maybe Point)
findPosTry2 Int
500 Level
lvl
(\Point
_ !ContentId TileKind
t -> TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable TileSpeedup
coTileSpeedup ContentId TileKind
t
Bool -> Bool -> Bool
&& Bool -> Bool
not (TileSpeedup -> ContentId TileKind -> Bool
Tile.isNoActor TileSpeedup
coTileSpeedup ContentId TileKind
t))
(Int
-> [Point -> ContentId TileKind -> Bool]
-> [Point -> ContentId TileKind -> Bool]
forall a. Int -> [a] -> [a]
take Int
2 [Point -> ContentId TileKind -> Bool]
ds)
(\Point
_ !ContentId TileKind
t -> TileSpeedup -> ContentId TileKind -> Bool
Tile.isOftenActor TileSpeedup
coTileSpeedup ContentId TileKind
t)
[Point -> ContentId TileKind -> Bool]
ds
case Maybe Point
mp of
Just Point
np -> do
[Point]
nps <- [Point] -> Int -> Rnd [Point]
tryFind (Point
np Point -> [Point] -> [Point]
forall a. a -> [a] -> [a]
: [Point]
ps) (Int
n Int -> Int -> Int
forall a. Num a => a -> a -> a
- Int
1)
[Point] -> Rnd [Point]
forall (m :: * -> *) a. Monad m => a -> m a
return ([Point] -> Rnd [Point]) -> [Point] -> Rnd [Point]
forall a b. (a -> b) -> a -> b
$! Point
np Point -> [Point] -> [Point]
forall a. a -> [a] -> [a]
: [Point]
nps
Maybe Point
Nothing -> [Point] -> Rnd [Point]
forall (m :: * -> *) a. Monad m => a -> m a
return []
sameStaircase :: [Point] -> Point -> Bool
sameStaircase :: [Point] -> Point -> Bool
sameStaircase [Point]
upStairs Point{Int
py :: Point -> Int
px :: Point -> Int
py :: Int
px :: Int
..} =
(Point -> Bool) -> [Point] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (\(Point Int
ux Int
uy) -> Int
uy Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Int
py Bool -> Bool -> Bool
&& Int
ux Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
2 Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Int
px) [Point]
upStairs
upAndSomeDownStairs :: [Point]
upAndSomeDownStairs =
([Point], [Point]) -> [Point]
forall a b. (a, b) -> a
fst ([Point], [Point])
lstair
[Point] -> [Point] -> [Point]
forall a. [a] -> [a] -> [a]
++ (Point -> Bool) -> [Point] -> [Point]
forall a. (a -> Bool) -> [a] -> [a]
filter (Bool -> Bool
not (Bool -> Bool) -> (Point -> Bool) -> Point -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. [Point] -> Point -> Bool
sameStaircase (([Point], [Point]) -> [Point]
forall a b. (a, b) -> a
fst ([Point], [Point])
lstair)) (([Point], [Point]) -> [Point]
forall a b. (a, b) -> b
snd ([Point], [Point])
lstair)
skipIndexes :: t a -> [b] -> [b]
skipIndexes t a
ixs [b]
l = ((a, b) -> b) -> [(a, b)] -> [b]
forall a b. (a -> b) -> [a] -> [b]
map (a, b) -> b
forall a b. (a, b) -> b
snd ([(a, b)] -> [b]) -> [(a, b)] -> [b]
forall a b. (a -> b) -> a -> b
$ ((a, b) -> Bool) -> [(a, b)] -> [(a, b)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(a
ix, b
_) -> a
ix a -> t a -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`notElem` t a
ixs)
([(a, b)] -> [(a, b)]) -> [(a, b)] -> [(a, b)]
forall a b. (a -> b) -> a -> b
$ [a] -> [b] -> [(a, b)]
forall a b. [a] -> [b] -> [(a, b)]
zip [a
0..] [b]
l
let !_A :: ()
_A = Bool -> () -> ()
forall a. HasCallStack => Bool -> a -> a
assert (Int
k Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0 Bool -> Bool -> Bool
&& Int
factionDist Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0) ()
onEscapes :: [Point]
onEscapes = Int -> [Point] -> [Point]
forall a. Int -> [a] -> [a]
take Int
k [Point]
lescape
onStairs :: [Point]
onStairs = Int -> [Point] -> [Point]
forall a. Int -> [a] -> [a]
take (Int
k Int -> Int -> Int
forall a. Num a => a -> a -> a
- [Point] -> Int
forall a. [a] -> Int
length [Point]
onEscapes) [Point]
upAndSomeDownStairs
nk :: Int
nk = Int
k Int -> Int -> Int
forall a. Num a => a -> a -> a
- [Point] -> Int
forall a. [a] -> Int
length [Point]
onEscapes Int -> Int -> Int
forall a. Num a => a -> a -> a
- [Point] -> Int
forall a. [a] -> Int
length [Point]
onStairs
[Point]
found <- [Point] -> Int -> Rnd [Point]
tryFind (Area -> Point
middlePoint Area
larea Point -> [Point] -> [Point]
forall a. a -> [a] -> [a]
: [Point]
onEscapes [Point] -> [Point] -> [Point]
forall a. [a] -> [a] -> [a]
++ [Point]
onStairs) Int
nk
[Point] -> Rnd [Point]
forall (m :: * -> *) a. Monad m => a -> m a
return ([Point] -> Rnd [Point]) -> [Point] -> Rnd [Point]
forall a b. (a -> b) -> a -> b
$! [Int] -> [Point] -> [Point]
forall (t :: * -> *) a b.
(Foldable t, Eq a, Num a, Enum a) =>
t a -> [b] -> [b]
skipIndexes [Int]
lskip ([Point] -> [Point]) -> [Point] -> [Point]
forall a b. (a -> b) -> a -> b
$ [Point]
onEscapes [Point] -> [Point] -> [Point]
forall a. [a] -> [a] -> [a]
++ [Point]
onStairs [Point] -> [Point] -> [Point]
forall a. [a] -> [a] -> [a]
++ [Point]
found
applyDebug :: MonadServer m => m ()
applyDebug :: m ()
applyDebug = do
ServerOptions{Bool
[Char]
Maybe Int
Maybe SMGen
Maybe (GroupName ModeKind)
ClientOptions
Challenge
sstopAfterGameOver :: ServerOptions -> Bool
sassertExplored :: ServerOptions -> Maybe Int
sdbgMsgSer :: ServerOptions -> Bool
ssavePrefixSer :: ServerOptions -> [Char]
snewGameSer :: ServerOptions -> Bool
skeepAutomated :: ServerOptions -> Bool
sboostRandomItem :: ServerOptions -> Bool
sallClear :: ServerOptions -> Bool
sniff :: ServerOptions -> Bool
sknowItems :: ServerOptions -> Bool
sknowEvents :: ServerOptions -> Bool
sclientOptions :: ClientOptions
sstopAfterGameOver :: Bool
sshowItemSamples :: Bool
sassertExplored :: Maybe Int
sdbgMsgSer :: Bool
ssavePrefixSer :: [Char]
sdumpInitRngs :: Bool
scurChalSer :: Challenge
snewGameSer :: Bool
smainRng :: Maybe SMGen
sdungeonRng :: Maybe SMGen
skeepAutomated :: Bool
sautomateAll :: Bool
sgameMode :: Maybe (GroupName ModeKind)
sboostRandomItem :: Bool
sallClear :: Bool
sniff :: Bool
sknowItems :: Bool
sknowEvents :: Bool
sknowMap :: Bool
sautomateAll :: ServerOptions -> Bool
sgameMode :: ServerOptions -> Maybe (GroupName ModeKind)
sdumpInitRngs :: ServerOptions -> Bool
smainRng :: ServerOptions -> Maybe SMGen
sdungeonRng :: ServerOptions -> Maybe SMGen
sclientOptions :: ServerOptions -> ClientOptions
sshowItemSamples :: ServerOptions -> Bool
sknowMap :: ServerOptions -> Bool
scurChalSer :: ServerOptions -> Challenge
..} <- (StateServer -> ServerOptions) -> m ServerOptions
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> ServerOptions
soptionsNxt
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateServer
ser ->
StateServer
ser {soptions :: ServerOptions
soptions = (StateServer -> ServerOptions
soptions StateServer
ser) { Bool
sniff :: Bool
sniff :: Bool
sniff
, Bool
sallClear :: Bool
sallClear :: Bool
sallClear
, Bool
sdbgMsgSer :: Bool
sdbgMsgSer :: Bool
sdbgMsgSer
, Bool
snewGameSer :: Bool
snewGameSer :: Bool
snewGameSer
, Maybe Int
sassertExplored :: Maybe Int
sassertExplored :: Maybe Int
sassertExplored
, Bool
sdumpInitRngs :: Bool
sdumpInitRngs :: Bool
sdumpInitRngs
, ClientOptions
sclientOptions :: ClientOptions
sclientOptions :: ClientOptions
sclientOptions }}