-- | A set of atomic commands shared by client and server. -- These are the largest building blocks that have no components -- that can be observed in isolation. -- -- We try to make atomic commands respect the laws of energy and mass -- conservation, unless they really can't, e.g., monster spawning. -- For example item removal from equipment, in isolation, is not an atomic -- command, but item dropped from equipment to the ground is. This makes -- it easier to undo the commands. In principle, the commands are the only -- way to affect the basic game state ('State'). -- -- See -- . module Game.LambdaHack.Atomic.CmdAtomic ( CmdAtomic(..), UpdAtomic(..), HearMsg(..), SfxAtomic(..), SfxMsg(..) , undoUpdAtomic, undoSfxAtomic, undoCmdAtomic ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumSet as ES import Data.Int (Int64) import qualified System.Random.SplitMix32 as SM -- Dependence on ClientOptions is an anomaly. Instead, probably the raw -- remaining commandline should be passed and parsed by the client to extract -- client and ui options from and singnal an error if anything was left. import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.Analytics import Game.LambdaHack.Common.ClientOptions import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.ItemAspect as IA import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.ReqFailure import Game.LambdaHack.Common.State import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import Game.LambdaHack.Common.Vector import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK import qualified Game.LambdaHack.Content.PlaceKind as PK import Game.LambdaHack.Content.TileKind (TileKind) import qualified Game.LambdaHack.Core.Dice as Dice import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs -- | Abstract syntax of atomic commands, that is, atomic game state -- transformations. data CmdAtomic = UpdAtomic UpdAtomic -- ^ atomic updates | SfxAtomic SfxAtomic -- ^ atomic special effects deriving Show -- TODO: needed in the future, if ever, to save undo information: -- -- deriving (Show, Eq, Generic) -- -- instance Binary CmdAtomic -- | Abstract syntax of atomic updates, that is, atomic commands -- that really change the 'State'. Most of them are an encoding of a game -- state diff, though they also carry some intentional hints -- that help clients determine whether and how to communicate it to players. data UpdAtomic = -- Create/destroy actors and items. UpdRegisterItems [(ItemId, Item)] | UpdCreateActor ActorId Actor [(ItemId, Item)] | UpdDestroyActor ActorId Actor [(ItemId, Item)] | UpdCreateItem Bool ItemId Item ItemQuant Container | UpdDestroyItem Bool ItemId Item ItemQuant Container | UpdSpotActor ActorId Actor | UpdLoseActor ActorId Actor | UpdSpotItem Bool ItemId ItemQuant Container | UpdLoseItem Bool ItemId ItemQuant Container | UpdSpotItemBag Bool Container ItemBag | UpdLoseItemBag Bool Container ItemBag -- Move actors and items. | UpdMoveActor ActorId Point Point | UpdWaitActor ActorId Watchfulness Watchfulness | UpdDisplaceActor ActorId ActorId | UpdMoveItem ItemId Int ActorId CStore CStore -- Change actor attributes. | UpdRefillHP ActorId Int64 | UpdRefillCalm ActorId Int64 | UpdTrajectory ActorId (Maybe ([Vector], Speed)) (Maybe ([Vector], Speed)) -- Change faction attributes. | UpdQuitFaction FactionId (Maybe Status) (Maybe Status) (Maybe (FactionAnalytics, GenerationAnalytics)) | UpdSpotStashFaction Bool FactionId LevelId Point | UpdLoseStashFaction Bool FactionId LevelId Point | UpdLeadFaction FactionId (Maybe ActorId) (Maybe ActorId) | UpdDiplFaction FactionId FactionId Diplomacy Diplomacy | UpdDoctrineFaction FactionId Ability.Doctrine Ability.Doctrine | UpdAutoFaction FactionId Bool | UpdRecordKill ActorId (ContentId ItemKind) Int -- Alter map. | UpdAlterTile LevelId Point (ContentId TileKind) (ContentId TileKind) | UpdAlterExplorable LevelId Int | UpdAlterGold Int | UpdSearchTile ActorId Point (ContentId TileKind) | UpdHideTile ActorId Point (ContentId TileKind) | UpdSpotTile LevelId [(Point, ContentId TileKind)] | UpdLoseTile LevelId [(Point, ContentId TileKind)] | UpdSpotEntry LevelId [(Point, PK.PlaceEntry)] | UpdLoseEntry LevelId [(Point, PK.PlaceEntry)] | UpdAlterSmell LevelId Point Time Time | UpdSpotSmell LevelId [(Point, Time)] | UpdLoseSmell LevelId [(Point, Time)] -- Assorted. | UpdTimeItem ItemId Container ItemTimers ItemTimers | UpdAgeGame (ES.EnumSet LevelId) | UpdUnAgeGame (ES.EnumSet LevelId) | UpdDiscover Container ItemId (ContentId ItemKind) IA.AspectRecord -- Here and below @Container@ is only used for presentation -- and when @CStash@ is not visible, but the item is, it won't -- break anything, because item identification is not registered globally. | UpdCover Container ItemId (ContentId ItemKind) IA.AspectRecord | UpdDiscoverKind Container ItemKindIx (ContentId ItemKind) | UpdCoverKind Container ItemKindIx (ContentId ItemKind) | UpdDiscoverAspect Container ItemId IA.AspectRecord | UpdCoverAspect Container ItemId IA.AspectRecord | UpdDiscoverServer ItemId IA.AspectRecord | UpdCoverServer ItemId IA.AspectRecord | UpdPerception LevelId Perception Perception | UpdRestart FactionId PerLid State Challenge ClientOptions SM.SMGen | UpdRestartServer State | UpdResume FactionId PerLid | UpdResumeServer State | UpdKillExit FactionId | UpdWriteSave | UpdHearFid FactionId (Maybe Int) HearMsg -- in @UpdAtomic@ to let AI analyze and count | UpdMuteMessages FactionId Bool deriving Show -- | Symbolic representation of text messages about heard noises, -- sent by server to clients and shown to players and used by AI. data HearMsg = HearUpd UpdAtomic | HearStrike (ContentId ItemKind) | HearSummon Bool (GroupName ItemKind) Dice.Dice | HearCollideTile | HearTaunt Text deriving Show -- | Abstract syntax of atomic special effects, that is, atomic commands -- that only display special effects and don't change 'State' nor client state. data SfxAtomic = SfxStrike ActorId ActorId ItemId | SfxRecoil ActorId ActorId ItemId | SfxSteal ActorId ActorId ItemId | SfxRelease ActorId ActorId ItemId | SfxProject ActorId ItemId | SfxReceive ActorId ItemId | SfxApply ActorId ItemId | SfxCheck ActorId ItemId | SfxTrigger ActorId LevelId Point (ContentId TileKind) | SfxShun ActorId LevelId Point (ContentId TileKind) | SfxEffect FactionId ActorId ItemId IK.Effect Int64 | SfxItemApplied ItemId Container | SfxMsgFid FactionId SfxMsg | SfxRestart | SfxCollideTile ActorId Point | SfxTaunt Bool ActorId deriving Show -- | Symbolic representation of text messages sent by server to clients -- and shown to players. data SfxMsg = SfxUnexpected ReqFailure | SfxExpected Text ReqFailure | SfxExpectedEmbed ItemId LevelId ReqFailure | SfxFizzles ItemId Container | SfxNothingHappens ItemId Container | SfxNoItemsForTile [[(Int, GroupName ItemKind)]] | SfxVoidDetection IK.DetectKind | SfxUnimpressed ActorId | SfxSummonLackCalm ActorId | SfxSummonTooManyOwn ActorId | SfxSummonTooManyAll ActorId | SfxSummonFailure ActorId | SfxLevelNoMore | SfxLevelPushed | SfxBracedImmune ActorId | SfxEscapeImpossible | SfxStasisProtects | SfxWaterParalysisResisted | SfxTransImpossible | SfxIdentifyNothing | SfxPurposeNothing | SfxPurposeTooFew Int Int | SfxPurposeUnique | SfxPurposeNotCommon | SfxRerollNothing | SfxRerollNotRandom | SfxDupNothing | SfxDupUnique | SfxDupValuable | SfxColdFish | SfxReadyGoods | SfxTimerExtended ActorId ItemId CStore (Delta Time) -- This @CStore@ is only printed, so even @CStash@ is safe. | SfxCollideActor ActorId ActorId | SfxItemYield ItemId Int LevelId deriving Show undoUpdAtomic :: UpdAtomic -> Maybe UpdAtomic undoUpdAtomic cmd = case cmd of UpdRegisterItems{} -> Nothing -- harmless and never forgotten UpdCreateActor aid body ais -> Just $ UpdDestroyActor aid body ais UpdDestroyActor aid body ais -> Just $ UpdCreateActor aid body ais UpdCreateItem verbose iid item k c -> Just $ UpdDestroyItem verbose iid item k c UpdDestroyItem verbose iid item k c -> Just $ UpdCreateItem verbose iid item k c UpdSpotActor aid body -> Just $ UpdLoseActor aid body UpdLoseActor aid body -> Just $ UpdSpotActor aid body UpdSpotItem verbose iid k c -> Just $ UpdLoseItem verbose iid k c UpdLoseItem verbose iid k c -> Just $ UpdSpotItem verbose iid k c UpdSpotItemBag verbose c bag -> Just $ UpdLoseItemBag verbose c bag UpdLoseItemBag verbose c bag -> Just $ UpdSpotItemBag verbose c bag UpdMoveActor aid fromP toP -> Just $ UpdMoveActor aid toP fromP UpdWaitActor aid fromWS toWS -> Just $ UpdWaitActor aid toWS fromWS UpdDisplaceActor source target -> Just $ UpdDisplaceActor target source UpdMoveItem iid k aid store1 store2 -> Just $ UpdMoveItem iid k aid store2 store1 UpdRefillHP aid n -> Just $ UpdRefillHP aid (-n) UpdRefillCalm aid n -> Just $ UpdRefillCalm aid (-n) UpdTrajectory aid fromT toT -> Just $ UpdTrajectory aid toT fromT UpdQuitFaction fid fromSt toSt manalytics -> Just $ UpdQuitFaction fid toSt fromSt manalytics UpdSpotStashFaction verbose fid lid pos -> Just $ UpdLoseStashFaction verbose fid lid pos UpdLoseStashFaction verbose fid lid pos -> Just $ UpdSpotStashFaction verbose fid lid pos UpdLeadFaction fid source target -> Just $ UpdLeadFaction fid target source UpdDiplFaction fid1 fid2 fromDipl toDipl -> Just $ UpdDiplFaction fid1 fid2 toDipl fromDipl UpdDoctrineFaction fid toT fromT -> Just $ UpdDoctrineFaction fid fromT toT UpdAutoFaction fid st -> Just $ UpdAutoFaction fid (not st) UpdRecordKill aid ikind k -> Just $ UpdRecordKill aid ikind (-k) UpdAlterTile lid p fromTile toTile -> Just $ UpdAlterTile lid p toTile fromTile UpdAlterExplorable lid delta -> Just $ UpdAlterExplorable lid (-delta) UpdAlterGold delta -> Just $ UpdAlterGold (-delta) UpdSearchTile aid p toTile -> Just $ UpdHideTile aid p toTile UpdHideTile aid p toTile -> Just $ UpdSearchTile aid p toTile UpdSpotTile lid ts -> Just $ UpdLoseTile lid ts UpdLoseTile lid ts -> Just $ UpdSpotTile lid ts UpdSpotEntry lid ts -> Just $ UpdLoseEntry lid ts UpdLoseEntry lid ts -> Just $ UpdSpotEntry lid ts UpdAlterSmell lid p fromSm toSm -> Just $ UpdAlterSmell lid p toSm fromSm UpdSpotSmell lid sms -> Just $ UpdLoseSmell lid sms UpdLoseSmell lid sms -> Just $ UpdSpotSmell lid sms UpdTimeItem iid c fromIt toIt -> Just $ UpdTimeItem iid c toIt fromIt UpdAgeGame lids -> Just $ UpdUnAgeGame lids UpdUnAgeGame lids -> Just $ UpdAgeGame lids UpdDiscover c iid ik arItem -> Just $ UpdCover c iid ik arItem UpdCover c iid ik arItem -> Just $ UpdDiscover c iid ik arItem UpdDiscoverKind c ix ik -> Just $ UpdCoverKind c ix ik UpdCoverKind c ix ik -> Just $ UpdDiscoverKind c ix ik UpdDiscoverAspect c iid arItem -> Just $ UpdCoverAspect c iid arItem UpdCoverAspect c iid arItem -> Just $ UpdDiscoverAspect c iid arItem UpdDiscoverServer iid arItem -> Just $ UpdCoverServer iid arItem UpdCoverServer iid arItem -> Just $ UpdDiscoverServer iid arItem UpdPerception lid outPer inPer -> Just $ UpdPerception lid inPer outPer UpdRestart{} -> Just cmd -- here history ends; change direction UpdRestartServer{} -> Just cmd -- here history ends; change direction UpdResume{} -> Nothing UpdResumeServer{} -> Nothing UpdKillExit{} -> Nothing UpdWriteSave -> Nothing UpdHearFid{} -> Nothing UpdMuteMessages fid b -> Just $ UpdMuteMessages fid $ not b undoSfxAtomic :: SfxAtomic -> SfxAtomic undoSfxAtomic cmd = case cmd of SfxStrike source target iid -> SfxRecoil source target iid SfxRecoil source target iid -> SfxStrike source target iid SfxSteal source target iid -> SfxRelease source target iid SfxRelease source target iid -> SfxSteal source target iid SfxProject aid iid -> SfxReceive aid iid SfxReceive aid iid -> SfxProject aid iid SfxApply aid iid -> SfxCheck aid iid SfxCheck aid iid -> SfxApply aid iid SfxTrigger aid lid p tile -> SfxShun aid lid p tile SfxShun aid lid p tile -> SfxTrigger aid lid p tile SfxEffect{} -> cmd -- not ideal? SfxItemApplied{} -> cmd SfxMsgFid{} -> cmd SfxRestart -> cmd SfxCollideTile{} -> cmd SfxTaunt{} -> cmd undoCmdAtomic :: CmdAtomic -> Maybe CmdAtomic undoCmdAtomic (UpdAtomic cmd) = UpdAtomic <$> undoUpdAtomic cmd undoCmdAtomic (SfxAtomic sfx) = Just $ SfxAtomic $ undoSfxAtomic sfx