{-# LANGUAGE DeriveGeneric, TupleSections #-}
-- | Factions taking part in the game, e.g., a hero faction, a monster faction
-- and an animal faction.
module Game.LambdaHack.Common.Faction
  ( FactionDict, Faction(..), Diplomacy(..)
  , Status(..), Challenge(..)
  , tshowDiplomacy, tshowChallenge, gleader, isHorrorFact, noRunWithMulti
  , bannedPointmanSwitchBetweenLevels, isFoe, isFriend
  , difficultyBound, difficultyDefault, difficultyCoeff
  , defaultChallenge, possibleActorFactions, ppContainer
#ifdef EXPOSE_INTERNAL
    -- * Internal operations
  , Dipl
#endif
  ) where

import Prelude ()

import Game.LambdaHack.Core.Prelude

import           Data.Binary
import qualified Data.EnumMap.Strict as EM
import qualified Data.Text as T
import           GHC.Generics (Generic)

import           Game.LambdaHack.Common.Point
import           Game.LambdaHack.Common.Types
import           Game.LambdaHack.Content.FactionKind
import           Game.LambdaHack.Content.ItemKind (ItemKind)
import qualified Game.LambdaHack.Content.ItemKind as IK
import           Game.LambdaHack.Content.ModeKind (ModeKind)
import           Game.LambdaHack.Core.Frequency
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import           Game.LambdaHack.Definition.Defs

-- | All factions in the game, indexed by faction identifier.
type FactionDict = EM.EnumMap FactionId Faction

-- | The faction datatype.
data Faction = Faction
  { Faction -> FactionKind
gkind     :: FactionKind
      -- ^ the player spec for this faction, do not update!
      -- it is morally read-only, but not represented
      -- as @ContentId FactionKind@, because it's very small
      -- and it's looked up often enough in the code and during runtime;
      -- a side-effect is that if content changes mid-game, this stays;
      -- if we ever have thousands of factions in a single game,
      -- e.g., one for each separately spawned herd of animals, change this
  , Faction -> Text
gname     :: Text            -- ^ individual name
  , Faction -> Color
gcolor    :: Color.Color     -- ^ color of numbered actors
  , Faction -> Doctrine
gdoctrine :: Ability.Doctrine
                                 -- ^ non-pointmen behave according to this
  , Faction -> Bool
gunderAI  :: Bool            -- ^ whether the faction is under AI control
  , Faction -> [(Int, Int, GroupName ItemKind)]
ginitial  :: [(Int, Int, GroupName ItemKind)]  -- ^ initial actors
  , Faction -> Dipl
gdipl     :: Dipl            -- ^ diplomatic standing
  , Faction -> Maybe Status
gquit     :: Maybe Status    -- ^ cause of game end/exit
  , Faction -> Maybe ActorId
_gleader  :: Maybe ActorId   -- ^ the leader of the faction; don't use
                                 --   in place of sleader on clients
  , Faction -> Maybe (LevelId, Point)
gstash    :: Maybe (LevelId, Point)
                                 -- ^ level and position of faction's
                                 --   shared inventory stash
  , Faction -> EnumMap (ContentId ItemKind) Int
gvictims  :: EM.EnumMap (ContentId ItemKind) Int  -- ^ members killed
  }
  deriving (Int -> Faction -> ShowS
[Faction] -> ShowS
Faction -> String
(Int -> Faction -> ShowS)
-> (Faction -> String) -> ([Faction] -> ShowS) -> Show Faction
forall a.
(Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
showList :: [Faction] -> ShowS
$cshowList :: [Faction] -> ShowS
show :: Faction -> String
$cshow :: Faction -> String
showsPrec :: Int -> Faction -> ShowS
$cshowsPrec :: Int -> Faction -> ShowS
Show, Faction -> Faction -> Bool
(Faction -> Faction -> Bool)
-> (Faction -> Faction -> Bool) -> Eq Faction
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: Faction -> Faction -> Bool
$c/= :: Faction -> Faction -> Bool
== :: Faction -> Faction -> Bool
$c== :: Faction -> Faction -> Bool
Eq, (forall x. Faction -> Rep Faction x)
-> (forall x. Rep Faction x -> Faction) -> Generic Faction
forall x. Rep Faction x -> Faction
forall x. Faction -> Rep Faction x
forall a.
(forall x. a -> Rep a x) -> (forall x. Rep a x -> a) -> Generic a
$cto :: forall x. Rep Faction x -> Faction
$cfrom :: forall x. Faction -> Rep Faction x
Generic)

instance Binary Faction

-- | Diplomacy states. Higher overwrite lower in case of asymmetric content.
data Diplomacy =
    Unknown
  | Neutral
  | Alliance
  | War
  deriving (Int -> Diplomacy -> ShowS
[Diplomacy] -> ShowS
Diplomacy -> String
(Int -> Diplomacy -> ShowS)
-> (Diplomacy -> String)
-> ([Diplomacy] -> ShowS)
-> Show Diplomacy
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$cshowsPrec :: Int -> Diplomacy -> ShowS
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(Diplomacy -> Diplomacy -> Bool)
-> (Diplomacy -> Diplomacy -> Bool) -> Eq Diplomacy
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/= :: Diplomacy -> Diplomacy -> Bool
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-> (Diplomacy -> Diplomacy -> Ordering)
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min :: Diplomacy -> Diplomacy -> Diplomacy
$cmin :: Diplomacy -> Diplomacy -> Diplomacy
max :: Diplomacy -> Diplomacy -> Diplomacy
$cmax :: Diplomacy -> Diplomacy -> Diplomacy
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$c>= :: Diplomacy -> Diplomacy -> Bool
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Diplomacy -> Int
Diplomacy -> [Diplomacy]
Diplomacy -> Diplomacy
Diplomacy -> Diplomacy -> [Diplomacy]
Diplomacy -> Diplomacy -> Diplomacy -> [Diplomacy]
(Diplomacy -> Diplomacy)
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-> (Diplomacy -> Diplomacy -> [Diplomacy])
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-> Enum Diplomacy
forall a.
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-> (a -> a)
-> (Int -> a)
-> (a -> Int)
-> (a -> [a])
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-> Enum a
enumFromThenTo :: Diplomacy -> Diplomacy -> Diplomacy -> [Diplomacy]
$cenumFromThenTo :: Diplomacy -> Diplomacy -> Diplomacy -> [Diplomacy]
enumFromTo :: Diplomacy -> Diplomacy -> [Diplomacy]
$cenumFromTo :: Diplomacy -> Diplomacy -> [Diplomacy]
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$cenumFromThen :: Diplomacy -> Diplomacy -> [Diplomacy]
enumFrom :: Diplomacy -> [Diplomacy]
$cenumFrom :: Diplomacy -> [Diplomacy]
fromEnum :: Diplomacy -> Int
$cfromEnum :: Diplomacy -> Int
toEnum :: Int -> Diplomacy
$ctoEnum :: Int -> Diplomacy
pred :: Diplomacy -> Diplomacy
$cpred :: Diplomacy -> Diplomacy
succ :: Diplomacy -> Diplomacy
$csucc :: Diplomacy -> Diplomacy
Enum, (forall x. Diplomacy -> Rep Diplomacy x)
-> (forall x. Rep Diplomacy x -> Diplomacy) -> Generic Diplomacy
forall x. Rep Diplomacy x -> Diplomacy
forall x. Diplomacy -> Rep Diplomacy x
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$cto :: forall x. Rep Diplomacy x -> Diplomacy
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Generic)

instance Binary Diplomacy

type Dipl = EM.EnumMap FactionId Diplomacy

-- | Current game status.
data Status = Status
  { Status -> Outcome
stOutcome :: Outcome  -- ^ current game outcome
  , Status -> Int
stDepth   :: Int      -- ^ depth of the final encounter
  , Status -> Maybe (GroupName ModeKind)
stNewGame :: Maybe (GroupName ModeKind)
                          -- ^ new game group to start, if any
  }
  deriving (Int -> Status -> ShowS
[Status] -> ShowS
Status -> String
(Int -> Status -> ShowS)
-> (Status -> String) -> ([Status] -> ShowS) -> Show Status
forall a.
(Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
showList :: [Status] -> ShowS
$cshowList :: [Status] -> ShowS
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showsPrec :: Int -> Status -> ShowS
$cshowsPrec :: Int -> Status -> ShowS
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-> (Status -> Status -> Bool) -> Eq Status
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instance Binary Status

-- | The difficulty level influencess HP of either the human player or the AI.
-- The challenges restrict some abilities of the human player only.
data Challenge = Challenge
  { Challenge -> Int
cdiff   :: Int   -- ^ game difficulty level (HP bonus or malus)
  , Challenge -> Bool
cfish   :: Bool  -- ^ cold fish challenge (no healing from enemies)
  , Challenge -> Bool
cgoods  :: Bool  -- ^ ready goods challenge (crafting disabled)
  , Challenge -> Bool
cwolf   :: Bool  -- ^ lone wolf challenge (only one starting character)
  , Challenge -> Bool
ckeeper :: Bool  -- ^ finder keeper challenge (ranged attacks disabled)
  }
  deriving (Int -> Challenge -> ShowS
[Challenge] -> ShowS
Challenge -> String
(Int -> Challenge -> ShowS)
-> (Challenge -> String)
-> ([Challenge] -> ShowS)
-> Show Challenge
forall a.
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min :: Challenge -> Challenge -> Challenge
$cmin :: Challenge -> Challenge -> Challenge
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$cmax :: Challenge -> Challenge -> Challenge
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$cfrom :: forall x. Challenge -> Rep Challenge x
Generic)

instance Binary Challenge

tshowDiplomacy :: Diplomacy -> Text
tshowDiplomacy :: Diplomacy -> Text
tshowDiplomacy Diplomacy
Unknown = Text
"unknown to each other"
tshowDiplomacy Diplomacy
Neutral = Text
"in neutral diplomatic relations"
tshowDiplomacy Diplomacy
Alliance = Text
"allied"
tshowDiplomacy Diplomacy
War = Text
"at war"

tshowChallenge :: Challenge -> Text
tshowChallenge :: Challenge -> Text
tshowChallenge Challenge{Bool
Int
ckeeper :: Bool
cwolf :: Bool
cgoods :: Bool
cfish :: Bool
cdiff :: Int
ckeeper :: Challenge -> Bool
cwolf :: Challenge -> Bool
cgoods :: Challenge -> Bool
cfish :: Challenge -> Bool
cdiff :: Challenge -> Int
..} =
  Text
"("
  Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text -> [Text] -> Text
T.intercalate Text
", "
    ([Text
"difficulty" Text -> Text -> Text
<+> Int -> Text
forall a. Show a => a -> Text
tshow Int
cdiff | Int
cdiff Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
/= Int
difficultyDefault]
     [Text] -> [Text] -> [Text]
forall a. [a] -> [a] -> [a]
++ [Text
"cold fish" | Bool
cfish]
     [Text] -> [Text] -> [Text]
forall a. [a] -> [a] -> [a]
++ [Text
"ready goods" | Bool
cgoods]
     [Text] -> [Text] -> [Text]
forall a. [a] -> [a] -> [a]
++ [Text
"lone wolf" | Bool
cwolf]
     [Text] -> [Text] -> [Text]
forall a. [a] -> [a] -> [a]
++ [Text
"finder keeper" | Bool
ckeeper])
  Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
")"

gleader :: Faction -> Maybe ActorId
gleader :: Faction -> Maybe ActorId
gleader = Faction -> Maybe ActorId
_gleader

-- | Tell whether the faction consists of summoned horrors only.
--
-- Horror player is special, for summoned actors that don't belong to any
-- of the main players of a given game. E.g., animals summoned during
-- a skirmish game between two hero factions land in the horror faction.
-- In every game, either all factions for which summoning items exist
-- should be present or a horror player should be added to host them.
isHorrorFact :: Faction -> Bool
isHorrorFact :: Faction -> Bool
isHorrorFact Faction
fact = Int -> Maybe Int -> Int
forall a. a -> Maybe a -> a
fromMaybe Int
0 (GroupName ItemKind -> [(GroupName ItemKind, Int)] -> Maybe Int
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup GroupName ItemKind
IK.HORROR ([(GroupName ItemKind, Int)] -> Maybe Int)
-> [(GroupName ItemKind, Int)] -> Maybe Int
forall a b. (a -> b) -> a -> b
$ FactionKind -> [(GroupName ItemKind, Int)]
fgroups (FactionKind -> [(GroupName ItemKind, Int)])
-> FactionKind -> [(GroupName ItemKind, Int)]
forall a b. (a -> b) -> a -> b
$ Faction -> FactionKind
gkind Faction
fact) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0

-- A faction where other actors move at once or where some of leader change
-- is automatic can't run with multiple actors at once. That would be
-- overpowered or too complex to keep correct.
--
-- Note that this doesn't take into account individual actor skills,
-- so this is overly restrictive and, OTOH, sometimes running will fail
-- or behave wierdly regardless. But it's simple and easy to understand
-- by the UI user.
noRunWithMulti :: Faction -> Bool
noRunWithMulti :: Faction -> Bool
noRunWithMulti Faction
fact =
  let skillsOther :: Skills
skillsOther = FactionKind -> Skills
fskillsOther (FactionKind -> Skills) -> FactionKind -> Skills
forall a b. (a -> b) -> a -> b
$ Faction -> FactionKind
gkind Faction
fact
  in Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkMove Skills
skillsOther Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= Int
0
     Bool -> Bool -> Bool
|| Faction -> Bool
bannedPointmanSwitchBetweenLevels Faction
fact
     Bool -> Bool -> Bool
|| Bool -> Bool
not (FactionKind -> Bool
fhasPointman (Faction -> FactionKind
gkind Faction
fact))

bannedPointmanSwitchBetweenLevels :: Faction -> Bool
bannedPointmanSwitchBetweenLevels :: Faction -> Bool
bannedPointmanSwitchBetweenLevels = FactionKind -> Bool
fspawnsFast (FactionKind -> Bool)
-> (Faction -> FactionKind) -> Faction -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> FactionKind
gkind

-- | Check if factions are at war. Assumes symmetry.
isFoe :: FactionId -> Faction -> FactionId -> Bool
isFoe :: FactionId -> Faction -> FactionId -> Bool
isFoe FactionId
fid1 Faction
fact1 FactionId
fid2 =
  FactionId
fid1 FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
fid2  -- shortcut
  Bool -> Bool -> Bool
&& Diplomacy
War Diplomacy -> Diplomacy -> Bool
forall a. Eq a => a -> a -> Bool
== Diplomacy -> FactionId -> Dipl -> Diplomacy
forall k a. Enum k => a -> k -> EnumMap k a -> a
EM.findWithDefault Diplomacy
Unknown FactionId
fid2 (Faction -> Dipl
gdipl Faction
fact1)

-- | Check if factions are allied. Assumes symmetry.
isAlly :: Faction -> FactionId -> Bool
{-# INLINE isAlly #-}
isAlly :: Faction -> FactionId -> Bool
isAlly Faction
fact1 FactionId
fid2 = Diplomacy
Alliance Diplomacy -> Diplomacy -> Bool
forall a. Eq a => a -> a -> Bool
== Diplomacy -> FactionId -> Dipl -> Diplomacy
forall k a. Enum k => a -> k -> EnumMap k a -> a
EM.findWithDefault Diplomacy
Unknown FactionId
fid2 (Faction -> Dipl
gdipl Faction
fact1)

-- | Check if factions are allied or are the same faction. Assumes symmetry.
isFriend :: FactionId -> Faction -> FactionId -> Bool
isFriend :: FactionId -> Faction -> FactionId -> Bool
isFriend FactionId
fid1 Faction
fact1 FactionId
fid2 = FactionId
fid1 FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
fid2 Bool -> Bool -> Bool
|| Faction -> FactionId -> Bool
isAlly Faction
fact1 FactionId
fid2

difficultyBound :: Int
difficultyBound :: Int
difficultyBound = Int
9

difficultyDefault :: Int
difficultyDefault :: Int
difficultyDefault = (Int
1 Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
difficultyBound) Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` Int
2

-- The function is its own inverse.
difficultyCoeff :: Int -> Int
difficultyCoeff :: Int -> Int
difficultyCoeff Int
n = Int
difficultyDefault Int -> Int -> Int
forall a. Num a => a -> a -> a
- Int
n

defaultChallenge :: Challenge
defaultChallenge :: Challenge
defaultChallenge = Challenge :: Int -> Bool -> Bool -> Bool -> Bool -> Challenge
Challenge { cdiff :: Int
cdiff = Int
difficultyDefault
                             , cfish :: Bool
cfish = Bool
False
                             , cgoods :: Bool
cgoods = Bool
False
                             , cwolf :: Bool
cwolf = Bool
False
                             , ckeeper :: Bool
ckeeper = Bool
False }

possibleActorFactions :: [GroupName ItemKind] -> ItemKind -> FactionDict
                      -> Frequency (FactionId, Faction)
possibleActorFactions :: [GroupName ItemKind]
-> ItemKind -> FactionDict -> Frequency (FactionId, Faction)
possibleActorFactions [GroupName ItemKind]
itemGroups ItemKind
itemKind FactionDict
factionD =
  let candidatesFromGroups :: [GroupName ItemKind] -> [(Int, (FactionId, Faction))]
candidatesFromGroups [GroupName ItemKind]
grps =
        let h :: (FactionId, Faction) -> [(Int, (FactionId, Faction))]
h (FactionId
fid, Faction
fact) =
              let f :: GroupName ItemKind
-> (GroupName ItemKind, Int) -> [(Int, (FactionId, Faction))]
f GroupName ItemKind
grp (GroupName ItemKind
grp2, Int
n) = [(Int
n, (FactionId
fid, Faction
fact)) | GroupName ItemKind
grp GroupName ItemKind -> GroupName ItemKind -> Bool
forall a. Eq a => a -> a -> Bool
== GroupName ItemKind
grp2]
                  g :: GroupName ItemKind -> [(Int, (FactionId, Faction))]
g GroupName ItemKind
grp = ((GroupName ItemKind, Int) -> [(Int, (FactionId, Faction))])
-> [(GroupName ItemKind, Int)] -> [(Int, (FactionId, Faction))]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap (GroupName ItemKind
-> (GroupName ItemKind, Int) -> [(Int, (FactionId, Faction))]
f GroupName ItemKind
grp) (FactionKind -> [(GroupName ItemKind, Int)]
fgroups (Faction -> FactionKind
gkind Faction
fact))
              in (GroupName ItemKind -> [(Int, (FactionId, Faction))])
-> [GroupName ItemKind] -> [(Int, (FactionId, Faction))]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap GroupName ItemKind -> [(Int, (FactionId, Faction))]
g [GroupName ItemKind]
grps
        in ((FactionId, Faction) -> [(Int, (FactionId, Faction))])
-> [(FactionId, Faction)] -> [(Int, (FactionId, Faction))]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap (FactionId, Faction) -> [(Int, (FactionId, Faction))]
h ([(FactionId, Faction)] -> [(Int, (FactionId, Faction))])
-> [(FactionId, Faction)] -> [(Int, (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
      allCandidates :: [[(Int, (FactionId, Faction))]]
allCandidates =
        [ [GroupName ItemKind] -> [(Int, (FactionId, Faction))]
candidatesFromGroups [GroupName ItemKind]
itemGroups  -- when origin known/matters
        , [GroupName ItemKind] -> [(Int, (FactionId, Faction))]
candidatesFromGroups ([GroupName ItemKind] -> [(Int, (FactionId, Faction))])
-> [GroupName ItemKind] -> [(Int, (FactionId, Faction))]
forall a b. (a -> b) -> a -> b
$ ((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
$ ItemKind -> [(GroupName ItemKind, Int)]
IK.ifreq ItemKind
itemKind  -- otherwise
        , ((FactionId, Faction) -> (Int, (FactionId, Faction)))
-> [(FactionId, Faction)] -> [(Int, (FactionId, Faction))]
forall a b. (a -> b) -> [a] -> [b]
map (Int
1,) ([(FactionId, Faction)] -> [(Int, (FactionId, Faction))])
-> [(FactionId, Faction)] -> [(Int, (FactionId, Faction))]
forall a b. (a -> b) -> a -> b
$ ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Faction -> Bool
isHorrorFact (Faction -> Bool)
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> Bool
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  -- fall back
        , ((FactionId, Faction) -> (Int, (FactionId, Faction)))
-> [(FactionId, Faction)] -> [(Int, (FactionId, Faction))]
forall a b. (a -> b) -> [a] -> [b]
map (Int
1,) ([(FactionId, Faction)] -> [(Int, (FactionId, Faction))])
-> [(FactionId, Faction)] -> [(Int, (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  -- desperate fall back
        ]
  in case ([(Int, (FactionId, Faction))] -> Bool)
-> [[(Int, (FactionId, Faction))]]
-> [[(Int, (FactionId, Faction))]]
forall a. (a -> Bool) -> [a] -> [a]
filter (Bool -> Bool
not (Bool -> Bool)
-> ([(Int, (FactionId, Faction))] -> Bool)
-> [(Int, (FactionId, Faction))]
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. [(Int, (FactionId, Faction))] -> Bool
forall a. [a] -> Bool
null) [[(Int, (FactionId, Faction))]]
allCandidates of
    [] -> String -> Frequency (FactionId, Faction)
forall a. HasCallStack => String -> a
error String
"possibleActorFactions: no faction found for an actor"
    [(Int, (FactionId, Faction))]
candidates : [[(Int, (FactionId, Faction))]]
_ -> Text
-> [(Int, (FactionId, Faction))] -> Frequency (FactionId, Faction)
forall a. Text -> [(Int, a)] -> Frequency a
toFreq Text
"possibleActorFactions" [(Int, (FactionId, Faction))]
candidates

ppContainer :: FactionDict -> Container -> Text
ppContainer :: FactionDict -> Container -> Text
ppContainer FactionDict
factionD (CFloor LevelId
lid Point
p) =
  let f :: Faction -> Maybe Text
f Faction
fact = case Faction -> Maybe (LevelId, Point)
gstash Faction
fact of
        Just (LevelId
slid, Point
sp) | LevelId
slid LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== LevelId
lid Bool -> Bool -> Bool
&& Point
sp Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Point
p -> Text -> Maybe Text
forall a. a -> Maybe a
Just (Text -> Maybe Text) -> Text -> Maybe Text
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname Faction
fact
        Maybe (LevelId, Point)
_ -> Maybe Text
forall a. Maybe a
Nothing
  in case (Faction -> Maybe Text) -> [Faction] -> [Text]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe Faction -> Maybe Text
f ([Faction] -> [Text]) -> [Faction] -> [Text]
forall a b. (a -> b) -> a -> b
$ FactionDict -> [Faction]
forall k a. EnumMap k a -> [a]
EM.elems FactionDict
factionD of
    [] -> Text
"nearby"
    [Text
t] -> Text
"in the shared inventory stash of" Text -> Text -> Text
<+> Text
t
    [Text]
_ -> Text
"in a shared zone of interests"
ppContainer FactionDict
_ CEmbed{} = Text
"embedded nearby"
ppContainer FactionDict
_ (CActor ActorId
_ CStore
cstore) = CStore -> Text
ppCStoreIn CStore
cstore
ppContainer FactionDict
_ c :: Container
c@CTrunk{} = String -> Text
forall a. HasCallStack => String -> a
error (String -> Text) -> String -> Text
forall a b. (a -> b) -> a -> b
$ String
"" String -> Container -> String
forall v. Show v => String -> v -> String
`showFailure` Container
c