{-# LANGUAGE OverloadedStrings #-} -- | Semantics of client UI response to atomic commands. -- See -- . module Game.LambdaHack.Client.AtomicSemCli ( cmdAtomicSem, cmdAtomicSemCli, cmdAtomicFilterCli , drawCmdAtomicUI, drawSfxAtomicUI ) where import Control.Monad import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Maybe import qualified Data.Monoid as Monoid import qualified NLP.Miniutter.English as MU import Game.LambdaHack.Client.Action import Game.LambdaHack.Client.Draw import Game.LambdaHack.Client.HumanLocal import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Action import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Animation import Game.LambdaHack.Common.AtomicCmd import Game.LambdaHack.Common.AtomicPos import Game.LambdaHack.Common.AtomicSem import qualified Game.LambdaHack.Common.Color as Color import qualified Game.LambdaHack.Common.Effect as Effect import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Msg import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.State import Game.LambdaHack.Common.Time import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Utils.Assert -- * CmdAtomicAI -- | Clients keep a subset of atomic commands sent by the server -- and add some of their own. The result of this function is the list -- of commands kept for each command received. cmdAtomicFilterCli :: MonadClient m => CmdAtomic -> m [CmdAtomic] cmdAtomicFilterCli cmd = case cmd of AlterTileA lid p fromTile toTile -> do Kind.COps{cotile = Kind.Ops{oname}} <- getsState scops lxsize <- getsLevel lid lxsize t <- getsLevel lid (`at` p) if t == fromTile then return [cmd] else do -- From alterTileA@ we know @t == freshClientTile@, -- which is uncanny, so we produce a message. -- It happens when a client thinks the tile is @t@, -- but it's @fromTile@, and @AlterTileA@ changes it -- to @toTile@. See @alterTileA@. let subject = "" -- a hack, we we don't handle adverbs well verb = "turn into" msg = makeSentence [ "the", MU.Text $ oname t , "at position", MU.Text $ showPoint lxsize p , "suddenly" -- adverb , MU.SubjectVerbSg subject verb , MU.AW $ MU.Text $ oname toTile ] return [ cmd -- reveal the tile , MsgAllA msg -- show the message ] SearchTileA aid p fromTile toTile -> do b <- getsState $ getActorBody aid t <- getsLevel (blid b) (`at` p) if t == toTile then -- Already knows the tile fully. return [] else if t == fromTile then -- Fully ignorant. (No intermediate knowledge possible.) return [ AlterTileA (blid b) p fromTile toTile -- reveal tile , cmd -- show the message ] else -- Misguided. Should never happen, LoseTile resets memory. assert `failure` (t, cmd) DiscoverA _ _ iid _ -> do disco <- getsClient sdisco item <- getsState $ getItemBody iid if jkindIx item `EM.member` disco then return [] else return [cmd] CoverA _ _ iid _ -> do disco <- getsClient sdisco item <- getsState $ getItemBody iid if jkindIx item `EM.notMember` disco then return [] else return [cmd] PerceptionA lid outPA inPA -> do -- Here we cheat by setting a new perception outright instead of -- in @cmdAtomicSemCli@, to avoid computing perception twice. -- TODO: try to assert similar things as for @atomicRemember@: -- that posCmdAtomic of all the Lose* commands was visible in old Per, -- but is not visible any more. perOld <- getPerFid lid perceptionA lid outPA inPA perNew <- getPerFid lid s <- getState fid <- getsClient sside -- Wipe out actors that just became invisible due to changed FOV. -- TODO: perhaps instead create LoseActorA for all actors in lprio, -- and keep only those where seenAtomicCli is True; this is even -- cheaper than repeated posToActor (until it's optimized). let outFov = totalVisible perOld ES.\\ totalVisible perNew outPrio = mapMaybe (\p -> posToActor p lid s) $ ES.elems outFov fActor aid = let b = getActorBody aid s in if bfid b == fid -- optimization; precludes DominateActorA then Nothing else Just $ LoseActorA aid b (getActorItem aid s) outActor = mapMaybe fActor outPrio -- Wipe out remembered items on tiles that now came into view. lfloor <- getsLevel lid lfloor let inFov = totalVisible perNew ES.\\ totalVisible perOld pMaybe p = maybe Nothing (\x -> Just (p, x)) inFloor = mapMaybe (\p -> pMaybe p $ EM.lookup p lfloor) (ES.elems inFov) fItem p (iid, k) = LoseItemA iid (getItemBody iid s) k (CFloor lid p) fBag (p, bag) = map (fItem p) $ EM.assocs bag inItem = concatMap fBag inFloor -- Remembered map tiles not wiped out, due to optimization in @spotTileA@. -- Wipe out remembered smell on tiles that now came into smell Fov. lsmell <- getsLevel lid lsmell let inSmellFov = smellVisible perNew ES.\\ smellVisible perOld inSm = mapMaybe (\p -> pMaybe p $ EM.lookup p lsmell) (ES.elems inSmellFov) inSmell = if null inSm then [] else [LoseSmellA lid inSm] let seenNew = seenAtomicCli False fid perNew seenOld = seenAtomicCli False fid perOld -- TODO: these assertions are probably expensive psActor <- mapM posCmdAtomic outActor -- Verify that we forget only previously seen actors. assert (allB seenOld psActor) skip -- Verify that we forget only currently invisible actors. assert (allB (not . seenNew) psActor) skip psItemSmell <- mapM posCmdAtomic $ inItem ++ inSmell -- Verify that we forget only previously invisible items and smell. assert (allB (not . seenOld) psItemSmell) skip -- Verify that we forget only currently seen items and smell. assert (allB seenNew psItemSmell) skip return $ cmd : outActor ++ inItem ++ inSmell _ -> return [cmd] -- | Effect of atomic actions on client state is calculated -- in the global state before the command is executed. -- Clients keep a subset of atomic commands sent by the server -- and add their own. The result of this function is the list of commands -- kept for each command received. cmdAtomicSemCli :: MonadClient m => CmdAtomic -> m () cmdAtomicSemCli cmd = case cmd of LeadFactionA fid source target -> do side <- getsClient sside when (side == fid) $ do mleader <- getsClient _sleader assert (mleader == source -- somebody changed the leader for us || mleader == target -- we changed the leader originally `blame` (cmd, mleader)) skip modifyClient $ \cli -> cli {_sleader = target} DiscoverA lid p iid ik -> discoverA lid p iid ik CoverA lid p iid ik -> coverA lid p iid ik PerceptionA lid outPA inPA -> perceptionA lid outPA inPA RestartA _ sdisco sfper s sdebugCli _ -> do side <- getsClient sside let fact = sfactionD s EM.! side shistory <- getsClient shistory sconfigUI <- getsClient sconfigUI isAI <- getsClient sisAI let cli = defStateClient shistory sconfigUI side isAI putClient cli { sdisco , sfper , _sleader = gleader fact , sundo = [CmdAtomic cmd] , sdebugCli} ResumeA _fid sfper -> modifyClient $ \cli -> cli {sfper} KillExitA _fid -> killExitA SaveExitA -> saveExitA SaveBkpA -> clientGameSave True _ -> return () perceptionA :: MonadClient m => LevelId -> PerActor -> PerActor -> m () perceptionA lid outPA inPA = do cops <- getsState scops s <- getState -- Clients can't compute FOV on their own, because they don't know -- if unknown tiles are clear or not. Server would need to send -- info about properties of unknown tiles, which complicates -- and makes heavier the most bulky data set in the game: tile maps. -- Note we assume, but do not check that @outPA@ is contained -- in current perception and @inPA@ has no common part with it. -- It would make the already very costly operation even more expensive. perOld <- getPerFid lid -- Check if new perception is already set in @cmdAtomicFilterCli@ -- or if we are doing undo/redo, which does not involve filtering. -- The data structure is strict, so the cheap check can't be any simpler. let interHead [] = Nothing interHead ((aid, vis) : _) = Just $ pvisible vis `ES.intersection` maybe ES.empty pvisible (EM.lookup aid (perActor perOld)) unset = maybe False ES.null (interHead (EM.assocs inPA)) || maybe False (not . ES.null) (interHead (EM.assocs outPA)) when unset $ do let dummyToPer Perception{perActor} = Perception { perActor , ptotal = PerceptionVisible $ ES.unions $ map pvisible $ EM.elems perActor , psmell = smellFromActors cops s perActor } paToDummy perActor = Perception { perActor , ptotal = PerceptionVisible ES.empty , psmell = PerceptionVisible ES.empty } outPer = paToDummy outPA inPer = paToDummy inPA adj Nothing = assert `failure` lid adj (Just per) = Just $ dummyToPer $ addPer (diffPer per outPer) inPer f = EM.alter adj lid modifyClient $ \cli -> cli {sfper = f (sfper cli)} discoverA :: MonadClient m => LevelId -> Point -> ItemId -> Kind.Id ItemKind -> m () discoverA lid p iid ik = do item <- getsState $ getItemBody iid let f Nothing = Just ik f (Just ik2) = assert `failure` (lid, p, iid, ik, ik2) modifyClient $ \cli -> cli {sdisco = EM.alter f (jkindIx item) (sdisco cli)} coverA :: MonadClient m => LevelId -> Point -> ItemId -> Kind.Id ItemKind -> m () coverA lid p iid ik = do item <- getsState $ getItemBody iid let f Nothing = assert `failure` (lid, p, iid, ik) f (Just ik2) = assert (ik == ik2 `blame` (ik, ik2)) Nothing modifyClient $ \cli -> cli {sdisco = EM.alter f (jkindIx item) (sdisco cli)} killExitA :: MonadClient m => m () killExitA = modifyClient $ \cli -> cli {squit = True} saveExitA :: MonadClient m => m () saveExitA = do clientGameSave False modifyClient $ \cli -> cli {squit = True} -- * CmdAtomicUI -- TODO: let user configure which messages are not created, which are -- slightly hidden, which are shown and which flash and center screen -- and perhaps highligh the related location/actor. Perhaps even -- switch to the actor, changing HP displayed on screen, etc. -- but it's too short a clip to read the numbers, so probably -- highlighing should be enough. -- TODO: for a start, flesh out the verbose variant and then add -- a single client debug option that flips verbosity -- -- | Visualization of atomic actions for the client is perfomed -- in the global state after the command is executed and after -- the client state is modified by the command. drawCmdAtomicUI :: MonadClientUI m => Bool -> CmdAtomic -> m () drawCmdAtomicUI verbose cmd = case cmd of CreateActorA aid body _ -> do when verbose $ actorVerbMU aid body "appear" lookAtMove aid DestroyActorA aid body _ -> do side <- getsClient sside if bhp body <= 0 && not (bproj body) && bfid body == side then do actorVerbMU aid body "die" void $ displayMore ColorBW "" else when verbose $ actorVerbMU aid body "disappear" CreateItemA _ item k _ | verbose -> itemVerbMU item k "appear" DestroyItemA _ item k _ | verbose -> itemVerbMU item k "disappear" LoseActorA aid body _ -> do side <- getsClient sside -- If no other faction actor is looking, death is invisible and -- so is domination, time-freeze, etc. Then, this command appears instead. when (bfid body == side && bhp body <= 0 && not (bproj body)) $ do actorVerbMU aid body "be missing in action" void $ displayMore ColorFull "" MoveActorA aid _ _ -> lookAtMove aid WaitActorA aid _ _| verbose -> aVerbMU aid "wait" DisplaceActorA source target -> displaceActorUI source target MoveItemA iid k c1 c2 -> moveItemUI verbose iid k c1 c2 HealActorA aid n | verbose -> aVerbMU aid $ MU.Text $ if n > 0 then "heal" <+> showT n <> "HP" else "be about to lose" <+> showT n <> "HP" HasteActorA aid delta -> aVerbMU aid $ if delta > speedZero then "speed up" else "slow down" LeadFactionA fid (Just source) (Just target) -> do Kind.COps{coactor} <- getsState scops side <- getsClient sside when (fid == side) $ do actorD <- getsState sactorD case EM.lookup source actorD of Just sb | bhp sb <= 0 -> assert (not $ bproj sb) $ do -- Regardless who the leader is, give proper names here, not 'you'. tb <- getsState $ getActorBody target let subject = partActor coactor tb object = partActor coactor sb msgAdd $ makeSentence [ MU.SubjectVerbSg subject "take command" , "from", object ] _ -> skip DiplFactionA fid1 fid2 _ toDipl -> do name1 <- getsState $ gname . (EM.! fid1) . sfactionD name2 <- getsState $ gname . (EM.! fid2) . sfactionD let showDipl Unknown = "unknown to each other" showDipl Neutral = "in neutral diplomatic relations" showDipl Alliance = "allied" showDipl War = "at war" msgAdd $ name1 <+> "and" <+> name2 <+> "are now" <+> showDipl toDipl <> "." QuitFactionA fid mbody _ toSt -> quitFactionUI fid mbody toSt AlterTileA{} | verbose -> return () -- TODO: door opens SearchTileA aid _ fromTile toTile -> do Kind.COps{cotile = Kind.Ops{oname}} <- getsState scops subject <- partAidLeader aid let verb = "reveal that the" subject2 = MU.Text $ oname fromTile verb2 = "be" let msg = makeSentence [ MU.SubjectVerbSg subject verb , MU.SubjectVerbSg subject2 verb2 , "a hidden" , MU.Text $ oname toTile ] msgAdd msg AgeGameA t -> do when (t > timeClip) $ displayFrames [Nothing] -- show delay -- TODO: shows messages on leader level, instead of recently shown -- level (e.g., between animations); perhaps draw messages separately -- from level (but on the same text window) or keep last level frame -- and only overlay messages on it when needed; or store the level -- of last shown displayPush -- TODO: is this really needed? write why DiscoverA _ _ iid _ -> do disco <- getsClient sdisco item <- getsState $ getItemBody iid let ix = jkindIx item Kind.COps{coitem} <- getsState scops let discoUnknown = EM.delete ix disco (objUnkown1, objUnkown2) = partItem coitem discoUnknown item msg = makeSentence [ "the", MU.SubjectVerbSg (MU.Phrase [objUnkown1, objUnkown2]) "turn out to be" , partItemAW coitem disco item ] msgAdd msg CoverA _ _ iid ik -> do discoUnknown <- getsClient sdisco item <- getsState $ getItemBody iid let ix = jkindIx item Kind.COps{coitem} <- getsState scops let disco = EM.insert ix ik discoUnknown (objUnkown1, objUnkown2) = partItem coitem discoUnknown item (obj1, obj2) = partItem coitem disco item msg = makeSentence [ "the", MU.SubjectVerbSg (MU.Phrase [obj1, obj2]) "look like an ordinary" , objUnkown1, objUnkown2 ] msgAdd msg RestartA _ _ _ _ _ t -> msgAdd $ "New game started in" <+> t <+> "mode." SaveBkpA | verbose -> msgAdd "Saving backup." MsgAllA msg -> msgAdd msg _ -> return () lookAtMove :: MonadClientUI m => ActorId -> m () lookAtMove aid = do body <- getsState $ getActorBody aid side <- getsClient sside tgtMode <- getsClient stgtMode when (not (bproj body) && bfid body == side && isNothing tgtMode) $ do -- targeting does a more extensive look lookMsg <- lookAt False True (bpos body) aid "" msgAdd lookMsg -- | Sentences such as \"Dog barks loudly.\". actorVerbMU :: MonadClientUI m => ActorId -> Actor -> MU.Part -> m () actorVerbMU aid b verb = do subject <- partActorLeader aid b msgAdd $ makeSentence [MU.SubjectVerbSg subject verb] aVerbMU :: MonadClientUI m => ActorId -> MU.Part -> m () aVerbMU aid verb = do b <- getsState $ getActorBody aid actorVerbMU aid b verb itemVerbMU :: MonadClientUI m => Item -> Int -> MU.Part -> m () itemVerbMU item k verb = do Kind.COps{coitem} <- getsState scops disco <- getsClient sdisco let msg = makeSentence [MU.SubjectVerbSg (partItemWs coitem disco k item) verb] msgAdd msg _iVerbMU :: MonadClientUI m => ItemId -> Int -> MU.Part -> m () _iVerbMU iid k verb = do item <- getsState $ getItemBody iid itemVerbMU item k verb aiVerbMU :: MonadClientUI m => ActorId -> MU.Part -> ItemId -> Int -> m () aiVerbMU aid verb iid k = do Kind.COps{coitem} <- getsState scops disco <- getsClient sdisco item <- getsState $ getItemBody iid subject <- partAidLeader aid let msg = makeSentence [ MU.SubjectVerbSg subject verb , partItemWs coitem disco k item ] msgAdd msg moveItemUI :: MonadClientUI m => Bool -> ItemId -> Int -> Container -> Container -> m () moveItemUI verbose iid k c1 c2 = do Kind.COps{coitem} <- getsState scops item <- getsState $ getItemBody iid disco <- getsClient sdisco case (c1, c2) of (CFloor _ _, CActor aid l) -> do b <- getsState $ getActorBody aid unless (bproj b) $ do let n = bbag b EM.! iid side <- getsClient sside if bfid b == side then msgAdd $ makePhrase [ letterLabel l , partItemWs coitem disco n item , "\n" ] else aiVerbMU aid "pick up" iid k (CActor aid _, CFloor _ _) | verbose -> aiVerbMU aid "drop" iid k _ -> return () displaceActorUI :: MonadClientUI m => ActorId -> ActorId -> m () displaceActorUI source target = do sb <- getsState $ getActorBody source tb <- getsState $ getActorBody target spart <- partActorLeader source sb tpart <- partActorLeader target tb let msg = makeSentence [MU.SubjectVerbSg spart "displace", tpart] msgAdd msg when (bfid sb /= bfid tb) $ do lookAtMove source lookAtMove target let ps = (bpos tb, bpos sb) animFrs <- animate (blid sb) $ swapPlaces ps displayFrames $ Nothing : animFrs quitFactionUI :: MonadClientUI m => FactionId -> Maybe Actor -> Maybe Status -> m () quitFactionUI fid mbody toSt = do Kind.COps{coitem=Kind.Ops{oname, ouniqGroup}} <- getsState scops factionD <- getsState sfactionD let fact = factionD EM.! fid fidName = MU.Text $ gname fact side <- getsClient sside spawn <- getsState $ isSpawnFaction fid summon <- getsState $ isSummonFaction fid let msgIfSide _ | fid /= side = Nothing msgIfSide s = Just s (startingPart, partingPart) = case toSt of _ | summon && not spawn -> (Nothing, Nothing) -- Ignore summoned actors factions. Just Status{stOutcome=Killed} -> ( Just "be eliminated" , msgIfSide "Let's hope another party can save the day!" ) Just Status{stOutcome=Defeated} -> ( Just "be decisively defeated" , msgIfSide "Let's hope your new overlords let you live." ) Just Status{stOutcome=Camping} -> ( Just "order save and exit" , Just $ if fid == side then "See you soon, stronger and braver!" else "See you soon, stalwart warrior!" ) Just Status{stOutcome=Conquer} -> ( Just "vanquish all foes" , msgIfSide "Can it be done in a better style, though?" ) Just Status{stOutcome=Escape} -> ( Just "achieve victory" , msgIfSide "Can it be done better, though?" ) Just Status{stOutcome=Restart, stInfo} -> ( Just $ MU.Text $ "order mission restart in" <+> stInfo <+> "mode" , Just $ if fid == side then "This time for real." else "Somebody couldn't stand the heat." ) Nothing -> (Nothing, Nothing) -- Wipe out the quit flag for the savegame files. case startingPart of Nothing -> return () Just sp -> do let msg = makeSentence [MU.SubjectVerbSg fidName sp] msgAdd msg case (toSt, partingPart) of (Just status, Just pp) -> do (bag, total) <- case mbody of Just body | fid == side -> getsState $ calculateTotal body _ -> case gleader fact of Nothing -> return (EM.empty, 0) Just aid -> do b <- getsState $ getActorBody aid getsState $ calculateTotal b let currencyName = MU.Text $ oname $ ouniqGroup "currency" itemMsg = makeSentence [ "Your loot is worth" , MU.CarWs total currencyName ] <+> moreMsg startingSlide <- promptToSlideshow moreMsg recordHistory -- we are going to exit or restart, so record itemSlides <- if EM.null bag then return Monoid.mempty else do io <- floorItemOverlay bag overlayToSlideshow itemMsg io scoreSlides <- scoreToSlideshow total status partingSlide <- promptToSlideshow $ pp <+> moreMsg shutdownSlide <- promptToSlideshow pp -- TODO: First ESC cancels items display. void $ getInitConfirms [] $ startingSlide Monoid.<> itemSlides -- TODO: Second ESC cancels high score and parting message display. -- The last slide stays onscreen during shutdown, etc. Monoid.<> scoreSlides Monoid.<> partingSlide Monoid.<> shutdownSlide _ -> return () -- * SfxAtomicUI drawSfxAtomicUI :: MonadClientUI m => Bool -> SfxAtomic -> m () drawSfxAtomicUI verbose sfx = case sfx of StrikeD source target item b -> strikeD source target item b RecoilD source target _ _ -> do spart <- partAidLeader source tpart <- partAidLeader target msgAdd $ makeSentence [MU.SubjectVerbSg spart "shrink back from", tpart] ProjectD aid iid -> aiVerbMU aid "aim" iid 1 CatchD aid iid -> aiVerbMU aid "catch" iid 1 ActivateD aid iid -> aiVerbMU aid "activate"{-TODO-} iid 1 CheckD aid iid -> aiVerbMU aid "check" iid 1 TriggerD aid _p _feat _ | verbose -> aVerbMU aid "trigger" -- TODO: opens door ShunD aid _p _ _ | verbose -> aVerbMU aid "shun" -- TODO: shuns stairs down EffectD aid effect -> do b <- getsState $ getActorBody aid side <- getsClient sside let fid = bfid b if bhp b <= 0 && not (bproj b) || bhp b < 0 then do -- We assume the effect is the cause of incapacitation. let firstFall | fid == side && bproj b = "fall apart" | fid == side = "fall down" | bproj b = "break up" | otherwise = "collapse" hurtExtra | fid == side && bproj b = "be stomped flat" | fid == side = "be ground into the floor" | bproj b = "be shattered into little pieces" | otherwise = "be reduced to a bloody pulp" subject <- partActorLeader aid b let deadPreviousTurn p = p < 0 && (bhp b <= p && not (bproj b) || bhp b < p) (deadBefore, verbDie) = case effect of Effect.Hurt _ p | deadPreviousTurn p -> (True, hurtExtra) Effect.Heal p | deadPreviousTurn p -> (True, hurtExtra) _ -> (False, firstFall) msgDie = makeSentence [MU.SubjectVerbSg subject verbDie] msgAdd msgDie when (fid == side && not (bproj b)) $ do animDie <- if deadBefore then animate (blid b) $ twirlSplash (bpos b, bpos b) Color.Red Color.Red else animate (blid b) $ deathBody $ bpos b displayFrames animDie else case effect of Effect.NoEffect -> msgAdd "Nothing happens." Effect.Heal p | p > 0 -> do if fid == side then actorVerbMU aid b "feel healthier" else actorVerbMU aid b "look healthier" let ps = (bpos b, bpos b) animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue displayFrames $ Nothing : animFrs Effect.Heal _ -> do if fid == side then actorVerbMU aid b "feel wounded" else actorVerbMU aid b "look wounded" let ps = (bpos b, bpos b) animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red displayFrames $ Nothing : animFrs Effect.Mindprobe nEnemy -> do let msg = makeSentence [MU.CardinalWs nEnemy "howl", "of anger", "can be heard"] msgAdd msg Effect.Dominate -> if fid == side then lookAtMove aid else do fidName <- getsState $ gname . (EM.! fid) . sfactionD aVerbMU aid $ MU.Text $ "fall under the influence of" <+> fidName Effect.ApplyPerfume -> msgAdd "The fragrance quells all scents in the vicinity." Effect.Searching{} -> do subject <- partActorLeader aid b let msg = makeSentence [ "It gets lost and" , MU.SubjectVerbSg subject "search in vain" ] msgAdd msg Effect.Ascend{} -> actorVerbMU aid b "find a way upstairs" Effect.Descend{} -> actorVerbMU aid b "find a way downstairs" _ -> return () MsgFidD _ msg -> msgAdd msg MsgAllD msg -> msgAdd msg DisplayPushD _ -> -- TODO: shows messages on leader level, instead of recently shown -- level (e.g., between animations); perhaps draw messages separately -- from level (but on the same text window) or keep last level frame -- and only overlay messages on it when needed; or store the level -- of last shown displayPush DisplayDelayD _ -> displayFrames [Nothing] _ -> return () strikeD :: MonadClientUI m => ActorId -> ActorId -> Item -> HitAtomic -> m () strikeD source target item b = assert (source /= target) $ do Kind.COps{coitem=coitem@Kind.Ops{okind}} <- getsState scops disco <- getsClient sdisco sb <- getsState $ getActorBody source tb <- getsState $ getActorBody target spart <- partActorLeader source sb tpart <- partActorLeader target tb let (verb, withWhat) | bproj sb = ("hit", False) | otherwise = case jkind disco item of Nothing -> ("hit", False) -- not identified Just ik -> let kind = okind ik in ( iverbApply kind , isNothing $ lookup "hth" $ ifreq kind ) msg MissBlockD = let (partBlock1, partBlock2) = if withWhat then ("swing", partItemAW coitem disco item) else ("try to", verb) in makeSentence [ MU.SubjectVerbSg spart partBlock1 , partBlock2 MU.:> ", but" , MU.SubjectVerbSg tpart "block" ] msg _ = makeSentence $ [MU.SubjectVerbSg spart verb, tpart] ++ if withWhat then ["with", partItemAW coitem disco item] else [] msgAdd $ msg b let ps = (bpos tb, bpos sb) anim HitD = twirlSplash ps Color.BrRed Color.Red anim HitBlockD = blockHit ps Color.BrRed Color.Red anim MissBlockD = blockMiss ps animFrs <- animate (blid sb) $ anim b displayFrames $ Nothing : animFrs