-- | Operations concerning dungeon level tiles. -- -- Unlike for many other content types, there is no type @Tile@, -- of particular concrete tiles in the dungeon, -- corresponding to 'TileKind' (the type of kinds of terrain tiles). -- This is because the tiles are too numerous and there's not enough -- storage space for a well-rounded @Tile@ type, on one hand, -- and on the other hand, tiles are accessed -- too often in performance critical code -- to try to compress their representation and/or recompute them. -- Instead, of defining a @Tile@ type, we express various properties -- of concrete tiles by arrays or sparse EnumMaps, as appropriate. -- -- Actors at normal speed (2 m/s) take one turn to move one tile (1 m by 1 m). module Game.LambdaHack.Common.Tile ( SmellTime , kindHasFeature, kindHas, hasFeature , isClear, isLit, isExplorable, similar, speedup , changeTo, hiddenAs ) where import qualified Data.Array.Unboxed as A import qualified Data.List as L import Game.LambdaHack.Content.TileKind import qualified Game.LambdaHack.Common.Feature as F import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.Time -- | The last time a hero left a smell in a given tile. To be used -- by monsters that hunt by smell. type SmellTime = Time -- | Whether a tile kind has the given feature. kindHasFeature :: F.Feature -> TileKind -> Bool kindHasFeature f t = f `elem` tfeature t -- | Whether a tile kind has all features of the first set -- and no features of the second. kindHas :: [F.Feature] -> [F.Feature] -> TileKind -> Bool kindHas yes no t = L.all (`kindHasFeature` t) yes && not (L.any (`kindHasFeature` t) no) -- | Whether a tile kind (specified by its id) has the given feature. hasFeature :: Kind.Ops TileKind -> F.Feature -> Kind.Id TileKind -> Bool hasFeature Kind.Ops{okind} f t = kindHasFeature f (okind t) -- | Whether a tile does not block vision. -- Essential for efficiency of "FOV", hence tabulated. isClear :: Kind.Ops TileKind -> Kind.Id TileKind -> Bool isClear Kind.Ops{ospeedup = Kind.TileSpeedup{isClearTab}} = isClearTab -- | Whether a tile is lit on its own. -- Essential for efficiency of "Perception", hence tabulated. isLit :: Kind.Ops TileKind -> Kind.Id TileKind -> Bool isLit Kind.Ops{ospeedup = Kind.TileSpeedup{isLitTab}} = isLitTab -- | Whether a tile can be explored, possibly yielding a treasure -- or a hidden message. We exclude doors and hidden features. isExplorable :: Kind.Ops TileKind -> Kind.Id TileKind -> Bool isExplorable cops tk = not (hasFeature cops F.Closable tk) && (isClear cops tk || hasFeature cops F.Walkable tk) -- | The player can't tell one tile from the other. similar :: TileKind -> TileKind -> Bool similar t u = tsymbol t == tsymbol u && tname t == tname u && tcolor t == tcolor u && tcolor2 t == tcolor2 u speedup :: Bool -> Kind.Ops TileKind -> Kind.Speedup TileKind speedup allClear Kind.Ops{ofoldrWithKey, obounds} = let createTab :: (TileKind -> Bool) -> A.UArray (Kind.Id TileKind) Bool createTab p = let f _ k acc = p k : acc clearAssocs = ofoldrWithKey f [] in A.listArray obounds clearAssocs tabulate :: (TileKind -> Bool) -> Kind.Id TileKind -> Bool tabulate p = (createTab p A.!) isClearTab | allClear = tabulate $ not . kindHasFeature F.Impenetrable | otherwise = tabulate $ kindHasFeature F.Clear isLitTab = tabulate $ kindHasFeature F.Lit in Kind.TileSpeedup {isClearTab, isLitTab} changeTo :: Kind.Ops TileKind -> Kind.Id TileKind -> Rnd (Kind.Id TileKind) changeTo Kind.Ops{okind, opick} t = let getTo (F.ChangeTo group) _ = Just group getTo _ acc = acc in case foldr getTo Nothing (tfeature (okind t)) of Nothing -> return t Just group -> opick group (const True) hiddenAs :: Kind.Ops TileKind -> Kind.Id TileKind -> Kind.Id TileKind hiddenAs Kind.Ops{okind, ouniqGroup} t = let getTo (F.HiddenAs group) _ = Just group getTo _ acc = acc in case foldr getTo Nothing (tfeature (okind t)) of Nothing -> t Just group -> ouniqGroup group