{-# LANGUAGE DeriveGeneric #-} -- | 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 inventory is not an atomic command, -- but item dropped from the inventory 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(..), SfxAtomic(..), HitAtomic(..) , undoUpdAtomic, undoSfxAtomic, undoCmdAtomic ) where import Control.Applicative import Data.Binary import Data.Int (Int64) import GHC.Generics (Generic) import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ClientOptions import qualified Game.LambdaHack.Common.Color as Color 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.Misc 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.Common.Vector import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.TileKind (TileKind) import qualified Game.LambdaHack.Content.TileKind as TK -- | Abstract syntax of atomic commands, that is, atomic game state -- transformations. data CmdAtomic = UpdAtomic !UpdAtomic -- ^ atomic updates | SfxAtomic !SfxAtomic -- ^ atomic special effects 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 them to players. data UpdAtomic = -- Create/destroy actors and items. UpdCreateActor !ActorId !Actor ![(ItemId, Item)] | UpdDestroyActor !ActorId !Actor ![(ItemId, Item)] | UpdCreateItem !ItemId !Item !ItemQuant !Container | UpdDestroyItem !ItemId !Item !ItemQuant !Container | UpdSpotActor !ActorId !Actor ![(ItemId, Item)] | UpdLoseActor !ActorId !Actor ![(ItemId, Item)] | UpdSpotItem !ItemId !Item !ItemQuant !Container | UpdLoseItem !ItemId !Item !ItemQuant !Container -- Move actors and items. | UpdMoveActor !ActorId !Point !Point | UpdWaitActor !ActorId !Bool | UpdDisplaceActor !ActorId !ActorId | UpdMoveItem !ItemId !Int !ActorId !CStore !CStore -- Change actor attributes. | UpdAgeActor !ActorId !(Delta Time) | UpdRefillHP !ActorId !Int64 | UpdRefillCalm !ActorId !Int64 | UpdFidImpressedActor !ActorId !FactionId !FactionId | UpdTrajectory !ActorId !(Maybe ([Vector], Speed)) !(Maybe ([Vector], Speed)) | UpdColorActor !ActorId !Color.Color !Color.Color -- Change faction attributes. | UpdQuitFaction !FactionId !(Maybe Actor) !(Maybe Status) !(Maybe Status) | UpdLeadFaction !FactionId !(Maybe (ActorId, Maybe Target)) !(Maybe (ActorId, Maybe Target)) | UpdDiplFaction !FactionId !FactionId !Diplomacy !Diplomacy | UpdTacticFaction !FactionId !Tactic !Tactic | UpdAutoFaction !FactionId !Bool | UpdRecordKill !ActorId !(Kind.Id ItemKind) !Int -- Alter map. | UpdAlterTile !LevelId !Point !(Kind.Id TileKind) !(Kind.Id TileKind) | UpdAlterClear !LevelId !Int | UpdSearchTile !ActorId !Point !(Kind.Id TileKind) !(Kind.Id TileKind) | UpdLearnSecrets !ActorId !Int !Int | UpdSpotTile !LevelId ![(Point, Kind.Id TileKind)] | UpdLoseTile !LevelId ![(Point, Kind.Id TileKind)] | UpdAlterSmell !LevelId !Point !(Maybe Time) !(Maybe Time) | UpdSpotSmell !LevelId ![(Point, Time)] | UpdLoseSmell !LevelId ![(Point, Time)] -- Assorted. | UpdTimeItem !ItemId !Container !ItemTimer !ItemTimer | UpdAgeGame !(Delta Time) ![LevelId] | UpdDiscover !Container !ItemId !(Kind.Id ItemKind) !ItemSeed !AbsDepth | UpdCover !Container !ItemId !(Kind.Id ItemKind) !ItemSeed !AbsDepth | UpdDiscoverKind !Container !ItemId !(Kind.Id ItemKind) | UpdCoverKind !Container !ItemId !(Kind.Id ItemKind) | UpdDiscoverSeed !Container !ItemId !ItemSeed !AbsDepth | UpdCoverSeed !Container !ItemId !ItemSeed !AbsDepth | UpdPerception !LevelId !Perception !Perception | UpdRestart !FactionId !DiscoveryKind !FactionPers !State !DebugModeCli | UpdRestartServer !State | UpdResume !FactionId !FactionPers | UpdResumeServer !State | UpdKillExit !FactionId | UpdWriteSave | UpdMsgAll !Msg | UpdRecordHistory !FactionId deriving (Show, Eq, Generic) instance Binary UpdAtomic -- | Abstract syntax of atomic special effects, that is, atomic commands -- that only display special effects and don't change the state. data SfxAtomic = SfxStrike !ActorId !ActorId !ItemId !CStore !HitAtomic | SfxRecoil !ActorId !ActorId !ItemId !CStore !HitAtomic | SfxProject !ActorId !ItemId !CStore | SfxCatch !ActorId !ItemId !CStore | SfxApply !ActorId !ItemId !CStore | SfxCheck !ActorId !ItemId !CStore | SfxTrigger !ActorId !Point !TK.Feature | SfxShun !ActorId !Point !TK.Feature | SfxEffect !FactionId !ActorId !IK.Effect | SfxMsgFid !FactionId !Msg | SfxMsgAll !Msg | SfxActorStart !ActorId deriving (Show, Eq, Generic) instance Binary SfxAtomic -- | Determine if a strike special effect should depict a block of an attack. data HitAtomic = HitClear | HitBlock !Int deriving (Show, Eq, Generic) instance Binary HitAtomic undoUpdAtomic :: UpdAtomic -> Maybe UpdAtomic undoUpdAtomic cmd = case cmd of UpdCreateActor aid body ais -> Just $ UpdDestroyActor aid body ais UpdDestroyActor aid body ais -> Just $ UpdCreateActor aid body ais UpdCreateItem iid item k c -> Just $ UpdDestroyItem iid item k c UpdDestroyItem iid item k c -> Just $ UpdCreateItem iid item k c UpdSpotActor aid body ais -> Just $ UpdLoseActor aid body ais UpdLoseActor aid body ais -> Just $ UpdSpotActor aid body ais UpdSpotItem iid item k c -> Just $ UpdLoseItem iid item k c UpdLoseItem iid item k c -> Just $ UpdSpotItem iid item k c UpdMoveActor aid fromP toP -> Just $ UpdMoveActor aid toP fromP UpdWaitActor aid toWait -> Just $ UpdWaitActor aid (not toWait) UpdDisplaceActor source target -> Just $ UpdDisplaceActor target source UpdMoveItem iid k aid c1 c2 -> Just $ UpdMoveItem iid k aid c2 c1 UpdAgeActor aid delta -> Just $ UpdAgeActor aid (timeDeltaReverse delta) UpdRefillHP aid n -> Just $ UpdRefillHP aid (-n) UpdRefillCalm aid n -> Just $ UpdRefillCalm aid (-n) UpdFidImpressedActor aid fromFid toFid -> Just $ UpdFidImpressedActor aid toFid fromFid UpdTrajectory aid fromT toT -> Just $ UpdTrajectory aid toT fromT UpdColorActor aid fromCol toCol -> Just $ UpdColorActor aid toCol fromCol UpdQuitFaction fid mb fromSt toSt -> Just $ UpdQuitFaction fid mb toSt fromSt UpdLeadFaction fid source target -> Just $ UpdLeadFaction fid target source UpdDiplFaction fid1 fid2 fromDipl toDipl -> Just $ UpdDiplFaction fid1 fid2 toDipl fromDipl UpdTacticFaction fid toT fromT -> Just $ UpdTacticFaction 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 UpdAlterClear lid delta -> Just $ UpdAlterClear lid (-delta) UpdSearchTile aid p fromTile toTile -> Just $ UpdSearchTile aid p toTile fromTile UpdLearnSecrets aid fromS toS -> Just $ UpdLearnSecrets aid toS fromS UpdSpotTile lid ts -> Just $ UpdLoseTile lid ts UpdLoseTile lid ts -> Just $ UpdSpotTile 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 delta lids -> Just $ UpdAgeGame (timeDeltaReverse delta) lids UpdDiscover c iid ik seed ldepth -> Just $ UpdCover c iid ik seed ldepth UpdCover c iid ik seed ldepth -> Just $ UpdDiscover c iid ik seed ldepth UpdDiscoverKind c iid ik -> Just $ UpdCoverKind c iid ik UpdCoverKind c iid ik -> Just $ UpdDiscoverKind c iid ik UpdDiscoverSeed c iid seed ldepth -> Just $ UpdCoverSeed c iid seed ldepth UpdCoverSeed c iid seed ldepth -> Just $ UpdDiscoverSeed c iid seed ldepth 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 UpdMsgAll{} -> Nothing -- only generated by @cmdAtomicFilterCli@ UpdRecordHistory{} -> Just cmd undoSfxAtomic :: SfxAtomic -> SfxAtomic undoSfxAtomic cmd = case cmd of SfxStrike source target iid cstore b -> SfxRecoil source target iid cstore b SfxRecoil source target iid cstore b -> SfxStrike source target iid cstore b SfxProject aid iid cstore -> SfxCatch aid iid cstore SfxCatch aid iid cstore -> SfxProject aid iid cstore SfxApply aid iid cstore -> SfxCheck aid iid cstore SfxCheck aid iid cstore -> SfxApply aid iid cstore SfxTrigger aid p feat -> SfxShun aid p feat SfxShun aid p feat -> SfxTrigger aid p feat SfxEffect{} -> cmd -- not ideal? SfxMsgFid{} -> cmd SfxMsgAll{} -> cmd SfxActorStart{} -> cmd undoCmdAtomic :: CmdAtomic -> Maybe CmdAtomic undoCmdAtomic (UpdAtomic cmd) = UpdAtomic <$> undoUpdAtomic cmd undoCmdAtomic (SfxAtomic sfx) = Just $ SfxAtomic $ undoSfxAtomic sfx