module Game.LambdaHack.Client.UI.DisplayAtomicClient
( displayRespUpdAtomicUI, displayRespSfxAtomicUI
) where
import Control.Exception.Assert.Sugar
import Control.Monad
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.Maybe
import Data.Monoid
import Data.Tuple
import qualified NLP.Miniutter.English as MU
import Game.LambdaHack.Atomic
import Game.LambdaHack.Client.CommonClient
import Game.LambdaHack.Client.ItemSlot
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
import Game.LambdaHack.Client.UI.Animation
import Game.LambdaHack.Client.UI.MonadClientUI
import Game.LambdaHack.Client.UI.MsgClient
import Game.LambdaHack.Client.UI.WidgetClient
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import qualified Game.LambdaHack.Common.Color as Color
import qualified Game.LambdaHack.Common.Dice as Dice
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import Game.LambdaHack.Common.ItemDescription
import qualified Game.LambdaHack.Common.Kind as Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Msg
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.State
import Game.LambdaHack.Common.Time
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import Game.LambdaHack.Content.RuleKind
import qualified Game.LambdaHack.Content.TileKind as TK
displayRespUpdAtomicUI :: MonadClientUI m
=> Bool -> State -> StateClient -> UpdAtomic -> m ()
displayRespUpdAtomicUI verbose oldState oldStateClient cmd = case cmd of
UpdCreateActor aid body _ -> do
side <- getsClient sside
let verb = "appear" <+> if bfid body == side then "" else "suddenly"
createActorUI aid body verbose (MU.Text verb)
UpdDestroyActor aid body _ -> do
destroyActorUI aid body "die" "be destroyed" verbose
side <- getsClient sside
when (bfid body == side && not (bproj body)) stopPlayBack
UpdCreateItem iid _ kit c -> do
case c of
CActor aid store -> do
l <- updateItemSlotSide store aid iid
case store of
COrgan -> do
let verb =
MU.Text $ "become" <+> case fst kit of
1 -> ""
k -> tshow k <> "-fold"
itemAidVerbMU aid verb iid (Left Nothing) COrgan
_ -> do
itemVerbMU iid kit (MU.Text $ "appear" <+> ppContainer c) c
mleader <- getsClient _sleader
when (Just aid == mleader) $
modifyClient $ \cli -> cli { slastSlot = l
, slastStore = store }
CEmbed{} -> return ()
CFloor{} -> do
void $ updateItemSlot CGround Nothing iid
itemVerbMU iid kit (MU.Text $ "appear" <+> ppContainer c) c
CTrunk{} -> assert `failure` c
stopPlayBack
UpdDestroyItem iid _ kit c -> itemVerbMU iid kit "disappear" c
UpdSpotActor aid body _ -> createActorUI aid body verbose "be spotted"
UpdLoseActor aid body _ ->
destroyActorUI aid body "be missing in action" "be lost" verbose
UpdSpotItem iid _ kit c -> do
(itemSlots, _) <- getsClient sslots
case lookup iid $ map swap $ EM.assocs itemSlots of
Nothing ->
case c of
CActor aid store ->
void $ updateItemSlotSide store aid iid
CEmbed{} -> return ()
CFloor lid p -> do
void $ updateItemSlot CGround Nothing iid
scursorOld <- getsClient scursor
case scursorOld of
TEnemy{} -> return ()
TEnemyPos{} -> return ()
_ -> modifyClient $ \cli -> cli {scursor = TPoint lid p}
itemVerbMU iid kit "be spotted" c
stopPlayBack
CTrunk{} -> return ()
_ -> return ()
UpdLoseItem{} -> return ()
UpdMoveActor aid source target -> moveActor oldState aid source target
UpdWaitActor aid _ -> when verbose $ aidVerbMU aid "wait"
UpdDisplaceActor source target -> displaceActorUI source target
UpdMoveItem iid k aid c1 c2 -> moveItemUI iid k aid c1 c2
UpdAgeActor{} -> return ()
UpdRefillHP _ 0 -> return ()
UpdRefillHP aid n -> do
when verbose $
aidVerbMU aid $ MU.Text $ (if n > 0 then "heal" else "lose")
<+> tshow (abs $ n `divUp` oneM) <> "HP"
mleader <- getsClient _sleader
when (Just aid == mleader) $ do
b <- getsState $ getActorBody aid
hpMax <- sumOrganEqpClient IK.EqpSlotAddMaxHP aid
when (bhp b >= xM hpMax && hpMax > 0
&& resCurrentTurn (bhpDelta b) > 0) $ do
actorVerbMU aid b "recover your health fully"
stopPlayBack
UpdRefillCalm aid calmDelta ->
when (calmDelta == minusM) $ do
side <- getsClient sside
b <- getsState $ getActorBody aid
when (bfid b == side) $ do
fact <- getsState $ (EM.! bfid b) . sfactionD
allFoes <- getsState $ actorRegularList (isAtWar fact) (blid b)
let closeFoes = filter ((<= 3) . chessDist (bpos b) . bpos) allFoes
when (null closeFoes) $ do
aidVerbMU aid "hear something"
msgDuplicateScrap
stopPlayBack
UpdFidImpressedActor aid _fidOld fidNew -> do
b <- getsState $ getActorBody aid
actorVerbMU aid b $
if fidNew == bfid b then
"get calmed and refocused"
else if fidNew == bfidOriginal b then
"remember forgone allegiance suddenly"
else
"experience anxiety that weakens resolve and erodes loyalty"
UpdTrajectory{} -> return ()
UpdColorActor{} -> return ()
UpdQuitFaction fid mbody _ toSt -> quitFactionUI fid mbody toSt
UpdLeadFaction fid (Just (source, _)) (Just (target, _)) -> do
side <- getsClient sside
when (fid == side) $ do
fact <- getsState $ (EM.! side) . sfactionD
when (noRunWithMulti fact) stopPlayBack
actorD <- getsState sactorD
case EM.lookup source actorD of
Just sb | bhp sb <= 0 -> assert (not $ bproj sb) $ do
tb <- getsState $ getActorBody target
let subject = partActor tb
object = partActor sb
msgAdd $ makeSentence [ MU.SubjectVerbSg subject "take command"
, "from", object ]
_ ->
return ()
UpdLeadFaction{} -> return ()
UpdDiplFaction 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 <> "."
UpdTacticFaction{} -> return ()
UpdAutoFaction fid b -> do
side <- getsClient sside
when (fid == side) $ setFrontAutoYes b
UpdRecordKill{} -> return ()
UpdAlterTile{} -> when verbose $ return ()
UpdAlterClear _ k -> msgAdd $ if k > 0
then "You hear grinding noises."
else "You hear fizzing noises."
UpdSearchTile aid p fromTile toTile -> do
Kind.COps{cotile = Kind.Ops{okind}} <- getsState scops
b <- getsState $ getActorBody aid
lvl <- getLevel $ blid b
subject <- partAidLeader aid
let t = lvl `at` p
verb | t == toTile = "confirm"
| otherwise = "reveal"
subject2 = MU.Text $ TK.tname $ okind fromTile
verb2 = "be"
let msg = makeSentence [ MU.SubjectVerbSg subject verb
, "that the"
, MU.SubjectVerbSg subject2 verb2
, "a hidden"
, MU.Text $ TK.tname $ okind toTile ]
msgAdd msg
UpdLearnSecrets{} -> return ()
UpdSpotTile{} -> return ()
UpdLoseTile{} -> return ()
UpdAlterSmell{} -> return ()
UpdSpotSmell{} -> return ()
UpdLoseSmell{} -> return ()
UpdTimeItem{} -> return ()
UpdAgeGame{} -> return ()
UpdDiscover c iid _ _ _ -> discover c oldStateClient iid
UpdCover{} -> return ()
UpdDiscoverKind c iid _ -> discover c oldStateClient iid
UpdCoverKind{} -> return ()
UpdDiscoverSeed c iid _ _ -> discover c oldStateClient iid
UpdCoverSeed{} -> return ()
UpdPerception{} -> return ()
UpdRestart fid _ _ _ _ _ -> do
void tryTakeMVarSescMVar
mode <- getGameMode
msgAdd $ "New game started in" <+> mname mode <+> "mode." <+> mdesc mode
history <- getsClient shistory
when (lengthHistory history > 1) $ fadeOutOrIn False
fact <- getsState $ (EM.! fid) . sfactionD
setFrontAutoYes $ isAIFact fact
UpdRestartServer{} -> return ()
UpdResume fid _ -> do
fact <- getsState $ (EM.! fid) . sfactionD
setFrontAutoYes $ isAIFact fact
UpdResumeServer{} -> return ()
UpdKillExit{} -> return ()
UpdWriteSave -> when verbose $ msgAdd "Saving backup."
UpdMsgAll msg -> msgAdd msg
UpdRecordHistory _ -> recordHistory
updateItemSlotSide :: MonadClient m
=> CStore -> ActorId -> ItemId -> m SlotChar
updateItemSlotSide store aid iid = do
side <- getsClient sside
b <- getsState $ getActorBody aid
if bfid b == side
then updateItemSlot store (Just aid) iid
else updateItemSlot store Nothing iid
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
lookMsg <- lookAt False "" True (bpos body) aid ""
msgAdd lookMsg
fact <- getsState $ (EM.! bfid body) . sfactionD
if not (bproj body) && side == bfid body then do
foes <- getsState $ actorList (isAtWar fact) (blid body)
when (any (adjacent (bpos body) . bpos) foes) stopPlayBack
else when (isAtWar fact side) $ do
friends <- getsState $ actorRegularList (== side) (blid body)
when (any (adjacent (bpos body) . bpos) friends) stopPlayBack
actorVerbMU :: MonadClientUI m => ActorId -> Actor -> MU.Part -> m ()
actorVerbMU aid b verb = do
subject <- partActorLeader aid b
msgAdd $ makeSentence [MU.SubjectVerbSg subject verb]
aidVerbMU :: MonadClientUI m => ActorId -> MU.Part -> m ()
aidVerbMU aid verb = do
b <- getsState $ getActorBody aid
actorVerbMU aid b verb
itemVerbMU :: MonadClientUI m
=> ItemId -> ItemQuant -> MU.Part -> Container -> m ()
itemVerbMU iid kit@(k, _) verb c = assert (k > 0) $ do
lid <- getsState $ lidFromC c
localTime <- getsState $ getLocalTime lid
itemToF <- itemToFullClient
let subject = partItemWs k (storeFromC c) localTime (itemToF iid kit)
msg | k > 1 = makeSentence [MU.SubjectVerb MU.PlEtc MU.Yes subject verb]
| otherwise = makeSentence [MU.SubjectVerbSg subject verb]
msgAdd msg
itemAidVerbMU :: MonadClientUI m
=> ActorId -> MU.Part
-> ItemId -> Either (Maybe Int) Int -> CStore
-> m ()
itemAidVerbMU aid verb iid ek cstore = do
bag <- getsState $ getActorBag aid cstore
case iid `EM.lookup` bag of
Nothing -> assert `failure` (aid, verb, iid, cstore)
Just kit@(k, _) -> do
itemToF <- itemToFullClient
body <- getsState $ getActorBody aid
let lid = blid body
localTime <- getsState $ getLocalTime lid
subject <- partAidLeader aid
let itemFull = itemToF iid kit
object = case ek of
Left (Just n) ->
assert (n <= k `blame` (aid, verb, iid, cstore))
$ partItemWs n cstore localTime itemFull
Left Nothing ->
let (_, name, stats) = partItem cstore localTime itemFull
in MU.Phrase [name, stats]
Right n ->
assert (n <= k `blame` (aid, verb, iid, cstore))
$ let itemSecret = itemNoDisco (itemBase itemFull, n)
(_, secretName, secretAE) = partItem cstore localTime itemSecret
name = MU.Phrase [secretName, secretAE]
nameList = if n == 1
then ["the", name]
else ["the", MU.Text $ tshow n, MU.Ws name]
in MU.Phrase nameList
msg = makeSentence [MU.SubjectVerbSg subject verb, object]
msgAdd msg
msgDuplicateScrap :: MonadClientUI m => m ()
msgDuplicateScrap = do
report <- getsClient sreport
history <- getsClient shistory
let (lastMsg, repRest) = lastMsgOfReport report
lastDup = isJust . findInReport (== lastMsg)
lastDuplicated = lastDup repRest
|| maybe False lastDup (lastReportOfHistory history)
when lastDuplicated $
modifyClient $ \cli -> cli {sreport = repRest}
createActorUI :: MonadClientUI m
=> ActorId -> Actor -> Bool -> MU.Part -> m ()
createActorUI aid body verbose verb = do
mapM_ (\(iid, store) -> void $ updateItemSlotSide store aid iid)
(getCarriedIidCStore body)
side <- getsClient sside
when (bfid body /= side) $ do
fact <- getsState $ (EM.! bfid body) . sfactionD
when (not (bproj body) && isAtWar fact side) $
modifyClient $ \cli -> cli {scursor = TEnemy aid False}
stopPlayBack
lastLost <- getsClient slastLost
when (ES.notMember aid lastLost
&& (not (bproj body) || verbose)) $ do
actorVerbMU aid body verb
animFrs <- animate (blid body)
$ actorX (bpos body) (bsymbol body) (bcolor body)
displayActorStart body animFrs
lookAtMove aid
destroyActorUI :: MonadClientUI m
=> ActorId -> Actor -> MU.Part -> MU.Part -> Bool -> m ()
destroyActorUI aid body verb verboseVerb verbose = do
Kind.COps{corule} <- getsState scops
side <- getsClient sside
when (bfid body == side) $ do
let upd = ES.delete aid
modifyClient $ \cli -> cli {sselected = upd $ sselected cli}
if bfid body == side && bhp body <= 0 && not (bproj body) then do
when verbose $ actorVerbMU aid body verb
let firstDeathEnds = rfirstDeathEnds $ Kind.stdRuleset corule
fid = bfid body
fact <- getsState $ (EM.! fid) . sfactionD
actorsAlive <- anyActorsAlive fid (Just aid)
unless (fneverEmpty (gplayer fact)
&& (not actorsAlive || firstDeathEnds)) $
void $ displayMore ColorBW ""
else when verbose $ actorVerbMU aid body verboseVerb
when (isNothing $ btrajectory body) $
modifyClient $ \cli -> cli {slastLost = ES.insert aid $ slastLost cli}
anyActorsAlive :: MonadClient m => FactionId -> Maybe ActorId -> m Bool
anyActorsAlive fid maid = do
fact <- getsState $ (EM.! fid) . sfactionD
if fleaderMode (gplayer fact) /= LeaderNull
then return $! isJust $ gleader fact
else do
as <- getsState $ fidActorNotProjAssocs fid
return $! not $ null $ maybe as (\aid -> filter ((/= aid) . fst) as) maid
moveActor :: MonadClientUI m => State -> ActorId -> Point -> Point -> m ()
moveActor oldState aid source target = do
lookAtMove aid
body <- getsState $ getActorBody aid
when (bproj body) $ do
let oldpos = case EM.lookup aid $ sactorD oldState of
Nothing -> assert `failure` (sactorD oldState, aid)
Just b -> fromMaybe source $ boldpos b
let ps = (oldpos, source, target)
animFrs <- animate (blid body)
$ moveProj ps (bsymbol body) (bcolor body)
displayActorStart body animFrs
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
displayActorStart sb animFrs
moveItemUI :: MonadClientUI m
=> ItemId -> Int -> ActorId -> CStore -> CStore
-> m ()
moveItemUI iid k aid cstore1 cstore2 = do
let verb = verbCStore cstore2
b <- getsState $ getActorBody aid
fact <- getsState $ (EM.! bfid b) . sfactionD
let underAI = isAIFact fact
mleader <- getsClient _sleader
bag <- getsState $ getActorBag aid cstore2
let kit@(n, _) = bag EM.! iid
itemToF <- itemToFullClient
(itemSlots, _) <- getsClient sslots
case lookup iid $ map swap $ EM.assocs itemSlots of
Just l -> do
when (Just aid == mleader) $
modifyClient $ \cli -> cli { slastSlot = l
, slastStore = cstore2 }
if cstore1 == CGround && Just aid == mleader && not underAI then do
itemAidVerbMU aid (MU.Text verb) iid (Right k) cstore2
localTime <- getsState $ getLocalTime (blid b)
msgAdd $ makePhrase
[ "\n"
, slotLabel l
, "-"
, partItemWs n cstore2 localTime (itemToF iid kit)
, "\n" ]
else when (not (bproj b) && bhp b > 0) $
itemAidVerbMU aid (MU.Text verb) iid (Left $ Just k) cstore2
Nothing -> assert `failure` (iid, itemToF iid kit)
quitFactionUI :: MonadClientUI m
=> FactionId -> Maybe Actor -> Maybe Status -> m ()
quitFactionUI fid mbody toSt = do
Kind.COps{coitem=Kind.Ops{okind, ouniqGroup}} <- getsState scops
fact <- getsState $ (EM.! fid) . sfactionD
let fidName = MU.Text $ gname fact
horror = isHorrorFact fact
side <- getsClient sside
let msgIfSide _ | fid /= side = Nothing
msgIfSide s = Just s
(startingPart, partingPart) = case toSt of
_ | horror ->
(Nothing, Nothing)
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, stNewGame=Just gn} ->
( Just $ MU.Text $ "order mission restart in" <+> tshow gn <+> "mode"
, Just $ if fid == side
then "This time for real."
else "Somebody couldn't stand the heat." )
Just Status{stOutcome=Restart, stNewGame=Nothing} ->
assert `failure` (fid, mbody, toSt)
Nothing ->
(Nothing, Nothing)
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
startingSlide <- promptToSlideshow moreMsg
recordHistory
let bodyToItemSlides b = do
(bag, tot) <- getsState $ calculateTotal b
let currencyName = MU.Text $ IK.iname $ okind
$ ouniqGroup "currency"
itemMsg = makeSentence [ "Your loot is worth"
, MU.CarWs tot currencyName ]
<+> moreMsg
if EM.null bag then return (mempty, 0)
else do
io <- itemOverlay CGround (blid b) bag
sli <- overlayToSlideshow itemMsg io
return (sli, tot)
(itemSlides, total) <- case mbody of
Just b | fid == side -> bodyToItemSlides b
_ -> case gleader fact of
Nothing -> return (mempty, 0)
Just (aid, _) -> do
b <- getsState $ getActorBody aid
bodyToItemSlides b
scoreSlides <- scoreToSlideshow total status
partingSlide <- promptToSlideshow $ pp <+> moreMsg
shutdownSlide <- promptToSlideshow pp
escAI <- getsClient sescAI
unless (escAI == EscAIExited) $
void $ getInitConfirms ColorFull []
$ startingSlide <> itemSlides
<> scoreSlides <> partingSlide <> shutdownSlide
unless (fmap stOutcome toSt == Just Camping) $ fadeOutOrIn True
_ -> return ()
discover :: MonadClientUI m
=> Container -> StateClient -> ItemId -> m ()
discover c oldcli iid = do
let cstore = storeFromC c
lid <- getsState $ lidFromC c
cops <- getsState scops
localTime <- getsState $ getLocalTime lid
itemToF <- itemToFullClient
bag <- getsState $ getCBag c
let kit = EM.findWithDefault (1, []) iid bag
itemFull = itemToF iid kit
knownName = partItemMediumAW cstore localTime itemFull
itemSecret = itemNoDisco (itemBase itemFull, itemK itemFull)
(_, secretName, secretAEText) = partItem cstore localTime itemSecret
msg = makeSentence
[ "the", MU.SubjectVerbSg (MU.Phrase [secretName, secretAEText])
"turn out to be"
, knownName ]
oldItemFull =
itemToFull cops (sdiscoKind oldcli) (sdiscoEffect oldcli)
iid (itemBase itemFull) (1, [])
when (textAllAE 7 False cstore itemFull
/= textAllAE 7 False cstore oldItemFull) $
msgAdd msg
displayRespSfxAtomicUI :: MonadClientUI m => Bool -> SfxAtomic -> m ()
displayRespSfxAtomicUI verbose sfx = case sfx of
SfxStrike source target iid cstore b -> strike source target iid cstore b
SfxRecoil source target _ _ _ -> do
spart <- partAidLeader source
tpart <- partAidLeader target
msgAdd $ makeSentence [MU.SubjectVerbSg spart "shrink away from", tpart]
SfxProject aid iid cstore -> do
setLastSlot aid iid cstore
itemAidVerbMU aid "aim" iid (Left $ Just 1) cstore
SfxCatch aid iid cstore ->
itemAidVerbMU aid "catch" iid (Left $ Just 1) cstore
SfxApply aid iid cstore -> do
setLastSlot aid iid cstore
itemAidVerbMU aid "apply" iid (Left $ Just 1) cstore
SfxCheck aid iid cstore ->
itemAidVerbMU aid "deapply" iid (Left $ Just 1) cstore
SfxTrigger aid _p _feat ->
when verbose $ aidVerbMU aid "trigger"
SfxShun aid _p _ ->
when verbose $ aidVerbMU aid "shun"
SfxEffect fidSource aid effect -> do
b <- getsState $ getActorBody aid
side <- getsClient sside
let fid = bfid b
if bhp b <= 0 then do
let firstFall | fid == side && bproj b = "fall apart"
| fid == side = "fall down"
| bproj b = "break up"
| otherwise = "collapse"
hurtExtra | fid == side && bproj b = "be reduced to dust"
| fid == side = "be stomped flat"
| bproj b = "be shattered into little pieces"
| otherwise = "be reduced to a bloody pulp"
deadPreviousTurn dp = bhp b <= dp
harm2 dp = if deadPreviousTurn dp
then (True, Just hurtExtra)
else (False, Just firstFall)
(deadBefore, mverbDie) =
case effect of
IK.Hurt p -> harm2 ( (xM $ Dice.maxDice p))
IK.RefillHP p | p < 0 -> harm2 (xM p)
IK.OverfillHP p | p < 0 -> harm2 (xM p)
IK.Burn p -> harm2 ( (xM $ Dice.maxDice p))
_ -> (False, Nothing)
case mverbDie of
Nothing -> return ()
Just verbDie -> do
subject <- partActorLeader aid b
let 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
displayActorStart b animDie
else case effect of
IK.NoEffect{} -> return ()
IK.Hurt{} -> return ()
IK.Burn{} -> do
if fid == side then
actorVerbMU aid b "feel burned"
else
actorVerbMU aid b "look burned"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.Explode{} -> return ()
IK.RefillHP p | p == 1 -> return ()
IK.RefillHP 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
displayActorStart b animFrs
IK.RefillHP p | p == 1 -> return ()
IK.RefillHP _ -> 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
displayActorStart b animFrs
IK.OverfillHP 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
displayActorStart b animFrs
IK.OverfillHP _ -> 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
displayActorStart b animFrs
IK.RefillCalm p | p == 1 -> return ()
IK.RefillCalm p | p > 0 -> do
if fid == side then
actorVerbMU aid b "feel calmer"
else
actorVerbMU aid b "look calmer"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue
displayActorStart b animFrs
IK.RefillCalm _ -> do
if fid == side then
actorVerbMU aid b "feel agitated"
else
actorVerbMU aid b "look agitated"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.OverfillCalm p | p > 0 -> do
if fid == side then
actorVerbMU aid b "feel calmer"
else
actorVerbMU aid b "look calmer"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue
displayActorStart b animFrs
IK.OverfillCalm _ -> do
if fid == side then
actorVerbMU aid b "feel agitated"
else
actorVerbMU aid b "look agitated"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.Dominate -> do
let subject = partActor b
if fid /= fidSource then do
if bcalm b == 0 then
aidVerbMU aid $ MU.Text "yield, under extreme pressure"
else if fid == side then
aidVerbMU aid $ MU.Text "black out, dominated by foes"
else
aidVerbMU aid $ MU.Text "decide abrubtly to switch allegiance"
fidName <- getsState $ gname . (EM.! fid) . sfactionD
let verb = "be no longer controlled by"
msgAdd $ makeSentence
[MU.SubjectVerbSg subject verb, MU.Text fidName]
when (fid == side) $ void $ displayMore ColorFull ""
else do
fidSourceName <- getsState $ gname . (EM.! fidSource) . sfactionD
let verb = "be now under"
msgAdd $ makeSentence
[MU.SubjectVerbSg subject verb, MU.Text fidSourceName, "control"]
stopPlayBack
IK.Impress -> return ()
IK.CallFriend{} -> do
let verb = if bproj b then "attract" else "call forth"
actorVerbMU aid b $ MU.Text $ verb <+> "friends"
IK.Summon{} -> do
let verb = if bproj b then "lure" else "summon"
actorVerbMU aid b $ MU.Text $ verb <+> "nearby beasts"
IK.Ascend k | k > 0 -> actorVerbMU aid b "find a way upstairs"
IK.Ascend k | k < 0 -> actorVerbMU aid b "find a way downstairs"
IK.Ascend{} -> assert `failure` sfx
IK.Escape{} -> return ()
IK.Paralyze{} -> actorVerbMU aid b "be paralyzed"
IK.InsertMove{} -> actorVerbMU aid b "act with extreme speed"
IK.Teleport t | t > 9 -> actorVerbMU aid b "teleport"
IK.Teleport{} -> actorVerbMU aid b "blink"
IK.CreateItem{} -> return ()
IK.DropItem COrgan _ True -> return ()
IK.DropItem _ _ False -> actorVerbMU aid b "be stripped"
IK.DropItem _ _ True -> actorVerbMU aid b "be violently stripped"
IK.PolyItem -> do
localTime <- getsState $ getLocalTime $ blid b
allAssocs <- fullAssocsClient aid [CGround]
case allAssocs of
[] -> return ()
(_, ItemFull{..}) : _ -> do
subject <- partActorLeader aid b
let itemSecret = itemNoDisco (itemBase, itemK)
(_, secretName, secretAEText) = partItem CGround localTime itemSecret
verb = "repurpose"
store = MU.Text $ ppCStoreIn CGround
msgAdd $ makeSentence
[ MU.SubjectVerbSg subject verb
, "the", secretName, secretAEText, store ]
IK.Identify -> do
allAssocs <- fullAssocsClient aid [CGround]
case allAssocs of
[] -> return ()
(_, ItemFull{..}) : _ -> do
subject <- partActorLeader aid b
let verb = "inspect"
store = MU.Text $ ppCStoreIn CGround
msgAdd $ makeSentence
[ MU.SubjectVerbSg subject verb
, "an item", store ]
IK.SendFlying{} -> actorVerbMU aid b "be sent flying"
IK.PushActor{} -> actorVerbMU aid b "be pushed"
IK.PullActor{} -> actorVerbMU aid b "be pulled"
IK.DropBestWeapon -> actorVerbMU aid b "be disarmed"
IK.ActivateInv{} -> return ()
IK.ApplyPerfume ->
msgAdd "The fragrance quells all scents in the vicinity."
IK.OneOf{} -> return ()
IK.OnSmash{} -> assert `failure` sfx
IK.Recharging{} -> assert `failure` sfx
IK.Temporary t -> actorVerbMU aid b $ MU.Text t
SfxMsgFid _ msg -> msgAdd msg
SfxMsgAll msg -> msgAdd msg
SfxActorStart aid -> do
arena <- getArenaUI
b <- getsState $ getActorBody aid
when (blid b == arena) $ do
localTime <- getsState $ getLocalTime (blid b)
timeCutOff <- getsClient $ EM.findWithDefault timeZero arena . sdisplayed
when (localTime >= timeShift timeCutOff (Delta timeClip)
|| actorNewBorn b
|| actorDying b) $ do
mleader <- getsClient _sleader
fact <- getsState $ (EM.! bfid b) . sfactionD
let underAI = isAIFact fact
unless (Just aid == mleader && not underAI) $ do
let delta = localTime `timeDeltaToFrom` timeCutOff
when (delta > Delta timeClip && not (bproj b))
displayDelay
let ageDisp = EM.insert arena localTime
modifyClient $ \cli -> cli {sdisplayed = ageDisp $ sdisplayed cli}
unless (bproj b) $
displayPush ""
setLastSlot :: MonadClientUI m => ActorId -> ItemId -> CStore -> m ()
setLastSlot aid iid cstore = do
mleader <- getsClient _sleader
when (Just aid == mleader) $ do
(itemSlots, _) <- getsClient sslots
case lookup iid $ map swap $ EM.assocs itemSlots of
Just l -> modifyClient $ \cli -> cli { slastSlot = l
, slastStore = cstore }
Nothing -> assert `failure` (iid, cstore, aid)
strike :: MonadClientUI m
=> ActorId -> ActorId -> ItemId -> CStore -> HitAtomic -> m ()
strike source target iid cstore hitStatus = assert (source /= target) $ do
itemToF <- itemToFullClient
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
spart <- partActorLeader source sb
tpart <- partActorLeader target tb
spronoun <- partPronounLeader source sb
localTime <- getsState $ getLocalTime (blid sb)
bag <- getsState $ getActorBag source cstore
let kit = EM.findWithDefault (1, []) iid bag
itemFull = itemToF iid kit
verb = case itemDisco itemFull of
Nothing -> "hit"
Just ItemDisco{itemKind} -> IK.iverbHit itemKind
isOrgan = iid `EM.member` borgan sb
partItemChoice =
if isOrgan
then partItemWownW spronoun COrgan localTime
else partItemAW cstore localTime
msg HitClear = makeSentence $
[MU.SubjectVerbSg spart verb, tpart]
++ if bproj sb
then []
else ["with", partItemChoice itemFull]
msg (HitBlock n) =
let sActs =
if bproj sb
then [ MU.SubjectVerbSg spart "connect" ]
else [ MU.SubjectVerbSg spart "swing"
, partItemChoice itemFull ]
in makeSentence [ MU.Phrase sActs <> ", but"
, MU.SubjectVerbSg tpart "block"
, if n > 1 then "doggedly" else "partly"
]
msgAdd $ msg hitStatus
let ps = (bpos tb, bpos sb)
anim HitClear = twirlSplash ps Color.BrRed Color.Red
anim (HitBlock 1) = blockHit ps Color.BrRed Color.Red
anim (HitBlock _) = blockMiss ps
animFrs <- animate (blid sb) $ anim hitStatus
displayActorStart sb animFrs