-- | Display atomic commands received by the client. 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 -- * RespUpdAtomicUI -- 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 -- -- | Visualize atomic actions sent to the client. This is done -- in the global state after the command is executed and after -- the client state is modified by the command. displayRespUpdAtomicUI :: MonadClientUI m => Bool -> State -> StateClient -> UpdAtomic -> m () displayRespUpdAtomicUI verbose oldState oldStateClient cmd = case cmd of -- Create/destroy actors and items. 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" -- This describes all such items already among organs, -- which is useful, because it shows "charging". 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 -- If you want an item to be assigned to @slastSlot@, create it -- in @CActor aid CGround@, not in @CFloor@. 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 -> -- never seen or would have a slot case c of CActor aid store -> -- Enemy actor fetching an item from shared stash, most probably. void $ updateItemSlotSide store aid iid CEmbed{} -> return () CFloor lid p -> do void $ updateItemSlot CGround Nothing iid scursorOld <- getsClient scursor case scursorOld of TEnemy{} -> return () -- probably too important to overwrite TEnemyPos{} -> return () _ -> modifyClient $ \cli -> cli {scursor = TPoint lid p} itemVerbMU iid kit "be spotted" c stopPlayBack CTrunk{} -> return () _ -> return () -- seen already (has a slot assigned) UpdLoseItem{} -> return () -- Move actors and items. 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 -- Change actor attributes. 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 -- lower deltas come from hits; obvious 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 -- obvious where the feeling comes from 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" -- TODO: only show for liquids; for others say 'flash', etc. -- "get refocused by the fragrant moisture" else if fidNew == bfidOriginal b then "remember forgone allegiance suddenly" else "experience anxiety that weakens resolve and erodes loyalty" -- TODO "inhale the sweet smell that weakens resolve and erodes loyalty" UpdTrajectory{} -> return () UpdColorActor{} -> return () -- Change faction attributes. 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 -- This faction can't run with multiple actors, so this is not -- a leader change while running, but rather server changing -- their leader, which the player should be alerted to. when (noRunWithMulti fact) stopPlayBack 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 tb object = partActor sb msgAdd $ makeSentence [ MU.SubjectVerbSg subject "take command" , "from", object ] _ -> return () -- TODO: report when server changes spawner's leader; -- perhaps don't switch _sleader in HandleAtomicClient, -- compare here and switch here? too hacky? fails for AI? 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 () -- Alter map. UpdAlterTile{} -> when verbose $ return () -- TODO: door opens 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 () -- Assorted. UpdTimeItem{} -> return () UpdAgeGame{} -> return () UpdDiscover c iid _ _ _ -> discover c oldStateClient iid UpdCover{} -> return () -- don't spam when doing undo UpdDiscoverKind c iid _ -> discover c oldStateClient iid UpdCoverKind{} -> return () -- don't spam when doing undo UpdDiscoverSeed c iid _ _ -> discover c oldStateClient iid UpdCoverSeed{} -> return () -- don't spam when doing undo UpdPerception{} -> return () UpdRestart fid _ _ _ _ _ -> do void tryTakeMVarSescMVar -- clear ESC-pressed from end of previous game mode <- getGameMode msgAdd $ "New game started in" <+> mname mode <+> "mode." <+> mdesc mode -- TODO: use a vertical animation instead, e.g., roll down, -- and reveal the first frame of a new game, not blank screen. 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 -- targeting does a more extensive look 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 -- | 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] 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 -- TODO: split into 3 parts wrt ek and reuse somehow, e.g., the secret part -- We assume the item is inside the specified container. -- So, this function can't be used for, e.g., @UpdDestroyItem@. 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 -- The item may no longer be in @c@, but it was 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} -- TODO: "XXX spots YYY"? or blink or show the changed cursor? 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) $ -- Target even if nobody can aim at the enemy. Let's home in on him -- and then we can aim or melee. We set permit to False, because it's -- technically very hard to check aimability here, because we are -- in-between turns and, e.g., leader's move has not yet been taken -- into account. modifyClient $ \cli -> cli {scursor = TEnemy aid False} stopPlayBack -- Don't spam if the actor was already visible (but, e.g., on a tile that is -- invisible this turn (in that case move is broken down to lose+spot) -- or on a distant tile, via teleport while the observer teleported, too). 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) -- TODO: deduplicate wrt Server -- TODO; actually show the --more- prompt, but not between fadeout frames unless (fneverEmpty (gplayer fact) && (not actorsAlive || firstDeathEnds)) $ void $ displayMore ColorBW "" else when verbose $ actorVerbMU aid body verboseVerb -- If pushed, animate spotting again, to draw attention to pushing. when (isNothing $ btrajectory body) $ modifyClient $ \cli -> cli {slastLost = ES.insert aid $ slastLost cli} -- TODO: deduplicate wrt Server 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) -- If no old position, default to current, which is then overwritten -- in the animation. 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) $ -- don't announce death drops 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) -- 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, 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) -- 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 startingSlide <- promptToSlideshow moreMsg recordHistory -- we are going to exit or restart, so record 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 -- Show score for any UI client (except after ESC), -- even though it is saved only for human UI clients. scoreSlides <- scoreToSlideshow total status partingSlide <- promptToSlideshow $ pp <+> moreMsg shutdownSlide <- promptToSlideshow pp escAI <- getsClient sescAI unless (escAI == EscAIExited) $ -- TODO: First ESC cancels items display. void $ getInitConfirms ColorFull [] $ startingSlide <> itemSlides -- TODO: Second ESC cancels high score and parting message display. -- The last slide stays onscreen during shutdown, etc. <> scoreSlides <> partingSlide <> shutdownSlide -- TODO: perhaps use a vertical animation instead, e.g., roll down -- and put it before item and score screens (on blank background) 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 -- Wipe out the whole knowledge of the item to make sure the two names -- in the message differ even if, e.g., the item is described as -- "of many effects". 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, []) -- Compare descriptions of all aspects and effects to determine -- if the discovery was meaningful to the player. when (textAllAE 7 False cstore itemFull /= textAllAE 7 False cstore oldItemFull) $ msgAdd msg -- * RespSfxAtomicUI -- | Display special effects (text, animation) sent to the client. 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" -- TODO: opens door, etc. SfxShun aid _p _ -> when verbose $ aidVerbMU aid "shun" -- TODO: shuns stairs down SfxEffect fidSource aid effect -> do b <- getsState $ getActorBody aid side <- getsClient sside let fid = bfid b if bhp b <= 0 then do -- We assume the effect is the cause of incapacitation, but in case -- of projectile, to reduce spam, we verify with @canKill@. 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" -- Aspect bonuses ignored, so hurtExtra will add variety sometimes. 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 () -- only brutal effects work on dead/dying actor 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 () -- avoid spam; SfxStrike just sent 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 () -- lots of visual feedback IK.RefillHP p | p == 1 -> return () -- no spam from regeneration 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 () -- no spam from poison 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 () -- no spam from regen items 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 -- For subsequent messages use the proper name, never "you". let subject = partActor b if fid /= fidSource then do -- before domination if bcalm b == 0 then -- sometimes only a coincidence, but nm 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 -- TODO: if a singleton, use the freq? 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" -- TODO 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 () -- invisible items? (_, ItemFull{..}) : _ -> do subject <- partActorLeader aid b let itemSecret = itemNoDisco (itemBase, itemK) -- TODO: plural form of secretName? only when K > 1? -- At this point we don't easily know how many consumed. (_, 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 () -- invisible items? (_, 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 -- activeItems <- activeItemsClient aid when (blid b == arena) $ do -- If time clip has passed since any actor advanced @timeCutOff@ --TODO -- or if the actor is so fast that he was capable of already moving -- -- this clip (for simplicity, we don't check if he actually did) -- or if the actor is newborn or is about to die, -- we end the frame early, before his current move. -- In the result, he moves at most once per frame, and thanks to this, -- his multiple moves are not collapsed into one frame. -- If the actor changes his speed this very clip, the test can faii, -- but it's rare and results in a minor UI issue, so we don't care. localTime <- getsState $ getLocalTime (blid b) timeCutOff <- getsClient $ EM.findWithDefault timeZero arena . sdisplayed when (localTime >= timeShift timeCutOff (Delta timeClip) --TODO || btime b >= timeShiftFromSpeed b activeItems timeCutOff || actorNewBorn b || actorDying b) $ do -- If key will be requested, don't show the frame, because during -- the request extra message may be shown, so the other frame is better. mleader <- getsClient _sleader fact <- getsState $ (EM.! bfid b) . sfactionD let underAI = isAIFact fact unless (Just aid == mleader && not underAI) $ do -- Something new is gonna happen on this level (otherwise we'd send -- @UpdAgeLevel@ later on, with a larger time increment), -- so show crrent game state, before it changes. -- If considerable time passed, show delay. TODO: do this more -- accurately --- check if, eg., projectiles generated enough -- frames to cover the delay and if not, add here, too. -- Right now, if even one projectile flies, the whole 4-clip delay -- is skipped. 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) $ -- projectiles display animations instead 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" -- not identified 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) = -- This sounds funny when the victim falls down immediately, -- but there is no easy way to prevent that. And it's consistent. -- If/when death blow instead sets HP to 1 and only the next below 1, -- we can check here for HP==1; also perhaps actors with HP 1 should -- not be able to block. 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" ] -- TODO: when other armor is in, etc.: -- msg HitSluggish = -- let adv = MU.Phrase ["sluggishly", verb] -- in makeSentence $ [MU.SubjectVerbSg spart adv, tpart] -- ++ ["with", partItemChoice itemFull] 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