{-# LANGUAGE RankNTypes #-} -- | Running and disturbance. -- -- The general rule is: whatever is behind you (and so ignored previously), -- determines what you ignore moving forward. This is calcaulated -- separately for the tiles to the left, to the right and in the middle -- along the running direction. So, if you want to ignore something -- start running when you stand on it (or to the right or left, respectively) -- or by entering it (or passing to the right or left, respectively). -- -- Some things are never ignored, such as: enemies seen, imporant messages -- heard, solid tiles and actors in the way. module Game.LambdaHack.Client.UI.RunClient ( continueRun ) where import Control.Exception.Assert.Sugar import Control.Monad import qualified Data.ByteString.Char8 as BS import qualified Data.EnumMap.Strict as EM import Data.Function import Data.List import Data.Maybe import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Msg import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Request import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Vector import qualified Game.LambdaHack.Content.TileKind as TK -- | Continue running in the given direction. continueRun :: MonadClient m => LevelId -> RunParams -> m (Either Msg RequestAnyAbility) continueRun arena paramOld = case paramOld of RunParams{ runMembers = [] , runStopMsg = Just stopMsg } -> return $ Left stopMsg RunParams{ runMembers = [] , runStopMsg = Nothing } -> return $ Left "selected actors no longer there" RunParams{ runLeader , runMembers = r : rs , runInitial , runStopMsg } -> do -- If runInitial and r == runLeader, it means the leader moves -- again, after all other members, in step 0, -- so we call continueRunDir with True to change direction once -- and then unset runInitial. let runInitialNew = runInitial && r /= runLeader paramIni = paramOld {runInitial = runInitialNew} onLevel <- getsState $ memActor r arena onLevelLeader <- getsState $ memActor runLeader arena if not onLevel then do let paramNew = paramIni {runMembers = rs } continueRun arena paramNew else if not onLevelLeader then do let paramNew = paramIni {runLeader = r} continueRun arena paramNew else do mdirOrRunStopMsgCurrent <- continueRunDir paramOld let runStopMsgCurrent = either Just (const Nothing) mdirOrRunStopMsgCurrent runStopMsgNew = runStopMsg `mplus` runStopMsgCurrent -- We check @runStopMsgNew@, because even if the current actor -- runs OK, we want to stop soon if some others had to stop. runMembersNew = if isJust runStopMsgNew then rs else rs ++ [r] paramNew = paramIni { runMembers = runMembersNew , runStopMsg = runStopMsgNew } case mdirOrRunStopMsgCurrent of Left _ -> continueRun arena paramNew -- run all others undisturbed; one time Right dir -> do s <- getState modifyClient $ updateLeader r s modifyClient $ \cli -> cli {srunning = Just paramNew} return $ Right $ RequestAnyAbility $ ReqMove dir -- The potential invisible actor is hit. War is started without asking. -- | This function implements the actual logic of running. It checks if we -- have to stop running because something interesting cropped up, -- it ajusts the direction given by the vector if we reached -- a corridor's corner (we never change direction except in corridors) -- and it increments the counter of traversed tiles. -- -- Note that while goto-cursor commands ignore items on the way, -- here we stop wnenever we touch an item. Running is more cautious -- to compensate that the player cannot specify the end-point of running. -- It's also more suited to open, already explored terrain. Goto-cursor -- works better with unknown terrain, e.g., it stops whenever an item -- is spotted, but then ignores the item, leaving it to the player -- to mark the item position as a goal of the next goto. continueRunDir :: MonadClient m => RunParams -> m (Either Msg Vector) continueRunDir params = case params of RunParams{ runMembers = [] } -> assert `failure` params RunParams{ runLeader , runMembers = aid : _ , runInitial } -> do sreport <- getsClient sreport -- TODO: check the message before it goes into history let boringMsgs = map BS.pack [ "You hear a distant" , "reveals that the" ] boring repLine = any (`BS.isInfixOf` repLine) boringMsgs -- TODO: use a regexp from the UI config instead -- or have symbolic messages and pattern-match msgShown = isJust $ findInReport (not . boring) sreport if msgShown then return $ Left "message shown" else do cops@Kind.COps{cotile} <- getsState scops rbody <- getsState $ getActorBody runLeader let rposHere = bpos rbody rposLast = fromMaybe (assert `failure` (runLeader, rbody)) (boldpos rbody) -- Match run-leader dir, because we want runners to keep formation. dir = rposHere `vectorToFrom` rposLast body <- getsState $ getActorBody aid let lid = blid body lvl <- getLevel lid let posHere = bpos body posThere = posHere `shift` dir actorsThere <- getsState $ posToActors posThere lid let openableLast = Tile.isOpenable cotile (lvl `at` (posHere `shift` dir)) check | not $ null actorsThere = return $ Left "actor in the way" -- don't displace actors, except with leader in step 0 | accessibleDir cops lvl posHere dir = if runInitial && aid /= runLeader then return $ Right dir -- zeroth step always OK else checkAndRun aid dir | not (runInitial && aid == runLeader) = return $ Left "blocked" -- don't change direction, except in step 1 and by run-leader | openableLast = return $ Left "blocked by a closed door" -- the player may prefer to open the door | otherwise = -- Assume turning is permitted, because this is the start -- of the run, so the situation is mostly known to the player tryTurning aid check tryTurning :: MonadClient m => ActorId -> m (Either Msg Vector) tryTurning aid = do cops@Kind.COps{cotile} <- getsState scops body <- getsState $ getActorBody aid let lid = blid body lvl <- getLevel lid let posHere = bpos body posLast = fromMaybe (assert `failure` (aid, body)) (boldpos body) dirLast = posHere `vectorToFrom` posLast let openableDir dir = Tile.isOpenable cotile (lvl `at` (posHere `shift` dir)) dirEnterable dir = accessibleDir cops lvl posHere dir || openableDir dir dirNearby dir1 dir2 = euclidDistSqVector dir1 dir2 `elem` [1, 2] dirSimilar dir = dirNearby dirLast dir && dirEnterable dir dirsSimilar = filter dirSimilar moves case dirsSimilar of [] -> return $ Left "dead end" d1 : ds | all (dirNearby d1) ds -> -- only one or two directions possible case sortBy (compare `on` euclidDistSqVector dirLast) $ filter (accessibleDir cops lvl posHere) $ d1 : ds of [] -> return $ Left "blocked and all similar directions are closed doors" d : _ -> checkAndRun aid d _ -> return $ Left "blocked and many distant similar directions found" -- The direction is different than the original, if called from @tryTurning@ -- and the same if from @continueRunDir@. checkAndRun :: MonadClient m => ActorId -> Vector -> m (Either Msg Vector) checkAndRun aid dir = do Kind.COps{cotile=cotile@Kind.Ops{okind}} <- getsState scops body <- getsState $ getActorBody aid smarkSuspect <- getsClient smarkSuspect let lid = blid body lvl <- getLevel lid let posHere = bpos body posHasItems pos = EM.member pos $ lfloor lvl posThere = posHere `shift` dir actorsThere <- getsState $ posToActors posThere lid let posLast = fromMaybe (assert `failure` (aid, body)) (boldpos body) dirLast = posHere `vectorToFrom` posLast -- This is supposed to work on unit vectors --- diagonal, as well as, -- vertical and horizontal. anglePos :: Point -> Vector -> RadianAngle -> Point anglePos pos d angle = shift pos (rotate angle d) -- We assume the tiles have not changes since last running step. -- If they did, we don't care --- running should be stopped -- because of the change of nearby tiles then (TODO). -- We don't take into account the two tiles at the rear of last -- surroundings, because the actor may have come from there -- (via a diagonal move) and if so, he may be interested in such tiles. -- If he arrived directly from the right or left, he is responsible -- for starting the run further away, if he does not want to ignore -- such tiles as the ones he came from. tileLast = lvl `at` posLast tileHere = lvl `at` posHere tileThere = lvl `at` posThere leftPsLast = map (anglePos posHere dirLast) [pi/2, 3*pi/4] ++ map (anglePos posHere dir) [pi/2, 3*pi/4] rightPsLast = map (anglePos posHere dirLast) [-pi/2, -3*pi/4] ++ map (anglePos posHere dir) [-pi/2, -3*pi/4] leftForwardPosHere = anglePos posHere dir (pi/4) rightForwardPosHere = anglePos posHere dir (-pi/4) leftTilesLast = map (lvl `at`) leftPsLast rightTilesLast = map (lvl `at`) rightPsLast leftForwardTileHere = lvl `at` leftForwardPosHere rightForwardTileHere = lvl `at` rightForwardPosHere featAt = TK.actionFeatures smarkSuspect . okind terrainChangeMiddle = null (Tile.causeEffects cotile tileThere) -- step into; will stop next turn due to message && featAt tileThere `notElem` map featAt [tileLast, tileHere] terrainChangeLeft = featAt leftForwardTileHere `notElem` map featAt leftTilesLast terrainChangeRight = featAt rightForwardTileHere `notElem` map featAt rightTilesLast itemChangeLeft = posHasItems leftForwardPosHere `notElem` map posHasItems leftPsLast itemChangeRight = posHasItems rightForwardPosHere `notElem` map posHasItems rightPsLast check | not $ null actorsThere = return $ Left "actor in the way" -- Actor in possibly another direction tnan original. -- (e.g., called from @tryTurning@). | terrainChangeLeft = return $ Left "terrain change on the left" | terrainChangeRight = return $ Left "terrain change on the right" | itemChangeLeft = return $ Left "item change on the left" | itemChangeRight = return $ Left "item change on the right" | terrainChangeMiddle = return $ Left "terrain change in the middle" | otherwise = return $ Right dir check