-- | Semantics of atomic commands shared by client and server. -- See -- . module Game.LambdaHack.Atomic.HandleAtomicWrite ( handleUpdAtomic #ifdef EXPOSE_INTERNAL -- * Internal operations , updCreateActor, updDestroyActor, updCreateItem, updDestroyItem , updMoveActor, updWaitActor, updDisplaceActor, updMoveItem , updRefillHP, updRefillCalm , updTrajectory, updQuitFaction, updLeadFaction , updDiplFaction, updTacticFaction, updAutoFaction, updRecordKill , updAlterTile, updAlterExplorable, updSpotTile, updLoseTile , updAlterSmell, updSpotSmell, updLoseSmell, updTimeItem , updAgeGame, updUnAgeGame, updRestart, updRestartServer, updResumeServer #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import Data.Int (Int64) import Game.LambdaHack.Atomic.CmdAtomic import Game.LambdaHack.Atomic.MonadStateWrite import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState 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.MonadStateRead import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.Point import qualified Game.LambdaHack.Common.PointArray as PointArray import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Vector import Game.LambdaHack.Content.ItemKind (ItemKind) import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Content.TileKind (TileKind, unknownId) -- | The game-state semantics of atomic game commands. -- Special effects (@SfxAtomic@) don't modify state. handleUpdAtomic :: MonadStateWrite m => UpdAtomic -> m () handleUpdAtomic cmd = case cmd of UpdCreateActor aid body ais -> updCreateActor aid body ais UpdDestroyActor aid body ais -> updDestroyActor aid body ais UpdCreateItem iid item kit c -> updCreateItem iid item kit c UpdDestroyItem iid item kit c -> updDestroyItem iid item kit c UpdSpotActor aid body ais -> updCreateActor aid body ais UpdLoseActor aid body ais -> updDestroyActor aid body ais UpdSpotItem _ iid item kit c -> updCreateItem iid item kit c UpdLoseItem _ iid item kit c -> updDestroyItem iid item kit c UpdMoveActor aid fromP toP -> updMoveActor aid fromP toP UpdWaitActor aid toWait -> updWaitActor aid toWait UpdDisplaceActor source target -> updDisplaceActor source target UpdMoveItem iid k aid c1 c2 -> updMoveItem iid k aid c1 c2 UpdRefillHP aid n -> updRefillHP aid n UpdRefillCalm aid n -> updRefillCalm aid n UpdTrajectory aid fromT toT -> updTrajectory aid fromT toT UpdQuitFaction fid fromSt toSt -> updQuitFaction fid fromSt toSt UpdLeadFaction fid source target -> updLeadFaction fid source target UpdDiplFaction fid1 fid2 fromDipl toDipl -> updDiplFaction fid1 fid2 fromDipl toDipl UpdTacticFaction fid toT fromT -> updTacticFaction fid toT fromT UpdAutoFaction fid st -> updAutoFaction fid st UpdRecordKill aid ikind k -> updRecordKill aid ikind k UpdAlterTile lid p fromTile toTile -> updAlterTile lid p fromTile toTile UpdAlterExplorable lid delta -> updAlterExplorable lid delta UpdSearchTile{} -> return () -- only for clients UpdHideTile{} -> return () -- only for clients UpdSpotTile lid ts -> updSpotTile lid ts UpdLoseTile lid ts -> updLoseTile lid ts UpdAlterSmell lid p fromSm toSm -> updAlterSmell lid p fromSm toSm UpdSpotSmell lid sms -> updSpotSmell lid sms UpdLoseSmell lid sms -> updLoseSmell lid sms UpdTimeItem iid c fromIt toIt -> updTimeItem iid c fromIt toIt UpdAgeGame lids -> updAgeGame lids UpdUnAgeGame lids -> updUnAgeGame lids UpdDiscover{} -> return () -- We can't keep dicovered data in State, UpdCover{} -> return () -- because server saves all atomic commands UpdDiscoverKind{} -> return () -- to apply their inverses for undo, UpdCoverKind{} -> return () -- so they would wipe out server knowledge. UpdDiscoverSeed{} -> return () UpdCoverSeed{} -> return () UpdPerception _ outPer inPer -> assert (not (nullPer outPer && nullPer inPer)) (return ()) UpdRestart _ _ _ s _ _ -> updRestart s UpdRestartServer s -> updRestartServer s UpdResume{} -> return () UpdResumeServer s -> updResumeServer s UpdKillExit{} -> return () UpdWriteSave -> return () UpdMsgAll{} -> return () -- | Creates an actor. Note: after this command, usually a new leader -- for the party should be elected (in case this actor is the only one alive). updCreateActor :: MonadStateWrite m => ActorId -> Actor -> [(ItemId, Item)] -> m () updCreateActor aid body ais = do -- Add actor to @sactorD@. let f Nothing = Just body f (Just b) = assert `failure` "actor already added" `twith` (aid, body, b) modifyState $ updateActorD $ EM.alter f aid -- Add actor to @sprio@. let g Nothing = Just [aid] g (Just l) = #ifdef WITH_EXPENSIVE_ASSERTIONS assert (aid `notElem` l `blame` "actor already added" `twith` (aid, body, l)) #endif (Just $ aid : l) updateLevel (blid body) $ updateActorMap (EM.alter g (bpos body)) -- Actor's items may or may not be already present in @sitemD@, -- regardless if they are already present otherwise in the dungeon. -- We re-add them all to save time determining which really need it. forM_ ais $ \(iid, item) -> do let h item1 item2 = assert (itemsMatch item1 item2 `blame` "inconsistent created actor items" `twith` (aid, body, iid, item1, item2)) item2 -- keep the first found level modifyState $ updateItemD $ EM.insertWith h iid item itemsMatch :: Item -> Item -> Bool itemsMatch item1 item2 = jkindIx item1 == jkindIx item2 -- && aspects and effects are the same, but too much writing; -- Note that nothing else needs to be the same, since items are merged -- and clients have different views on dungeon items than the server. -- | Kills an actor. updDestroyActor :: MonadStateWrite m => ActorId -> Actor -> [(ItemId, Item)] -> m () updDestroyActor aid body ais = do -- If a leader dies, a new leader should be elected on the server -- before this command is executed (not checked). itemD <- getsState sitemD let match (iid, item) = itemsMatch (itemD EM.! iid) item -- Assert that actor's items belong to @sitemD@. Do not remove those -- that do not appear anywhere else, for simplicity and speed. let !_A = assert (allB match ais `blame` "destroyed actor items not found" `twith` (aid, body, ais, itemD)) () -- Remove actor from @sactorD@. let f Nothing = assert `failure` "actor already removed" `twith` (aid, body) f (Just b) = assert (b == body `blame` "inconsistent destroyed actor body" `twith` (aid, body, b)) Nothing modifyState $ updateActorD $ EM.alter f aid -- Remove actor from @lactor@. let g Nothing = assert `failure` "actor already removed" `twith` (aid, body) g (Just l) = #ifdef WITH_EXPENSIVE_ASSERTIONS assert (aid `elem` l `blame` "actor already removed" `twith` (aid, body, l)) #endif (let l2 = delete aid l in if null l2 then Nothing else Just l2) updateLevel (blid body) $ updateActorMap (EM.alter g (bpos body)) -- | Create a few copies of an item that is already registered for the dungeon -- (in @sitemRev@ field of @StateServer@). updCreateItem :: MonadStateWrite m => ItemId -> Item -> ItemQuant -> Container -> m () updCreateItem iid item kit@(k, _) c = assert (k > 0) $ do -- The item may or may not be already present in @sitemD@, -- regardless if it's actually present in the dungeon. -- If items equivalent, pick the one found on easier level. let f item1 item2 = assert (itemsMatch item1 item2) item2 -- keep the first found level modifyState $ updateItemD $ EM.insertWith f iid item insertItemContainer iid kit c -- | Destroy some copies (possibly not all) of an item. updDestroyItem :: MonadStateWrite m => ItemId -> Item -> ItemQuant -> Container -> m () updDestroyItem iid item kit@(k, _) c = assert (k > 0) $ do -- Do not remove the item from @sitemD@ nor from @sitemRev@, -- It's incredibly costly and not noticeable for the player. -- However, assert the item is registered in @sitemD@. itemD <- getsState sitemD let !_A = assert ((case iid `EM.lookup` itemD of Nothing -> False Just item0 -> itemsMatch item0 item) `blame` "item already removed" `twith` (iid, item, itemD)) () deleteItemContainer iid kit c updMoveActor :: MonadStateWrite m => ActorId -> Point -> Point -> m () updMoveActor aid fromP toP = assert (fromP /= toP) $ do body <- getsState $ getActorBody aid let !_A = assert (fromP == bpos body `blame` "unexpected moved actor position" `twith` (aid, fromP, toP, bpos body, body)) () newBody = body {bpos = toP, boldpos = Just fromP} updateActor aid $ const newBody moveActorMap aid body newBody updWaitActor :: MonadStateWrite m => ActorId -> Bool -> m () updWaitActor aid toWait = do b <- getsState $ getActorBody aid let !_A = assert (toWait /= bwait b `blame` "unexpected waited actor time" `twith` (aid, toWait, bwait b, b)) () updateActor aid $ \body -> body {bwait = toWait} updDisplaceActor :: MonadStateWrite m => ActorId -> ActorId -> m () updDisplaceActor source target = assert (source /= target) $ do sbody <- getsState $ getActorBody source tbody <- getsState $ getActorBody target let spos = bpos sbody tpos = bpos tbody snewBody = sbody {bpos = tpos, boldpos = Just spos} tnewBody = tbody {bpos = spos, boldpos = Just tpos} updateActor source $ const snewBody updateActor target $ const tnewBody moveActorMap source sbody snewBody moveActorMap target tbody tnewBody updMoveItem :: MonadStateWrite m => ItemId -> Int -> ActorId -> CStore -> CStore -> m () updMoveItem iid k aid c1 c2 = assert (k > 0 && c1 /= c2) $ do b <- getsState $ getActorBody aid bag <- getsState $ getBodyStoreBag b c1 case iid `EM.lookup` bag of Nothing -> assert `failure` (iid, k, aid, c1, c2) Just (_, it) -> do deleteItemActor iid (k, take k it) aid c1 insertItemActor iid (k, take k it) aid c2 updRefillHP :: MonadStateWrite m => ActorId -> Int64 -> m () updRefillHP aid n = updateActor aid $ \b -> b { bhp = bhp b + n , bhpDelta = let oldD = bhpDelta b in case compare n 0 of EQ -> ResDelta { resCurrentTurn = (0, 0) , resPreviousTurn = resCurrentTurn oldD } LT -> oldD {resCurrentTurn = ( fst (resCurrentTurn oldD) + n , snd (resCurrentTurn oldD) )} GT -> oldD {resCurrentTurn = ( fst (resCurrentTurn oldD) , snd (resCurrentTurn oldD) + n )} } updRefillCalm :: MonadStateWrite m => ActorId -> Int64 -> m () updRefillCalm aid n = updateActor aid $ \b -> b { bcalm = max 0 $ bcalm b + n , bcalmDelta = let oldD = bcalmDelta b in case compare n 0 of EQ -> ResDelta { resCurrentTurn = (0, 0) , resPreviousTurn = resCurrentTurn oldD } LT -> oldD {resCurrentTurn = ( fst (resCurrentTurn oldD) + n , snd (resCurrentTurn oldD) )} GT -> oldD {resCurrentTurn = ( fst (resCurrentTurn oldD) , snd (resCurrentTurn oldD) + n )} } updTrajectory :: MonadStateWrite m => ActorId -> Maybe ([Vector], Speed) -> Maybe ([Vector], Speed) -> m () updTrajectory aid fromT toT = assert (fromT /= toT) $ do body <- getsState $ getActorBody aid let !_A = assert (fromT == btrajectory body `blame` "unexpected actor trajectory" `twith` (aid, fromT, toT, body)) () updateActor aid $ \b -> b {btrajectory = toT} updQuitFaction :: MonadStateWrite m => FactionId -> Maybe Status -> Maybe Status -> m () updQuitFaction fid fromSt toSt = do let !_A = assert (fromSt /= toSt `blame` (fid, fromSt, toSt)) () fact <- getsState $ (EM.! fid) . sfactionD let !_A = assert (fromSt == gquit fact `blame` "unexpected actor quit status" `twith` (fid, fromSt, toSt, fact)) () let adj fa = fa {gquit = toSt} updateFaction fid adj -- The previous leader is assumed to be alive. updLeadFaction :: MonadStateWrite m => FactionId -> Maybe ActorId -> Maybe ActorId -> m () updLeadFaction fid source target = assert (source /= target) $ do fact <- getsState $ (EM.! fid) . sfactionD let !_A = assert (fleaderMode (gplayer fact) /= LeaderNull) () -- @PosNone@ ensures this mtb <- getsState $ \s -> flip getActorBody s <$> target let !_A = assert (maybe True (not . bproj) mtb `blame` (fid, source, target, mtb, fact)) () let !_A = assert (source == _gleader fact `blame` "unexpected actor leader" `twith` (fid, source, target, mtb, fact)) () let adj fa = fa {_gleader = target} updateFaction fid adj updDiplFaction :: MonadStateWrite m => FactionId -> FactionId -> Diplomacy -> Diplomacy -> m () updDiplFaction fid1 fid2 fromDipl toDipl = assert (fid1 /= fid2 && fromDipl /= toDipl) $ do fact1 <- getsState $ (EM.! fid1) . sfactionD fact2 <- getsState $ (EM.! fid2) . sfactionD let !_A = assert (fromDipl == EM.findWithDefault Unknown fid2 (gdipl fact1) && fromDipl == EM.findWithDefault Unknown fid1 (gdipl fact2) `blame` "unexpected actor diplomacy status" `twith` (fid1, fid2, fromDipl, toDipl, fact1, fact2)) () let adj fid fact = fact {gdipl = EM.insert fid toDipl (gdipl fact)} updateFaction fid1 (adj fid2) updateFaction fid2 (adj fid1) updAutoFaction :: MonadStateWrite m => FactionId -> Bool -> m () updAutoFaction fid st = updateFaction fid (\fact -> assert (isAIFact fact == not st) $ fact {gplayer = automatePlayer st (gplayer fact)}) updTacticFaction :: MonadStateWrite m => FactionId -> Tactic -> Tactic -> m () updTacticFaction fid toT fromT = do let adj fact = let player = gplayer fact in assert (ftactic player == fromT) $ fact {gplayer = player {ftactic = toT}} updateFaction fid adj -- | Record a given number (usually just 1, or -1 for undo) of actor kills -- for score calculation. updRecordKill :: MonadStateWrite m => ActorId -> Kind.Id ItemKind -> Int -> m () updRecordKill aid ikind k = do b <- getsState $ getActorBody aid let !_A = assert (not (bproj b) `blame` (aid, b)) let alterKind mn = let n = fromMaybe 0 mn + k in if n == 0 then Nothing else Just n adjFact fact = fact {gvictims = EM.alter alterKind ikind $ gvictims fact} updateFaction (bfid b) adjFact -- The death of a dominated actor counts as the dominating faction's loss -- for score purposes, so human nor AI can't treat such actor as disposable, -- which means domination will not be as cruel, as frustrating, -- as it could be and there is a higher chance of getting back alive -- the actor, the human player has grown attached to. -- | Alter an attribute (actually, the only, the defining attribute) -- of a visible tile. This is similar to e.g., @UpdTrajectory@. -- -- For now, we don't remove embedded items when altering a tile -- and neither do we create fresh ones. It works fine, e.g., for tiles on fire -- that change into burnt out tile and then the fire item can no longer -- be triggered due to @alterMinSkillKind@ excluding items without @Embed@, -- even if the burnt tile has low enough @talter@. updAlterTile :: MonadStateWrite m => LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind -> m () updAlterTile lid p fromTile toTile = assert (fromTile /= toTile) $ do Kind.COps{cotile, coTileSpeedup} <- getsState scops lvl <- getLevel lid -- The second alternative below can happen if, e.g., a client remembers, -- but does not see the tile (so does not notice the SearchTile action), -- and it suddenly changes into another tile, -- which at the same time becomes visible (e.g., an open door). let adj ts = assert (ts PointArray.! p == fromTile || ts PointArray.! p == Tile.hideAs cotile fromTile `blame` "unexpected altered tile kind" `twith` (lid, p, fromTile, toTile, ts PointArray.! p)) $ ts PointArray.// [(p, toTile)] updateLevel lid $ updateTile adj case ( Tile.isExplorable coTileSpeedup fromTile , Tile.isExplorable coTileSpeedup toTile ) of (False, True) -> updateLevel lid $ \lvl2 -> lvl2 {lseen = lseen lvl + 1} (True, False) -> updateLevel lid $ \lvl2 -> lvl2 {lseen = lseen lvl - 1} _ -> return () updAlterExplorable :: MonadStateWrite m => LevelId -> Int -> m () updAlterExplorable lid delta = assert (delta /= 0) $ updateLevel lid $ \lvl -> lvl {lexplorable = lexplorable lvl + delta} -- Notice previously invisible tiles. This is similar to @UpdSpotActor@, -- but done in bulk, because it often involves dozens of tiles pers move. -- We don't check that the tiles at the positions in question are unknown -- to save computation, especially for clients that remember tiles -- at previously seen positions. Similarly, when updating the @lseen@ -- field we don't assume the tiles were unknown previously. updSpotTile :: MonadStateWrite m => LevelId -> [(Point, Kind.Id TileKind)] -> m () updSpotTile lid ts = assert (not $ null ts) $ do Kind.COps{coTileSpeedup} <- getsState scops Level{ltile} <- getLevel lid let adj tileMap = tileMap PointArray.// ts updateLevel lid $ updateTile adj let f (p, t2) = do let t1 = ltile PointArray.! p case (Tile.isExplorable coTileSpeedup t1, Tile.isExplorable coTileSpeedup t2) of (False, True) -> updateLevel lid $ \lvl -> lvl {lseen = lseen lvl+1} (True, False) -> updateLevel lid $ \lvl -> lvl {lseen = lseen lvl-1} _ -> return () mapM_ f ts -- Stop noticing previously visible tiles. Unlike @updSpotActor@, it verifies -- the state of the tiles before changing them. updLoseTile :: MonadStateWrite m => LevelId -> [(Point, Kind.Id TileKind)] -> m () updLoseTile lid ts = assert (not $ null ts) $ do Kind.COps{coTileSpeedup} <- getsState scops let matches _ [] = True matches tileMap ((p, ov) : rest) = tileMap PointArray.! p == ov && matches tileMap rest tu = map (second (const unknownId)) ts adj tileMap = assert (matches tileMap ts) $ tileMap PointArray.// tu updateLevel lid $ updateTile adj let f (_, t1) = when (Tile.isExplorable coTileSpeedup t1) $ updateLevel lid $ \lvl -> lvl {lseen = lseen lvl - 1} mapM_ f ts updAlterSmell :: MonadStateWrite m => LevelId -> Point -> Time -> Time -> m () updAlterSmell lid p fromSm' toSm' = do let fromSm = if fromSm' == timeZero then Nothing else Just fromSm' toSm = if toSm' == timeZero then Nothing else Just toSm' alt sm = assert (sm == fromSm `blame` "unexpected tile smell" `twith` (lid, p, fromSm, toSm, sm)) toSm updateLevel lid $ updateSmell $ EM.alter alt p updSpotSmell :: MonadStateWrite m => LevelId -> [(Point, Time)] -> m () updSpotSmell lid sms = assert (not $ null sms) $ do let alt sm Nothing = Just sm alt sm (Just oldSm) = assert `failure` "smell already added" `twith` (lid, sms, sm, oldSm) f (p, sm) = EM.alter (alt sm) p upd m = foldr f m sms updateLevel lid $ updateSmell upd updLoseSmell :: MonadStateWrite m => LevelId -> [(Point, Time)] -> m () updLoseSmell lid sms = assert (not $ null sms) $ do let alt sm Nothing = assert `failure` "smell already removed" `twith` (lid, sms, sm) alt sm (Just oldSm) = assert (sm == oldSm `blame` "unexpected lost smell" `twith` (lid, sms, sm, oldSm)) Nothing f (p, sm) = EM.alter (alt sm) p upd m = foldr f m sms updateLevel lid $ updateSmell upd updTimeItem :: MonadStateWrite m => ItemId -> Container -> ItemTimer -> ItemTimer -> m () updTimeItem iid c fromIt toIt = assert (fromIt /= toIt) $ do bag <- getsState $ getContainerBag c case iid `EM.lookup` bag of Just (k, it) -> do let !_A = assert (fromIt == it `blame` (k, it, iid, c, fromIt, toIt)) () deleteItemContainer iid (k, fromIt) c insertItemContainer iid (k, toIt) c Nothing -> assert `failure` (bag, iid, c, fromIt, toIt) -- | Age the game. updAgeGame :: MonadStateWrite m => [LevelId] -> m () updAgeGame lids = do modifyState $ updateTime $ flip timeShift (Delta timeClip) mapM_ (ageLevel (Delta timeClip)) lids updUnAgeGame :: MonadStateWrite m => [LevelId] -> m () updUnAgeGame lids = do modifyState $ updateTime $ flip timeShift (timeDeltaReverse $ Delta timeClip) mapM_ (ageLevel (timeDeltaReverse $ Delta timeClip)) lids ageLevel :: MonadStateWrite m => Delta Time -> LevelId -> m () ageLevel delta lid = updateLevel lid $ \lvl -> lvl {ltime = timeShift (ltime lvl) delta} updRestart :: MonadStateWrite m => State -> m () updRestart = putState updRestartServer :: MonadStateWrite m => State -> m () updRestartServer = putState updResumeServer :: MonadStateWrite m => State -> m () updResumeServer = putState