-- | Semantics of atomic commands shared by client and server. -- See -- . module Game.LambdaHack.Atomic.PosAtomicRead ( PosAtomic(..), posUpdAtomic, posSfxAtomic , breakUpdAtomic, seenAtomicCli, seenAtomicSer, generalMoveItem, posProjBody ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Game.LambdaHack.Atomic.CmdAtomic import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item 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 -- All functions here that take an atomic action are executed -- in the state just before the action is executed. -- | The type representing visibility of atomic commands to factions, -- based on the position of the command, etc. Note that the server -- sees and smells all positions. data PosAtomic = PosSight !LevelId ![Point] -- ^ whomever sees all the positions, notices | PosFidAndSight ![FactionId] !LevelId ![Point] -- ^ observers and the faction notice | PosSmell !LevelId ![Point] -- ^ whomever smells all the positions, notices | PosFid !FactionId -- ^ only the faction notices | PosFidAndSer !(Maybe LevelId) !FactionId -- ^ faction and server notices | PosSer -- ^ only the server notices | PosAll -- ^ everybody notices | PosNone -- ^ never broadcasted, but sent manually deriving (Show, Eq) -- | Produce the positions where the atomic update takes place. -- -- The goal of the mechanics is to ensure the commands don't carry -- significantly more information than their corresponding state diffs would. -- In other words, the atomic commands involving the positions seen by a client -- should convey similar information as the client would get by directly -- observing the changes the commands enact on the visible portion of server -- game state. The client is then free to change its copy of game state -- accordingly or not --- it only partially reflects reality anyway. -- -- E.g., @UpdDisplaceActor@ in a black room, -- with one actor carrying a 0-radius light would not be -- distinguishable by looking at the state (or the screen) from @UpdMoveActor@ -- of the illuminated actor, hence such @UpdDisplaceActor@ should not be -- observable, but @UpdMoveActor@ should be (or the former should be perceived -- as the latter). However, to simplify, we assign as strict visibility -- requirements to @UpdMoveActor@ as to @UpdDisplaceActor@ and fall back -- to @UpdSpotActor@ (which provides minimal information that does not -- contradict state) if the visibility is lower. posUpdAtomic :: MonadStateRead m => UpdAtomic -> m PosAtomic posUpdAtomic cmd = case cmd of UpdCreateActor _ body _ -> return $! posProjBody body UpdDestroyActor _ body _ -> return $! posProjBody body UpdCreateItem _ _ _ c -> singleContainer c UpdDestroyItem _ _ _ c -> singleContainer c UpdSpotActor _ body _ -> return $! posProjBody body UpdLoseActor _ body _ -> return $! posProjBody body UpdSpotItem _ _ _ _ c -> singleContainer c UpdLoseItem _ _ _ _ c -> singleContainer c UpdMoveActor aid fromP toP -> do b <- getsState $ getActorBody aid -- Non-projectile actors are never totally isolated from envirnoment; -- they hear, feel air movement, etc. return $! if bproj b then PosSight (blid b) [fromP, toP] else PosFidAndSight [bfid b] (blid b) [fromP, toP] UpdWaitActor aid _ -> singleAid aid UpdDisplaceActor source target -> doubleAid source target UpdMoveItem _ _ _ _ CSha -> assert `failure` cmd -- shared stash is private UpdMoveItem _ _ _ CSha _ -> assert `failure` cmd UpdMoveItem _ _ aid _ _ -> singleAid aid UpdRefillHP aid _ -> singleAid aid UpdRefillCalm aid _ -> singleAid aid UpdTrajectory aid _ _ -> singleAid aid UpdQuitFaction{} -> return PosAll UpdLeadFaction fid _ _ -> return $ PosFidAndSer Nothing fid UpdDiplFaction{} -> return PosAll UpdTacticFaction fid _ _ -> return $! PosFidAndSer Nothing fid UpdAutoFaction{} -> return PosAll UpdRecordKill aid _ _ -> singleAid aid UpdAlterTile lid p _ _ -> return $! PosSight lid [p] UpdAlterExplorable{} -> return PosAll -- Can't have @PosSight@, because we'd end up with many accessible -- unknown tiles, but the game reporting 'all seen'. UpdSearchTile aid p _ -> do b <- getsState $ getActorBody aid return $! PosFidAndSight [bfid b] (blid b) [bpos b, p] UpdHideTile aid p _ -> do b <- getsState $ getActorBody aid return $! PosFidAndSight [bfid b] (blid b) [bpos b, p] UpdSpotTile lid ts -> do let ps = map fst ts return $! PosSight lid ps UpdLoseTile lid ts -> do let ps = map fst ts return $! PosSight lid ps UpdAlterSmell lid p _ _ -> return $! PosSmell lid [p] UpdSpotSmell lid sms -> do let ps = map fst sms return $! PosSmell lid ps UpdLoseSmell lid sms -> do let ps = map fst sms return $! PosSmell lid ps UpdTimeItem _ c _ _ -> singleContainer c UpdAgeGame _ -> return PosAll UpdUnAgeGame _ -> return PosAll UpdDiscover c _ _ _ -> singleContainer c UpdCover c _ _ _ -> singleContainer c UpdDiscoverKind c _ _ -> singleContainer c UpdCoverKind c _ _ -> singleContainer c UpdDiscoverSeed c _ _ -> singleContainer c UpdCoverSeed c _ _ -> singleContainer c UpdPerception{} -> return PosNone UpdRestart fid _ _ _ _ _ -> return $! PosFid fid UpdRestartServer _ -> return PosSer UpdResume _ _ -> return PosNone UpdResumeServer _ -> return PosSer UpdKillExit fid -> return $! PosFid fid UpdWriteSave -> return PosAll UpdMsgAll{} -> return PosAll -- | Produce the positions where the atomic special effect takes place. posSfxAtomic :: MonadStateRead m => SfxAtomic -> m PosAtomic posSfxAtomic cmd = case cmd of SfxStrike _ _ _ CSha -> return PosNone -- shared stash is private SfxStrike _ target _ _ -> singleAid target SfxRecoil _ _ _ CSha -> return PosNone -- shared stash is private SfxRecoil _ target _ _ -> singleAid target SfxSteal _ _ _ CSha -> return PosNone -- shared stash is private SfxSteal _ target _ _ -> singleAid target SfxRelease _ _ _ CSha -> return PosNone -- shared stash is private SfxRelease _ target _ _ -> singleAid target SfxProject aid _ cstore -> singleContainer $ CActor aid cstore SfxReceive aid _ cstore -> singleContainer $ CActor aid cstore SfxApply aid _ cstore -> singleContainer $ CActor aid cstore SfxCheck aid _ cstore -> singleContainer $ CActor aid cstore SfxTrigger aid p -> do body <- getsState $ getActorBody aid if bproj body then return $! PosSight (blid body) [bpos body, p] else return $! PosFidAndSight [bfid body] (blid body) [bpos body, p] SfxShun aid p -> do body <- getsState $ getActorBody aid if bproj body then return $! PosSight (blid body) [bpos body, p] else return $! PosFidAndSight [bfid body] (blid body) [bpos body, p] SfxEffect _ aid _ _ -> singleAid aid -- sometimes we don't see source, OK SfxMsgFid fid _ -> return $! PosFid fid posProjBody :: Actor -> PosAtomic posProjBody body = if bproj body then PosSight (blid body) [bpos body] else PosFidAndSight [bfid body] (blid body) [bpos body] singleAid :: MonadStateRead m => ActorId -> m PosAtomic singleAid aid = do body <- getsState $ getActorBody aid return $! posProjBody body doubleAid :: MonadStateRead m => ActorId -> ActorId -> m PosAtomic doubleAid source target = do sb <- getsState $ getActorBody source tb <- getsState $ getActorBody target -- No @PosFidAndSight@ instead of @PosSight@, because both positions -- need to be seen to have the enemy actor in client's state. return $! assert (blid sb == blid tb) $ PosSight (blid sb) [bpos sb, bpos tb] singleContainer :: MonadStateRead m => Container -> m PosAtomic singleContainer (CFloor lid p) = return $! PosSight lid [p] singleContainer (CEmbed lid p) = return $! PosSight lid [p] singleContainer (CActor aid CSha) = do -- shared stash is private b <- getsState $ getActorBody aid return $! PosFidAndSer (Just $ blid b) (bfid b) singleContainer (CActor aid _) = singleAid aid singleContainer (CTrunk fid lid p) = return $! PosFidAndSight [fid] lid [p] -- | Decompose an atomic action. The decomposed actions give reduced -- information that still modifies client's state to match the server state -- wrt the current FOV and the subset of @posUpdAtomic@ that is visible. -- The original actions give more information not only due to spanning -- potentially more positions than those visible. E.g., @UpdMoveActor@ -- informs about the continued existence of the actor between -- moves, v.s., popping out of existence and then back in. breakUpdAtomic :: MonadStateRead m => UpdAtomic -> m [UpdAtomic] breakUpdAtomic cmd = case cmd of UpdMoveActor aid _ toP -> do -- We assume other factions don't see leaders and we know the actor's -- faction always sees the atomic command, so the leader doesn't -- need to be updated (or the actor is a projectile, hence not a leader). b <- getsState $ getActorBody aid ais <- getsState $ getCarriedAssocs b return [ UpdLoseActor aid b ais , UpdSpotActor aid b {bpos = toP, boldpos = Just $ bpos b} ais ] UpdDisplaceActor source target -> do sb <- getsState $ getActorBody source sais <- getsState $ getCarriedAssocs sb tb <- getsState $ getActorBody target tais <- getsState $ getCarriedAssocs tb return [ UpdLoseActor source sb sais , UpdSpotActor source sb { bpos = bpos tb , boldpos = Just $ bpos sb } sais , UpdLoseActor target tb tais , UpdSpotActor target tb { bpos = bpos sb , boldpos = Just $ bpos tb } tais ] _ -> return [] -- | Given the client, it's perception and an atomic command, determine -- if the client notices the command. seenAtomicCli :: Bool -> FactionId -> Perception -> PosAtomic -> Bool seenAtomicCli knowEvents fid per posAtomic = case posAtomic of PosSight _ ps -> all (`ES.member` totalVisible per) ps || knowEvents PosFidAndSight fids _ ps -> fid `elem` fids || all (`ES.member` totalVisible per) ps || knowEvents PosSmell _ ps -> all (`ES.member` totalSmelled per) ps || knowEvents PosFid fid2 -> fid == fid2 PosFidAndSer _ fid2 -> fid == fid2 PosSer -> False PosAll -> True PosNone -> assert `failure` "no position possible" `twith` fid -- Not needed ATM, but may be a coincidence. seenAtomicSer :: PosAtomic -> Bool seenAtomicSer posAtomic = case posAtomic of PosFid _ -> False PosNone -> assert `failure` "no position possible" `twith` posAtomic _ -> True -- | Generate the atomic updates that jointly perform a given item move. generalMoveItem :: MonadStateRead m => Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic] generalMoveItem verbose iid k c1 c2 = case (c1, c2) of (CActor aid1 cstore1, CActor aid2 cstore2) | aid1 == aid2 && cstore1 /= CSha && cstore2 /= CSha -> return [UpdMoveItem iid k aid1 cstore1 cstore2] _ -> containerMoveItem verbose iid k c1 c2 containerMoveItem :: MonadStateRead m => Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic] containerMoveItem verbose iid k c1 c2 = do bag <- getsState $ getContainerBag c1 case iid `EM.lookup` bag of Nothing -> assert `failure` (iid, k, c1, c2) Just (_, it) -> do item <- getsState $ getItemBody iid return [ UpdLoseItem verbose iid item (k, take k it) c1 , UpdSpotItem verbose iid item (k, take k it) c2 ]