{-# LANGUAGE GADTs #-} -- | Ways for the client to use AI to produce server requests, based on -- the client's view of the game state. module Game.LambdaHack.Client.AI ( queryAI #ifdef EXPOSE_INTERNAL -- * Internal operations , pickAI, pickAction, udpdateCondInMelee, condInMeleeM #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import Game.LambdaHack.Client.AI.HandleAbilityM import Game.LambdaHack.Client.AI.PickActorM import Game.LambdaHack.Client.AI.Strategy import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Frequency import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.Request import Game.LambdaHack.Common.State -- | Handle the move of an actor under AI control (of UI or AI player). queryAI :: MonadClient m => ActorId -> m RequestAI queryAI aid = do -- @_sleader@ may be different from @_gleader@ due to @stopPlayBack@, -- but only leaders may change faction leader, so we fix that: side <- getsClient sside mleader <- getsState $ _gleader . (EM.! side) . sfactionD mleaderCli <- getsClient _sleader unless (Just aid == mleader || mleader == mleaderCli) $ -- @aid@ is not the leader, so he can't change leader modifyClient $ \cli -> cli {_sleader = mleader} -- @condInMelee@ will most proably be needed in this functions, -- but even if not, it's OK, it's not forced, because wrapped in @Maybe@: udpdateCondInMelee aid (aidToMove, treq) <- pickAI Nothing aid (aidToMove2, treq2) <- case treq of RequestAnyAbility ReqWait | mleader == Just aid -> do -- leader waits; a waste; try once to pick a yet different leader modifyClient $ \cli -> cli {_sleader = mleader} -- undo previous choice pickAI (Just (aidToMove, treq)) aid _ -> return (aidToMove, treq) return ( ReqAITimed treq2 , if aidToMove2 /= aid then Just aidToMove2 else Nothing ) pickAI :: MonadClient m => Maybe (ActorId, RequestAnyAbility) -> ActorId -> m (ActorId, RequestAnyAbility) -- This inline speeds up execution by 10% and increases allocation by 15%, -- despite probably bloating executable: {-# INLINE pickAI #-} pickAI maid aid = do mleader <- getsClient _sleader aidToMove <- if mleader == Just aid then pickActorToMove (fst <$> maid) else do useTactics aid return aid treq <- case maid of Just (aidOld, treqOld) | aidToMove == aidOld -> return treqOld -- no better leader found _ -> pickAction aidToMove (isJust maid) return (aidToMove, treq) -- | Pick an action the actor will perform this turn. pickAction :: MonadClient m => ActorId -> Bool -> m RequestAnyAbility {-# INLINE pickAction #-} pickAction aid retry = do side <- getsClient sside body <- getsState $ getActorBody aid let !_A = assert (bfid body == side `blame` "AI tries to move enemy actor" `twith` (aid, bfid body, side)) () let !_A = assert (isNothing (btrajectory body) `blame` "AI gets to manually move its projectiles" `twith` (aid, bfid body, side)) () stratAction <- actionStrategy aid retry let bestAction = bestVariant stratAction !_A = assert (not (nullFreq bestAction) -- equiv to nullStrategy `blame` "no AI action for actor" `twith` (stratAction, aid, body)) () -- Run the AI: chose an action from those given by the AI strategy. rndToAction $ frequency bestAction udpdateCondInMelee :: MonadClient m => ActorId -> m () udpdateCondInMelee aid = do b <- getsState $ getActorBody aid condInMelee <- getsClient $ (EM.! blid b) . scondInMelee case condInMelee of Just{} -> return () -- still up to date Nothing -> do newCond <- condInMeleeM b -- lazy and kept that way due to @Maybe@ modifyClient $ \cli -> cli {scondInMelee = EM.adjust (const $ Just newCond) (blid b) (scondInMelee cli)} -- | Check if any non-dying foe (projectile or not) is adjacent -- to any of our normal actors (whether they can melee or just need to flee, -- in which case alert is needed so that they are not slowed down by others). condInMeleeM :: MonadClient m => Actor -> m Bool condInMeleeM bodyOur = do fact <- getsState $ (EM.! bfid bodyOur) . sfactionD let f !b = blid b == blid bodyOur && isAtWar fact (bfid b) && bhp b > 0 -- We assume foes are less numerous, because usually they are heroes, -- and so we compute them once and use many times. -- For the same reason @anyFoeAdj@ would not speed up this computation -- in normal gameplay (as opposed to AI vs AI benchmarks). allFoes <- getsState $ filter f . EM.elems . sactorD getsState $ any (\body -> bfid bodyOur == bfid body && blid bodyOur == blid body && not (bproj body) && bhp body > 0 && any (\b -> adjacent (bpos b) (bpos body)) allFoes) . sactorD