{-# LANGUAGE DataKinds #-} -- | Semantics of abilities in terms of actions and the AI procedure -- for picking the best action for an actor. module Game.LambdaHack.Client.AI.HandleAbilityM ( actionStrategy #ifdef EXPOSE_INTERNAL -- * Internal operations , ApplyItemGroup , waitBlockNow, pickup, equipItems, toShare, yieldUnneeded, unEquipItems , groupByEqpSlot, bestByEqpSlot, harmful, meleeBlocker, meleeAny , trigger, projectItem, applyItem, flee , displaceFoe, displaceBlocker, displaceTowards , chase, moveTowards, moveOrRunAid #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Function import Data.Ord import Data.Ratio import Game.LambdaHack.Client.AI.ConditionM import Game.LambdaHack.Client.AI.Strategy import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.BfsM import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Ability import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Frequency import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.ItemStrongest 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.Point import qualified Game.LambdaHack.Common.PointArray as PointArray import Game.LambdaHack.Common.Request import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Vector import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind type ToAny a = Strategy (RequestTimed a) -> Strategy RequestAnyAbility toAny :: ToAny a toAny strat = RequestAnyAbility <$> strat -- | AI strategy based on actor's sight, smell, etc. -- Never empty. actionStrategy :: forall m. MonadClient m => ActorId -> Bool -> m (Strategy RequestAnyAbility) {-# INLINE actionStrategy #-} actionStrategy aid retry = do body <- getsState $ getActorBody aid scondInMelee <- getsClient scondInMelee let condInMelee = fromMaybe (assert `failure` condInMelee) (scondInMelee EM.! blid body) condAimEnemyPresent <- condAimEnemyPresentM aid condAimEnemyRemembered <- condAimEnemyRememberedM aid condAnyFoeAdj <- condAnyFoeAdjM aid threatDistL <- meleeThreatDistList aid (fleeL, badVic) <- fleeList aid condSupport1 <- condSupport 1 aid condSupport2 <- condSupport 2 aid canDeAmbientL <- getsState $ canDeAmbientList body actorSk <- currentSkillsClient aid condCanProject <- condCanProjectM (EM.findWithDefault 0 AbProject actorSk) aid condAdjTriggerable <- condAdjTriggerableM aid condBlocksFriends <- condBlocksFriendsM aid condNoEqpWeapon <- condNoEqpWeaponM aid condEnoughGear <- condEnoughGearM aid condFloorWeapon <- condFloorWeaponM aid condDesirableFloorItem <- condDesirableFloorItemM aid condTgtNonmoving <- condTgtNonmovingM aid explored <- getsClient sexplored actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) lidExplored = ES.member (blid body) explored panicFleeL = fleeL ++ badVic condHpTooLow = hpTooLow body ar condNotCalmEnough = not (calmEnough body ar) speed1_5 = speedScale (3%2) (bspeed body ar) condCanMelee = actorCanMelee actorAspect aid body condMeleeBad1 = not (condSupport1 && condCanMelee) condMeleeBad2 = not (condSupport2 && condCanMelee) condThreat n = not $ null $ takeWhile ((<= n) . fst) threatDistL threatAdj = takeWhile ((== 1) . fst) threatDistL condManyThreatAdj = length threatAdj >= 2 condFastThreatAdj = any (\(_, (aid2, b2)) -> let ar2 = actorAspect EM.! aid2 in bspeed b2 ar2 > speed1_5) threatAdj heavilyDistressed = -- actor hit by a proj or similarly distressed deltaSerious (bcalmDelta body) actorShines = aShine ar > 0 aCanDeLightL | actorShines = [] | otherwise = canDeAmbientL aCanDeLight = not $ null aCanDeLightL canFleeFromLight = not $ null $ aCanDeLightL `intersect` map snd fleeL actorMaxSk = aSkills ar abInMaxSkill ab = EM.findWithDefault 0 ab actorMaxSk > 0 stratToFreq :: Int -> m (Strategy RequestAnyAbility) -> m (Frequency RequestAnyAbility) stratToFreq scale mstrat = do st <- mstrat return $! if scale == 0 then mzero else scaleFreq scale $ bestVariant st -- Order matters within the list, because it's summed with .| after -- filtering. Also, the results of prefix, distant and suffix -- are summed with .| at the end. prefix, suffix :: [([Ability], m (Strategy RequestAnyAbility), Bool)] prefix = [ ( [AbApply], (toAny :: ToAny 'AbApply) <$> applyItem aid ApplyFirstAid , not condAnyFoeAdj && condHpTooLow) , ( [AbAlter], (toAny :: ToAny 'AbAlter) <$> trigger aid ViaStairs -- explore next or flee via stairs, even if to wrong level; -- in the latter case, may return via different stairs later on , condAdjTriggerable && not condAimEnemyPresent && ((condNotCalmEnough || condHpTooLow) -- flee && condMeleeBad2 && condThreat 1 || (lidExplored || condEnoughGear) -- explore && not condDesirableFloorItem) ) , ( [AbDisplace] , displaceFoe aid -- only swap with an enemy to expose him , condAnyFoeAdj && condBlocksFriends) -- later checks foe eligible , ( [AbMoveItem], (toAny :: ToAny 'AbMoveItem) <$> pickup aid True , condNoEqpWeapon -- we assume organ weapons usually inferior && condFloorWeapon && not condHpTooLow && abInMaxSkill AbMelee ) , ( [AbAlter], (toAny :: ToAny 'AbAlter) <$> trigger aid ViaEscape , condAdjTriggerable && not condAimEnemyPresent && not condDesirableFloorItem ) -- collect the last loot , ( [AbMove] , flee aid fleeL , -- Flee either from melee, if our melee is bad and enemy close -- or from missiles, if hit and enemies are only far away, -- can fling at us and we can't well fling at them. not condFastThreatAdj && if | condThreat 1 -> not condCanMelee || condManyThreatAdj && not condSupport1 | not condInMelee && (condThreat 2 || condThreat 5 && canFleeFromLight) -> -- Don't keep fleeing if just hit, because too close -- to enemy to get out of his range, most likely, -- and so melee him instead, unless can't melee at all. not condCanMelee || not condSupport2 && not heavilyDistressed | condThreat 5 -> -- Too far to flee from melee, too close from ranged, -- not in ambient, so no point fleeing into dark; advance. False | otherwise -> -- If I'm hit, they are still in range to fling at me, -- even if I can't see them. And probably far away. -- Too far to close in for melee; can't shoot; flee from -- ranged attack and prepare ambush for later on. not condInMelee && heavilyDistressed && (not condCanProject || canFleeFromLight) ) , ( [AbMelee], (toAny :: ToAny 'AbMelee) <$> meleeBlocker aid -- only melee blocker , condAnyFoeAdj -- if foes, don't displace, otherwise friends: || not (abInMaxSkill AbDisplace) -- displace friends, if possible && condAimEnemyPresent ) -- excited -- So animals block each other until hero comes and then -- the stronger makes a show for him and kills the weaker. , ( [AbAlter], (toAny :: ToAny 'AbAlter) <$> trigger aid ViaNothing , not condInMelee -- don't incur overhead && condAdjTriggerable && not condAimEnemyPresent ) , ( [AbDisplace] -- prevents some looping movement , displaceBlocker aid retry -- fires up only when path blocked , retry || not condDesirableFloorItem ) , ( [AbMelee], (toAny :: ToAny 'AbMelee) <$> meleeAny aid , condAnyFoeAdj ) -- won't flee nor displace, so let it melee , ( [AbMove] , flee aid panicFleeL -- ultimate panic mode, displaces foes , condAnyFoeAdj ) ] -- Order doesn't matter, scaling does. -- These are flattened (taking only the best variant) and then summed, -- so if any of these can fire, it will fire. If none, @suffix@ is tried. -- Only the best variant of @chase@ is taken, but it's almost always -- good, and if not, the @chase@ in @suffix@ may fix that. distant :: [([Ability], m (Frequency RequestAnyAbility), Bool)] distant = [ ( [AbMoveItem] , stratToFreq (if condInMelee then 2 else 20000) $ (toAny :: ToAny 'AbMoveItem) <$> yieldUnneeded aid -- 20000 to unequip ASAP, unless is thrown , True ) , ( [AbMoveItem] , stratToFreq 1 $ (toAny :: ToAny 'AbMoveItem) <$> equipItems aid -- doesn't take long, very useful if safe , not (condInMelee || condDesirableFloorItem || condNotCalmEnough || heavilyDistressed) ) , ( [AbProject] , stratToFreq (if condTgtNonmoving then 20 else 3) -- not too common, to leave missiles for pre-melee dance $ (toAny :: ToAny 'AbProject) <$> projectItem aid -- equivalent of @condCanProject@ called inside , condAimEnemyPresent && not condInMelee ) , ( [AbApply] , stratToFreq 1 $ (toAny :: ToAny 'AbApply) <$> applyItem aid ApplyAll -- use any potion or scroll , condAimEnemyPresent || condThreat 9 ) -- can affect enemies , ( [AbMove] , stratToFreq (if | condInMelee -> 400 -- friends pummeled by target, go to help | not condAimEnemyPresent -> 2 -- if enemy only remembered, investigate anyway | otherwise -> 20) $ chase aid (not condInMelee && (condThreat 12 || heavilyDistressed) && aCanDeLight) retry , condCanMelee && (if condInMelee then condAimEnemyPresent else (condAimEnemyPresent || condAimEnemyRemembered) && (not (condThreat 2) || heavilyDistressed -- if under fire, do something! || not condMeleeBad1) -- this results in animals in corridor never attacking -- (unless distressed by, e.g., being hit by missiles), -- because they can't swarm opponent, which is logical, -- and in rooms they do attack, so not too boring; -- two aliens attack always, because more aggressive && not condDesirableFloorItem) ) ] -- Order matters again. suffix = [ ( [AbMoveItem], (toAny :: ToAny 'AbMoveItem) <$> pickup aid False -- e.g., to give to other party members , not condInMelee ) , ( [AbMoveItem], (toAny :: ToAny 'AbMoveItem) <$> unEquipItems aid -- late, because these items not bad , not condInMelee ) , ( [AbMove] , chase aid (not condInMelee && heavilyDistressed && aCanDeLight) retry , if condInMelee then condCanMelee && condAimEnemyPresent else not (condThreat 2) || not condMeleeBad1 ) ] fallback = [ ( [AbWait], (toAny :: ToAny 'AbWait) <$> waitBlockNow -- Wait until friends sidestep; ensures strategy is never empty. , True ) ] -- Check current, not maximal skills, since this can be a leader as well -- as non-leader action. let abInSkill ab = EM.findWithDefault 0 ab actorSk > 0 checkAction :: ([Ability], m a, Bool) -> Bool checkAction (abts, _, cond) = all abInSkill abts && cond sumS abAction = do let as = filter checkAction abAction strats <- mapM (\(_, m, _) -> m) as return $! msum strats sumF abFreq = do let as = filter checkAction abFreq strats <- mapM (\(_, m, _) -> m) as return $! msum strats combineDistant as = liftFrequency <$> sumF as sumPrefix <- sumS prefix comDistant <- combineDistant distant sumSuffix <- sumS suffix sumFallback <- sumS fallback return $! sumPrefix .| comDistant .| sumSuffix .| sumFallback -- | A strategy to always just wait. waitBlockNow :: MonadClient m => m (Strategy (RequestTimed 'AbWait)) waitBlockNow = return $! returN "wait" ReqWait pickup :: MonadClient m => ActorId -> Bool -> m (Strategy (RequestTimed 'AbMoveItem)) pickup aid onlyWeapon = do benItemL <- benGroundItems aid b <- getsState $ getActorBody aid -- This calmE is outdated when one of the items increases max Calm -- (e.g., in pickup, which handles many items at once), but this is OK, -- the server accepts item movement based on calm at the start, not end -- or in the middle. -- The calmE is inaccurate also if an item not IDed, but that's intended -- and the server will ignore and warn (and content may avoid that, -- e.g., making all rings identified) actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) calmE = calmEnough b ar isWeapon (_, _, _, itemFull) = isMelee $ itemBase itemFull filterWeapon | onlyWeapon = filter isWeapon | otherwise = id prepareOne (oldN, l4) (mben, _, iid, ItemFull{..}) = let prep newN toCStore = (newN, (iid, itemK, CGround, toCStore) : l4) inEqp = maybe (goesIntoEqp itemBase) benInEqp mben n = oldN + itemK in if | calmE && goesIntoSha itemBase && not onlyWeapon -> prep oldN CSha | inEqp && eqpOverfull b n -> if onlyWeapon then (oldN, l4) else prep oldN (if calmE then CSha else CInv) | inEqp -> prep n CEqp | not onlyWeapon -> prep oldN CInv | otherwise -> (oldN, l4) (_, prepared) = foldl' prepareOne (0, []) $ filterWeapon benItemL return $! if null prepared then reject else returN "pickup" $ ReqMoveItems prepared -- This only concerns items that can be equipped, that is with a slot -- and with @inEqp@ (which implies @goesIntoEqp@). -- Such items are moved between any stores, as needed. In this case, -- from inv or sha to eqp. equipItems :: MonadClient m => ActorId -> m (Strategy (RequestTimed 'AbMoveItem)) equipItems aid = do body <- getsState $ getActorBody aid actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) calmE = calmEnough body ar eqpAssocs <- fullAssocsClient aid [CEqp] invAssocs <- fullAssocsClient aid [CInv] shaAssocs <- fullAssocsClient aid [CSha] condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid discoBenefit <- getsClient sdiscoBenefit let improve :: CStore -> (Int, [(ItemId, Int, CStore, CStore)]) -> ( IK.EqpSlot , ( [(Int, (ItemId, ItemFull))] , [(Int, (ItemId, ItemFull))] ) ) -> (Int, [(ItemId, Int, CStore, CStore)]) improve fromCStore (oldN, l4) (slot, (bestInv, bestEqp)) = let n = 1 + oldN in case (bestInv, bestEqp) of ((_, (iidInv, _)) : _, []) | not (eqpOverfull body n) -> (n, (iidInv, 1, fromCStore, CEqp) : l4) ((vInv, (iidInv, _)) : _, (vEqp, _) : _) | not (eqpOverfull body n) && (vInv > vEqp || not (toShare slot)) -> (n, (iidInv, 1, fromCStore, CEqp) : l4) _ -> (oldN, l4) heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltaSerious (bcalmDelta body) -- We filter out unneeded items. In particular, we ignore them in eqp -- when comparing to items we may want to equip, so that the unneeded -- but powerful items don't fool us. -- In any case, the unneeded items should be removed from equip -- in @yieldUnneeded@ earlier or soon after this check. -- In other stores we need to filter, for otherwise we'd have -- a loop of equip/yield. filterNeeded (_, itemFull) = not $ hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed (not calmE) body ar itemFull bestThree = bestByEqpSlot discoBenefit (filter filterNeeded eqpAssocs) (filter filterNeeded invAssocs) (filter filterNeeded shaAssocs) bEqpInv = foldl' (improve CInv) (0, []) $ map (\(slot, (eqp, inv, _)) -> (slot, (inv, eqp))) bestThree bEqpBoth | calmE = foldl' (improve CSha) bEqpInv $ map (\(slot, (eqp, _, sha)) -> (slot, (sha, eqp))) bestThree | otherwise = bEqpInv (_, prepared) = bEqpBoth return $! if null prepared then reject else returN "equipItems" $ ReqMoveItems prepared toShare :: IK.EqpSlot -> Bool toShare IK.EqpSlotMiscBonus = False toShare IK.EqpSlotMiscAbility = False toShare _ = True yieldUnneeded :: MonadClient m => ActorId -> m (Strategy (RequestTimed 'AbMoveItem)) yieldUnneeded aid = do body <- getsState $ getActorBody aid actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) calmE = calmEnough body ar eqpAssocs <- fullAssocsClient aid [CEqp] condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid discoBenefit <- getsClient sdiscoBenefit -- Here and in @unEquipItems@ AI may hide from the human player, -- in shared stash, the Ring of Speed And Bleeding, -- which is a bit harsh, but fair. However any subsequent such -- rings will not be picked up at all, so the human player -- doesn't lose much fun. Additionally, if AI learns alchemy later on, -- they can repair the ring, wield it, drop at death and it's -- in play again. let heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltaSerious (bcalmDelta body) csha = if calmE then CSha else CInv yieldSingleUnneeded (iidEqp, itemEqp) = if | harmful discoBenefit iidEqp -> [(iidEqp, itemK itemEqp, CEqp, CInv)] -- harmful not shared | hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed (not calmE) body ar itemEqp -> [(iidEqp, itemK itemEqp, CEqp, csha)] | otherwise -> [] yieldAllUnneeded = concatMap yieldSingleUnneeded eqpAssocs return $! if null yieldAllUnneeded then reject else returN "yieldUnneeded" $ ReqMoveItems yieldAllUnneeded -- This only concerns items that can be equipped, that is with a slot -- and with @inEqp@ (which implies @goesIntoEqp@). -- Such items are moved between any stores, as needed. In this case, -- from inv or eqp to sha. unEquipItems :: MonadClient m => ActorId -> m (Strategy (RequestTimed 'AbMoveItem)) unEquipItems aid = do body <- getsState $ getActorBody aid actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) calmE = calmEnough body ar eqpAssocs <- fullAssocsClient aid [CEqp] invAssocs <- fullAssocsClient aid [CInv] shaAssocs <- fullAssocsClient aid [CSha] discoBenefit <- getsClient sdiscoBenefit let improve :: CStore -> ( IK.EqpSlot , ( [(Int, (ItemId, ItemFull))] , [(Int, (ItemId, ItemFull))] ) ) -> [(ItemId, Int, CStore, CStore)] improve fromCStore (slot, (bestSha, bestEOrI)) = case (bestSha, bestEOrI) of _ | not (toShare slot) && fromCStore == CEqp && not (eqpOverfull body 1) -> -- keep minor boosts up to M-1 [] (_, (vEOrI, (iidEOrI, _)) : _) | (toShare slot || fromCStore == CInv) && getK bestEOrI > 1 && betterThanSha vEOrI bestSha -> -- To share the best items with others, if they care. [(iidEOrI, getK bestEOrI - 1, fromCStore, CSha)] (_, _ : (vEOrI, (iidEOrI, _)) : _) | (toShare slot || fromCStore == CInv) && betterThanSha vEOrI bestSha -> -- To share the second best items with others, if they care. [(iidEOrI, getK bestEOrI, fromCStore, CSha)] (_, (vEOrI, (_, _)) : _) | fromCStore == CEqp && eqpOverfull body 1 && worseThanSha vEOrI bestSha -> -- To make place in eqp for an item better than any ours. [(fst $ snd $ last bestEOrI, 1, fromCStore, CSha)] _ -> [] getK [] = 0 getK ((_, (_, itemFull)) : _) = itemK itemFull betterThanSha _ [] = True betterThanSha vEOrI ((vSha, _) : _) = vEOrI > vSha worseThanSha _ [] = False worseThanSha vEOrI ((vSha, _) : _) = vEOrI < vSha -- Here we don't need to filter out items that hinder, because -- they are moved to sha and will be equipped by another actor -- at another time, where hindering will be completely different. bestThree = bestByEqpSlot discoBenefit eqpAssocs invAssocs shaAssocs bInvSha = concatMap (improve CInv . (\(slot, (_, inv, sha)) -> (slot, (sha, inv)))) bestThree bEqpSha = concatMap (improve CEqp . (\(slot, (eqp, _, sha)) -> (slot, (sha, eqp)))) bestThree prepared = if calmE then bInvSha ++ bEqpSha else [] return $! if null prepared then reject else returN "unEquipItems" $ ReqMoveItems prepared groupByEqpSlot :: [(ItemId, ItemFull)] -> EM.EnumMap IK.EqpSlot [(ItemId, ItemFull)] groupByEqpSlot is = let f (iid, itemFull) = case strengthEqpSlot itemFull of Nothing -> Nothing Just es -> Just (es, [(iid, itemFull)]) withES = mapMaybe f is in EM.fromListWith (++) withES bestByEqpSlot :: DiscoveryBenefit -> [(ItemId, ItemFull)] -> [(ItemId, ItemFull)] -> [(ItemId, ItemFull)] -> [(IK.EqpSlot , ( [(Int, (ItemId, ItemFull))] , [(Int, (ItemId, ItemFull))] , [(Int, (ItemId, ItemFull))] ) )] bestByEqpSlot discoBenefit eqpAssocs invAssocs shaAssocs = let eqpMap = EM.map (\g -> (g, [], [])) $ groupByEqpSlot eqpAssocs invMap = EM.map (\g -> ([], g, [])) $ groupByEqpSlot invAssocs shaMap = EM.map (\g -> ([], [], g)) $ groupByEqpSlot shaAssocs appendThree (g1, g2, g3) (h1, h2, h3) = (g1 ++ h1, g2 ++ h2, g3 ++ h3) eqpInvShaMap = EM.unionsWith appendThree [eqpMap, invMap, shaMap] bestSingle = strongestSlot discoBenefit bestThree eqpSlot (g1, g2, g3) = (bestSingle eqpSlot g1, bestSingle eqpSlot g2, bestSingle eqpSlot g3) in EM.assocs $ EM.mapWithKey bestThree eqpInvShaMap harmful :: DiscoveryBenefit -> ItemId -> Bool harmful discoBenefit iid = -- Items that are known, perhaps recently discovered, and it's now revealed -- they should not be kept in equipment, should be unequipped -- (either they are harmful or they waste eqp space). maybe False (not . benInEqp) (EM.lookup iid discoBenefit) -- Everybody melees in a pinch, even though some prefer ranged attacks. meleeBlocker :: MonadClient m => ActorId -> m (Strategy (RequestTimed 'AbMelee)) meleeBlocker aid = do b <- getsState $ getActorBody aid actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) fact <- getsState $ (EM.! bfid b) . sfactionD actorSk <- currentSkillsClient aid mtgtMPath <- getsClient $ EM.lookup aid . stargetD case mtgtMPath of Just TgtAndPath{ tapTgt=TEnemy{} , tapPath=AndPath{pathList=q : _, pathGoal} } | q == pathGoal -> return reject -- not a real blocker, but goal enemy Just TgtAndPath{tapPath=AndPath{pathList=q : _, pathGoal}} -> do -- We prefer the goal position, so that we can kill the foe and enter it, -- but we accept any @q@ as well. let maim | adjacent (bpos b) pathGoal = Just pathGoal | adjacent (bpos b) q = Just q | otherwise = Nothing -- MeleeDistant lBlocker <- case maim of Nothing -> return [] Just aim -> getsState $ posToAssocs aim (blid b) case lBlocker of (aid2, body2) : _ -> do let ar2 = fromMaybe (assert `failure` aid2) (EM.lookup aid2 actorAspect) -- No problem if there are many projectiles at the spot. We just -- attack the first one. if | actorDying body2 || bproj body2 -- displacing saves a move && EM.findWithDefault 0 AbDisplace actorSk <= 0 -> return reject | isAtWar fact (bfid body2) -- at war with us, hit, not disp || (bfid body2 == bfid b || isAllied fact (bfid body2)) -- don't start a war && EM.findWithDefault 0 AbDisplace actorSk <= 0 -- can't disp && EM.findWithDefault 0 AbMove actorSk > 0 -- blocked move && 3 * bhp body2 < bhp b -- only get rid of weak friends && bspeed body2 ar2 <= bspeed b ar -> do mel <- maybeToList <$> pickWeaponClient aid aid2 return $! liftFrequency $ uniformFreq "melee in the way" mel | otherwise -> return reject [] -> return reject _ -> return reject -- probably no path to the enemy, if any -- Everybody melees in a pinch, skills and weapons allowing, -- even though some prefer ranged attacks. meleeAny :: MonadClient m => ActorId -> m (Strategy (RequestTimed 'AbMelee)) meleeAny aid = do b <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid b) . sfactionD adjacentAssocs <- getsState $ actorAdjacentAssocs b let foe (_, b2) = not (bproj b2) && isAtWar fact (bfid b2) && bhp b2 > 0 adjFoes = filter foe adjacentAssocs btarget <- getsClient $ getTarget aid mtarget <- case btarget of Just (TEnemy aid2 _) -> do b2 <- getsState $ getActorBody aid2 return $! if adjacent (bpos b2) (bpos b) && foe (aid2, b2) then Just (aid2, b2) else Nothing _ -> return Nothing let adjTargets = maybe adjFoes return mtarget mels <- mapM (pickWeaponClient aid . fst) adjTargets let freq = uniformFreq "melee adjacent" $ catMaybes mels return $! liftFrequency freq -- | The level the actor is on is either explored or the actor already -- has a weapon equipped, so no need to explore further, he tries to find -- enemies on other levels. -- We don't verify any embedded item is targeted by the actor, but at least -- the actor doesn't target a visible enemy at this point. trigger :: MonadClient m => ActorId -> FleeViaStairsOrEscape -> m (Strategy (RequestTimed 'AbAlter)) trigger aid fleeVia = do b <- getsState $ getActorBody aid lvl <- getLevel (blid b) let f pos = case EM.lookup pos $ lembed lvl of Nothing -> Nothing Just bag -> Just (pos, bag) pbags = mapMaybe f $ vicinityUnsafe (bpos b) efeat <- embedBenefit fleeVia aid pbags return $! liftFrequency $ toFreq "trigger" [ (benefit, ReqAlter pos) | (benefit, (pos, _)) <- efeat ] projectItem :: MonadClient m => ActorId -> m (Strategy (RequestTimed 'AbProject)) projectItem aid = do btarget <- getsClient $ getTarget aid b <- getsState $ getActorBody aid mfpos <- case btarget of Nothing -> return Nothing Just target -> aidTgtToPos aid (blid b) target seps <- getsClient seps case (btarget, mfpos) of (_, Just fpos) | adjacent (bpos b) fpos -> return reject (Just TEnemy{}, Just fpos) -> do mnewEps <- makeLine False b fpos seps case mnewEps of Just newEps -> do actorSk <- currentSkillsClient aid let skill = EM.findWithDefault 0 AbProject actorSk -- ProjectAimOnself, ProjectBlockActor, ProjectBlockTerrain -- and no actors or obstacles along the path. benList <- condProjectListM skill aid localTime <- getsState $ getLocalTime (blid b) let coeff CGround = 2 -- pickup turn saved coeff COrgan = assert `failure` benList coeff CEqp = 100000 -- must hinder currently coeff CInv = 1 coeff CSha = 1 fRanged (mben, cstore, iid, itemFull@ItemFull{itemBase}) = -- We assume if the item has a timeout, most effects are under -- Recharging, so no point projecting if not recharged. -- This changes in time, so recharging is not included -- in @condProjectListM@, but checked here, just before fling. let recharged = hasCharge localTime itemFull trange = totalRange itemBase bestRange = chessDist (bpos b) fpos + 2 -- margin for fleeing rangeMult = -- penalize wasted or unsafely low range 10 + max 0 (10 - abs (trange - bestRange)) benR = coeff cstore * case mben of Nothing -> -10 -- experiment if no good options Just Benefit{benFling} -> benFling in if trange >= chessDist (bpos b) fpos && recharged then Just ( - benR * rangeMult `div` 10 , ReqProject fpos newEps iid cstore ) else Nothing benRanged = mapMaybe fRanged benList return $! liftFrequency $ toFreq "projectItem" benRanged _ -> return reject _ -> return reject data ApplyItemGroup = ApplyAll | ApplyFirstAid deriving Eq applyItem :: MonadClient m => ActorId -> ApplyItemGroup -> m (Strategy (RequestTimed 'AbApply)) applyItem aid applyGroup = do actorSk <- currentSkillsClient aid b <- getsState $ getActorBody aid condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid localTime <- getsState $ getLocalTime (blid b) actorAspect <- getsClient sactorAspect let ar = fromMaybe (assert `failure` aid) (EM.lookup aid actorAspect) calmE = calmEnough b ar condNotCalmEnough = not calmE heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltaSerious (bcalmDelta b) skill = EM.findWithDefault 0 AbApply actorSk -- This detects if the value of keeping the item in eqp is in fact < 0. hind = hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed condNotCalmEnough b ar permittedActor = either (const False) id . permittedApply localTime skill calmE " " q (mben, _, _, itemFull) = let freq = case itemDisco itemFull of Nothing -> [] Just ItemDisco{itemKind} -> IK.ifreq itemKind durable = IK.Durable `elem` jfeature (itemBase itemFull) (bInEqp, bApply) = case mben of Just Benefit{benInEqp, benApply} -> (benInEqp, benApply) Nothing -> (goesIntoEqp $ itemBase itemFull, 0) -- apply unsafe in bApply > 0 && (not bInEqp -- can't wear, so OK to break || durable -- can wear, but can't break, even better || not (isMelee $ itemBase itemFull) -- anything else expendable && hind itemFull) -- hinders now, so possibly often, so away! && permittedActor itemFull && maybe True (<= 0) (lookup "gem" freq) -- hack for elixir of youth -- Organs are not taken into account, because usually they are either -- melee items, so harmful, or periodic, so charging between activations. -- The case of a weak weapon curing poison is too rare to incur overhead. stores = [CEqp, CInv, CGround] ++ [CSha | calmE] benList <- benAvailableItems aid stores organs <- mapM (getsState . getItemBody) $ EM.keys $ borgan b let hasGrps = mapMaybe (\item -> if jweight item == 0 then Just $ toGroupName $ jname item else Nothing) organs itemLegal itemFull = -- Don't include @Ascend@ not @Teleport@, because can be no foe nearby. let getP (IK.RefillHP p) | p > 0 = True getP _ = False firstAidItem = case itemDisco itemFull of Just ItemDisco{itemKind} -> any getP $ IK.ieffects itemKind _ -> False in if applyGroup == ApplyFirstAid then firstAidItem else not $ hpEnough b ar && firstAidItem coeff CGround = 2 -- pickup turn saved coeff COrgan = assert `failure` benList coeff CEqp = 1 coeff CInv = 1 coeff CSha = 1 fTool benAv@(mben, cstore, iid, itemFull@ItemFull{itemBase}) = let onlyVoidlyDropsOrgan = -- We check if the only effect of the item is that it drops a tmp -- organ that we don't have. If so, item should not be applied. -- This assumes the organ dropping is beneficial and so worth -- saving for the future, for otherwise the item would not -- be considered at all, given that it's the only effect. -- We don't try to intecept a case of many effects. let dropsGrps = strengthDropOrgan itemFull hasDropOrgan = not $ null dropsGrps f eff = [eff | IK.forApplyEffect eff] in hasDropOrgan && (null hasGrps || toGroupName "temporary condition" `notElem` dropsGrps && null (dropsGrps `intersect` hasGrps)) && length (strengthEffect f itemFull) == 1 durable = IK.Durable `elem` jfeature itemBase benR = case mben of Nothing -> 0 -- experimenting is fun, but it's better to risk -- foes' skin than ours Just Benefit{benApply} -> benApply * if cstore == CEqp && not durable then 100000 -- must hinder currently else coeff cstore in if q benAv && itemLegal itemFull && not onlyVoidlyDropsOrgan then Just (benR, ReqApply iid cstore) else Nothing benTool = mapMaybe fTool benList return $! liftFrequency $ toFreq "applyItem" benTool -- If low on health or alone, flee in panic, close to the path to target -- and as far from the attackers, as possible. Usually fleeing from -- foes will lead towards friends, but we don't insist on that. -- We use chess distances, not pathfinding, because melee can happen -- at path distance 2. flee :: MonadClient m => ActorId -> [(Int, Point)] -> m (Strategy RequestAnyAbility) flee aid fleeL = do b <- getsState $ getActorBody aid let vVic = map (second (`vectorToFrom` bpos b)) fleeL str = liftFrequency $ toFreq "flee" vVic mapStrategyM (moveOrRunAid aid) str -- The result of all these conditions is that AI displaces rarely, -- but it can't be helped as long as the enemy is smart enough to form fronts. displaceFoe :: MonadClient m => ActorId -> m (Strategy RequestAnyAbility) displaceFoe aid = do Kind.COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel $ blid b fact <- getsState $ (EM.! bfid b) . sfactionD friends <- getsState $ friendlyActorRegularList (bfid b) (blid b) adjacentAssocs <- getsState $ actorAdjacentAssocs b let foe (_, b2) = not (bproj b2) && isAtWar fact (bfid b2) && bhp b2 > 0 adjFoes = filter foe adjacentAssocs displaceable body = -- DisplaceAccess Tile.isWalkable coTileSpeedup (lvl `at` bpos body) nFriends body = length $ filter (adjacent (bpos body) . bpos) friends nFrNew = nFriends b + 1 qualifyActor (aid2, body2) = do actorMaxSk <- maxActorSkillsClient aid2 dEnemy <- getsState $ dispEnemy aid aid2 actorMaxSk -- DisplaceDying, DisplaceBraced, DisplaceImmobile, DisplaceSupported let nFrOld = nFriends body2 return $! if displaceable body2 && dEnemy && nFrOld < nFrNew then Just (nFrOld * nFrOld, bpos body2 `vectorToFrom` bpos b) else Nothing vFoes <- mapM qualifyActor adjFoes let str = liftFrequency $ toFreq "displaceFoe" $ catMaybes vFoes mapStrategyM (moveOrRunAid aid) str displaceBlocker :: MonadClient m => ActorId -> Bool -> m (Strategy RequestAnyAbility) displaceBlocker aid retry = do b <- getsState $ getActorBody aid mtgtMPath <- getsClient $ EM.lookup aid . stargetD str <- case mtgtMPath of Just TgtAndPath{ tapTgt=TEnemy{} , tapPath=AndPath{pathList=q : _, pathGoal} } | q == pathGoal && not retry -> return reject -- not a real blocker but goal, possibly enemy to melee Just TgtAndPath{tapPath=AndPath{pathList=q : _}} | adjacent (bpos b) q -> -- not veered off target displaceTowards aid q retry _ -> return reject -- goal reached mapStrategyM (moveOrRunAid aid) str displaceTowards :: MonadClient m => ActorId -> Point -> Bool -> m (Strategy Vector) displaceTowards aid target retry = do Kind.COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody aid let source = bpos b let !_A = assert (adjacent source target) () lvl <- getLevel $ blid b if boldpos b /= Just target -- avoid trivial loops && Tile.isWalkable coTileSpeedup (lvl `at` target) then do -- DisplaceAccess mleader <- getsClient _sleader mBlocker <- getsState $ posToAssocs target (blid b) case mBlocker of [] -> return reject [(aid2, b2)] | Just aid2 /= mleader -> do mtgtMPath <- getsClient $ EM.lookup aid2 . stargetD enemyTgt <- condAimEnemyPresentM aid enemyPos <- condAimEnemyRememberedM aid enemyTgt2 <- condAimEnemyPresentM aid2 enemyPos2 <- condAimEnemyRememberedM aid2 case mtgtMPath of Just TgtAndPath{tapPath=AndPath{pathList=q : _}} | q == source -- friend wants to swap || retry -- desperate && not (boldpos b == Just target -- and no displace loop && not (waitedLastTurn b)) || (enemyTgt || enemyPos) && not (enemyTgt2 || enemyPos2) -> -- he doesn't have Enemy target and I have, so push him aside, -- because, for heroes, he will never be a leader, so he can't -- step aside himself return $! returN "displace friend" $ target `vectorToFrom` source Just _ -> return reject Nothing -> do -- an enemy or ally or disoriented friend --- swap tfact <- getsState $ (EM.! bfid b2) . sfactionD actorMaxSk <- maxActorSkillsClient aid2 dEnemy <- getsState $ dispEnemy aid aid2 actorMaxSk if not (isAtWar tfact (bfid b)) || dEnemy then return $! returN "displace other" $ target `vectorToFrom` source else return reject -- DisplaceDying, etc. _ -> return reject -- DisplaceProjectiles or trying to displace leader else return reject chase :: MonadClient m => ActorId -> Bool -> Bool -> m (Strategy RequestAnyAbility) chase aid avoidAmbient retry = do Kind.COps{coTileSpeedup} <- getsState scops body <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid body) . sfactionD mtgtMPath <- getsClient $ EM.lookup aid . stargetD lvl <- getLevel $ blid body let isAmbient pos = Tile.isLit coTileSpeedup (lvl `at` pos) str <- case mtgtMPath of Just TgtAndPath{tapPath=AndPath{pathList=q : _, ..}} | pathGoal == bpos body -> return reject -- shortcut and just to be sure | not $ avoidAmbient && isAmbient q -> -- With no leader, the goal is vague, so permit arbitrary detours. moveTowards aid q pathGoal (fleaderMode (gplayer fact) == LeaderNull || retry) _ -> return reject -- goal reached or banned ambient lit tile if avoidAmbient && nullStrategy str then chase aid False retry else mapStrategyM (moveOrRunAid aid) str moveTowards :: MonadClient m => ActorId -> Point -> Point -> Bool -> m (Strategy Vector) moveTowards aid target goal relaxed = do b <- getsState $ getActorBody aid actorSk <- currentSkillsClient aid let source = bpos b alterSkill = EM.findWithDefault 0 AbAlter actorSk !_A = assert (source == bpos b `blame` (source, bpos b, aid, b, goal)) () !_B = assert (adjacent source target `blame` (source, target, aid, b, goal)) () fact <- getsState $ (EM.! bfid b) . sfactionD salter <- getsClient salter let noF = isAtWar fact . bfid noFriends <- getsState $ \s p -> all (noF . snd) $ posToAssocs p (blid b) s let lalter = salter EM.! blid b -- Only actors with AbAlter can search for hidden doors, etc. enterableHere p = alterSkill >= fromEnum (lalter PointArray.! p) if noFriends target && enterableHere target then return $! returN "moveTowards adjacent" $ target `vectorToFrom` source else do let goesBack p = Just p == boldpos b nonincreasing p = chessDist source goal >= chessDist p goal isSensible | relaxed = \p -> noFriends p && enterableHere p | otherwise = \p -> nonincreasing p && not (goesBack p) && noFriends p && enterableHere p sensible = [ ((goesBack p, chessDist p goal), v) | v <- moves, let p = source `shift` v, isSensible p ] sorted = sortBy (comparing fst) sensible groups = map (map snd) $ groupBy ((==) `on` fst) sorted freqs = map (liftFrequency . uniformFreq "moveTowards") groups return $! foldr (.|) reject freqs -- | Actor moves or searches or alters or attacks. -- This function is very general, even though it's often used in contexts -- when only one or two of the many cases can possibly occur. moveOrRunAid :: MonadClient m => ActorId -> Vector -> m (Maybe RequestAnyAbility) moveOrRunAid source dir = do Kind.COps{coTileSpeedup} <- getsState scops sb <- getsState $ getActorBody source actorSk <- currentSkillsClient source let lid = blid sb lvl <- getLevel lid let alterSkill = EM.findWithDefault 0 AbAlter actorSk spos = bpos sb -- source position tpos = spos `shift` dir -- target position t = lvl `at` tpos -- We start by checking actors at the target position, -- which gives a partial information (actors can be invisible), -- as opposed to accessibility (and items) which are always accurate -- (tiles can't be invisible). tgts <- getsState $ posToAssocs tpos lid case tgts of [(target, b2)] -> do -- @target@ can be a foe, as well as a friend. tfact <- getsState $ (EM.! bfid b2) . sfactionD actorMaxSk <- maxActorSkillsClient target dEnemy <- getsState $ dispEnemy source target actorMaxSk if | boldpos sb == Just tpos && not (waitedLastTurn sb) -- avoid displace loops || not (Tile.isWalkable coTileSpeedup $ lvl `at` tpos) -> -- DisplaceAccess return Nothing | isAtWar tfact (bfid sb) && not dEnemy -> do -- DisplaceDying, etc. -- If really can't displace, melee. wps <- pickWeaponClient source target case wps of Nothing -> return Nothing Just wp -> return $ Just $ RequestAnyAbility wp | otherwise -> return $ Just $ RequestAnyAbility $ ReqDisplace target (target, _) : _ -> do -- can be a foe, as well as friend (e.g., projectile) -- If really can't displace, melee. -- No problem if there are many projectiles at the spot. We just -- attack the first one. -- Attacking does not require full access, adjacency is enough. wps <- pickWeaponClient source target case wps of Nothing -> return Nothing Just wp -> return $ Just $ RequestAnyAbility wp [] -- move or search or alter | Tile.isWalkable coTileSpeedup $ lvl `at` tpos -> -- Movement requires full access. return $ Just $ RequestAnyAbility $ ReqMove dir -- The potential invisible actor is hit. | alterSkill < Tile.alterMinWalk coTileSpeedup t -> assert `failure` "AI causes AlterUnwalked" `twith` (source, dir) | EM.member tpos $ lfloor lvl -> -- Only possible if items allowed inside unwalkable tiles. assert `failure` "AI causes AlterBlockItem" `twith` (source, dir) | otherwise -> -- Not walkable, but alter skill suffices, so search or alter the tile. return $ Just $ RequestAnyAbility $ ReqAlter tpos