-- | Description of effects. No operation in this module -- involves state or monad types. module Game.LambdaHack.Client.UI.EffectDescription ( effectToSuffix, featureToSuff, kindAspectToSuffix, affixDice , featureToSentence, slotToSentence , slotToName, slotToDesc, slotToDecorator, statSlots ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.Text as T import qualified NLP.Miniutter.English as MU import Game.LambdaHack.Common.Ability import Game.LambdaHack.Common.Actor import qualified Game.LambdaHack.Common.Dice as Dice import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Time import Game.LambdaHack.Content.ItemKind -- | Suffix to append to a basic content name if the content causes the effect. -- -- We show absolute time in seconds, not @moves@, because actors can have -- different speeds (and actions can potentially take different time intervals). -- We call the time taken by one player move, when walking, a @move@. -- @Turn@ and @clip@ are used mostly internally, the former as an absolute -- time unit. -- We show distances in @steps@, because one step, from a tile to another -- tile, is always 1 meter. We don't call steps @tiles@, reserving -- that term for the context of terrain kinds or units of area. effectToSuffix :: Effect -> Text effectToSuffix effect = case effect of ELabel _ -> "" -- printed specially EqpSlot{} -> "" -- used in @slotToSentence@ instead Burn d -> wrapInParens (tshow d <+> if d > 1 then "burns" else "burn") Explode t -> "of" <+> tshow t <+> "explosion" RefillHP p | p > 0 -> "of healing" <+> wrapInParens (affixBonus p) RefillHP 0 -> assert `failure` effect RefillHP p -> "of wounding" <+> wrapInParens (affixBonus p) RefillCalm p | p > 0 -> "of soothing" <+> wrapInParens (affixBonus p) RefillCalm 0 -> assert `failure` effect RefillCalm p -> "of dismaying" <+> wrapInParens (affixBonus p) Dominate -> "of domination" Impress -> "of impression" Summon grp p -> makePhrase [ "of summoning" , if p == 1 then "" else MU.Text $ tshow p , MU.Ws $ MU.Text $ tshow grp ] ApplyPerfume -> "of smell removal" Ascend True -> "of ascending" Ascend False -> "of descending" Escape{} -> "of escaping" Paralyze dice -> let time = case Dice.reduceDice dice of Nothing -> tshow dice <+> "* 0.05s" Just p -> let clipInTurn = timeTurn `timeFit` timeClip seconds = 0.5 * fromIntegral p / fromIntegral clipInTurn :: Double in tshow seconds <> "s" in "of paralysis for" <+> time InsertMove dice -> let moves = case Dice.reduceDice dice of Nothing -> tshow dice <+> "moves" Just p -> makePhrase [MU.CarWs p "move"] in "of speed surge for" <+> moves Teleport dice | dice <= 0 -> assert `failure` effect Teleport dice | dice <= 9 -> "of blinking" <+> wrapInParens (tshow dice) Teleport dice -> "of teleport" <+> wrapInParens (tshow dice) CreateItem COrgan grp tim -> let stime = if tim == TimerNone then "" else "for" <+> tshow tim <> ":" in "(keep" <+> stime <+> tshow grp <> ")" CreateItem _ grp _ -> let object = if grp == "useful" then "" else tshow grp in "of" <+> object <+> "uncovering" DropItem n k store grp -> let ntxt = if | n == 1 && k == 1 -> "" | n == 1 && k == maxBound -> "one kind of" | n == maxBound && k == maxBound -> "all kinds of" | otherwise -> "some" verb = if store == COrgan then "nullify" else "drop" in "of" <+> verb <+> ntxt <+> tshow grp -- TMI: <+> ppCStore store PolyItem -> "of repurpose on the ground" Identify -> "of identify on the ground" Detect radius -> "of detection" <+> wrapInParens (tshow radius) DetectActor radius -> "of actor detection" <+> wrapInParens (tshow radius) DetectItem radius -> "of item detection" <+> wrapInParens (tshow radius) DetectExit radius -> "of exit detection" <+> wrapInParens (tshow radius) DetectHidden radius -> "of secrets detection" <+> wrapInParens (tshow radius) SendFlying tmod -> "of impact" <+> tmodToSuff "" tmod PushActor tmod -> "of pushing" <+> tmodToSuff "" tmod PullActor tmod -> "of pulling" <+> tmodToSuff "" tmod DropBestWeapon -> "of disarming" ActivateInv ' ' -> "of item pack burst" ActivateInv symbol -> "of burst '" <> T.singleton symbol <> "'" OneOf l -> let subject = if length l <= 5 then "marvel" else "wonder" in makePhrase ["of", MU.CardinalWs (length l) subject] OnSmash _ -> "" -- printed inside a separate section Recharging _ -> "" -- printed inside Periodic or Timeout Temporary _ -> "" Unique -> "" -- marked by capital letters in name Periodic -> "" -- printed specially slotToSentence :: EqpSlot -> Text slotToSentence es = case es of EqpSlotMiscBonus -> "Those that don't scorn minor bonuses may equip it." EqpSlotAddHurtMelee -> "Veteran melee fighters are known to devote equipment slot to it." EqpSlotAddArmorMelee -> "Worn by people in risk of melee wounds." EqpSlotAddArmorRanged -> "People scared of shots in the dark wear it." EqpSlotAddMaxHP -> "The frail wear it to increase their Hit Point capacity." EqpSlotAddSpeed -> "The slughish equip it to speed up their whole life." EqpSlotAddSight -> "The short-sighted wear it to spot their demise sooner." EqpSlotLightSource -> "Explorers brave enough to highlight themselves put it in their equipment." EqpSlotWeapon -> "Melee fighters consider it for their weapon combo." EqpSlotMiscAbility -> "Those that don't scorn uncanny skills may equip it." EqpSlotAbMove -> "Those unskilled in movement equip it." EqpSlotAbMelee -> "Those unskilled in melee equip it." EqpSlotAbDisplace -> "Those unskilled in displacing equip it." EqpSlotAbAlter -> "Those unskilled in alteration equip it." EqpSlotAbProject -> "Those unskilled in flinging equip it." EqpSlotAbApply -> "Those unskilled in applying items equip it." _ -> assert `failure` "should not be used in content" `twith` es slotToName :: EqpSlot -> Text slotToName eqpSlot = case eqpSlot of EqpSlotMiscBonus -> "misc bonuses" EqpSlotAddHurtMelee -> "to melee damage" EqpSlotAddArmorMelee -> "melee armor" EqpSlotAddArmorRanged -> "ranged armor" EqpSlotAddMaxHP -> "max HP" EqpSlotAddSpeed -> "speed" EqpSlotAddSight -> "sight radius" EqpSlotLightSource -> "shine radius" EqpSlotWeapon -> "weapon power" EqpSlotMiscAbility -> "misc abilities" EqpSlotAbMove -> tshow AbMove <+> "ability" EqpSlotAbMelee -> tshow AbMelee <+> "ability" EqpSlotAbDisplace -> tshow AbDisplace <+> "ability" EqpSlotAbAlter -> tshow AbAlter <+> "ability" EqpSlotAbProject -> tshow AbProject <+> "ability" EqpSlotAbApply -> tshow AbApply <+> "ability" EqpSlotAddMaxCalm -> "max Calm" EqpSlotAddSmell -> "smell radius" EqpSlotAddNocto -> "night vision radius" EqpSlotAddAggression -> "aggression level" EqpSlotAbWait -> tshow AbWait <+> "ability" EqpSlotAbMoveItem -> tshow AbMoveItem <+> "ability" slotToDesc :: EqpSlot -> Text slotToDesc eqpSlot = let statName = slotToName eqpSlot capName = "The '" <> statName <> "' stat" in capName <+> case eqpSlot of EqpSlotMiscBonus -> "represent the total power of assorted stat bonuses for the character." EqpSlotAddHurtMelee -> "is a percentage of addtional damage dealt by the actor (either a character or a missile) with any weapon. The value is capped at 200%, then the armor percentage of the defender is subtracted from it and the resulting total is capped at 99%." EqpSlotAddArmorMelee -> "is a percentage of melee damage avoided by the actor. The value is capped at 200%, then the extra melee damage percentage of the attacker is subtracted from it and the resulting total is capped at 99% (always at least 1% of damage gets through). It includes 50% bonus from being braced for combat, if applicable." EqpSlotAddArmorRanged -> "is a percentage of ranged damage avoided by the actor. The value is capped at 200%, then the extra melee damage percentage of the attacker is subtracted from it and the resulting total is capped at 99% (always at least 1% of damage gets through). It includes 25% bonus from being braced for combat, if applicable." EqpSlotAddMaxHP -> "is a cap on HP of the actor, except for some rare effects able to overfill HP. At any direct enemy damage (but not, e.g., incremental poisoning damage or wounds inflicted by mishandling a device) HP is cut back to the cap." EqpSlotAddSpeed -> "is expressed in meters per second, which corresponds to map location (1m by 1m) per two standard turns (0.5s each). Thus actor at standard speed of 2m/s moves one location per standard turn." EqpSlotAddSight -> "is the limit of visibility in light. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." EqpSlotLightSource -> "determines the maximal area lit by the actor. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." EqpSlotWeapon -> "represents the total power of weapons equipped by the character." EqpSlotMiscAbility -> "represent the total power of assorted ability bonuses for the character." EqpSlotAbMove -> "determines whether the character can move. Actors not capable of movement can't be dominated." EqpSlotAbMelee -> "determines whether the character can melee. Actors that can't melee can still cause damage by flinging missiles or by ramming (being pushed) at opponents." EqpSlotAbDisplace -> "determines whether the character can displace adjacent actors. In some cases displacing is not possible regardless of ability: when the target is braced, dying, has no move ability or when both actors are supported by adjacent friendly units. Missiles can be displaced always, unless more than one occupies the map location." EqpSlotAbAlter -> "determines which kinds of terrain can be altered or triggered by the character. Opening doors and searching suspect tiles require ability 2, stairs require 3, closing doors requires 4, some others require 5. Actors not smart enough to be capable of using stairs can't be dominated." EqpSlotAbProject -> "determines which kinds of items the character can propel. Items that can be lobbed to explode at a precise location, such as flasks, require ability 3. Other items travel until they meet an obstacle and ability 1 is enough to fling them. In some cases, e.g., of too intricate or two awkward items at low Calm, throwing is not possible regardless of the ability value." EqpSlotAbApply -> "determines which kinds of items the character can activate. Items that assume literacy require ability 2, others can be used already at ability 1. In some cases, e.g., when the item needs recharging, has no possible effects or is too intricate for the character Calm level, applying may not be possible." EqpSlotAddMaxCalm -> "is a cap on Calm of the actor, except for some rare effects able to overfill Calm. At any direct enemy damage (but not, e.g., incremental poisoning damage or wounds inflicted by mishandling a device) Calm is lowered, sometimes very significantly and always at least back down to the cap." EqpSlotAddSmell -> "determines the maximal area smelled by the actor. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." EqpSlotAddNocto -> "is the limit of visibility in dark. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." EqpSlotAddAggression -> "represents the willingness of the actor to engage in combat, especially close quarters, and conversly, to break engagement when overpowered." EqpSlotAbWait -> "determines whether the character can wait, bracing for comat and potentially blocking the effects of some attacks." EqpSlotAbMoveItem -> "determines whether the character can pick up items and manage inventory." slotToDecorator :: EqpSlot -> Actor -> Int -> Text slotToDecorator eqpSlot b t = let tshow200 n = let n200 = min 200 $ max (-200) n in tshow n200 <> if n200 /= n then "$" else "" -- Some values can be negative, for others 0 is equivalent but shorter. tshowRadius r = if r == 0 then "0m" else tshow (r - 1) <> ".5m" tshowBlock k n = tshow200 $ n + if braced b then k else 0 showIntWith1 :: Int -> Text showIntWith1 k = let l = k `div` 10 x = k - l * 10 in tshow l <> if x == 0 then "" else "." <> tshow x in case eqpSlot of EqpSlotMiscBonus -> tshow t EqpSlotAddHurtMelee -> tshow200 t <> "%" EqpSlotAddArmorMelee -> "[" <> tshowBlock 50 t <> "%]" EqpSlotAddArmorRanged -> "{" <> tshowBlock 25 t <> "%}" EqpSlotAddMaxHP -> tshow $ max 0 t EqpSlotAddSpeed -> showIntWith1 t <> "m/s" EqpSlotAddSight -> let tmax = max 0 t tcapped = min (fromEnum $ bcalm b `div` (5 * oneM)) tmax in tshowRadius tcapped <+> if tcapped == tmax then "" else "(max" <+> tshowRadius tmax <> ")" EqpSlotLightSource -> tshowRadius (max 0 t) EqpSlotWeapon -> tshow t EqpSlotMiscAbility -> tshow t EqpSlotAbMove -> tshow t EqpSlotAbMelee -> tshow t EqpSlotAbDisplace -> tshow t EqpSlotAbAlter -> tshow t EqpSlotAbProject -> tshow t EqpSlotAbApply -> tshow t EqpSlotAddMaxCalm -> tshow $ max 0 t EqpSlotAddSmell -> tshowRadius (max 0 t) EqpSlotAddNocto -> tshowRadius (max 0 t) EqpSlotAddAggression -> tshow t EqpSlotAbWait -> tshow t EqpSlotAbMoveItem -> tshow t statSlots :: [EqpSlot] statSlots = [ EqpSlotAddHurtMelee , EqpSlotAddArmorMelee , EqpSlotAddArmorRanged , EqpSlotAddMaxHP , EqpSlotAddMaxCalm , EqpSlotAddSpeed , EqpSlotAddSight , EqpSlotAddSmell , EqpSlotLightSource , EqpSlotAddNocto -- WIP: , EqpSlotAddAggression , EqpSlotAbMove , EqpSlotAbMelee , EqpSlotAbDisplace , EqpSlotAbAlter , EqpSlotAbWait , EqpSlotAbMoveItem , EqpSlotAbProject , EqpSlotAbApply ] tmodToSuff :: Text -> ThrowMod -> Text tmodToSuff verb ThrowMod{..} = let vSuff | throwVelocity == 100 = "" | otherwise = "v=" <> tshow throwVelocity <> "%" tSuff | throwLinger == 100 = "" | otherwise = "t=" <> tshow throwLinger <> "%" in if vSuff == "" && tSuff == "" then "" else verb <+> "with" <+> vSuff <+> tSuff kindAspectToSuffix :: Aspect -> Text kindAspectToSuffix aspect = case aspect of Timeout{} -> "" -- printed specially AddHurtMelee{} -> "" -- printed together with dice, even if dice is zero AddArmorMelee t -> "[" <> affixDice t <> "%]" AddArmorRanged t -> "{" <> affixDice t <> "%}" AddMaxHP t -> wrapInParens $ affixDice t <+> "HP" AddMaxCalm t -> wrapInParens $ affixDice t <+> "Calm" AddSpeed t -> wrapInParens $ affixDice t <+> "speed" AddSight t -> wrapInParens $ affixDice t <+> "sight" AddSmell t -> wrapInParens $ affixDice t <+> "smell" AddShine t -> wrapInParens $ affixDice t <+> "shine" AddNocto t -> wrapInParens $ affixDice t <+> "night vision" AddAggression t -> wrapInParens $ affixDice t <+> "aggression" AddAbility ab t -> wrapInParens $ affixDice t <+> tshow ab featureToSuff :: Feature -> Text featureToSuff feat = case feat of Fragile -> wrapInChevrons "fragile" Lobable -> wrapInChevrons "can be lobbed" Durable -> wrapInChevrons "durable" ToThrow tmod -> wrapInChevrons $ tmodToSuff "flies" tmod Identified -> "" Applicable -> "" Equipable -> "" Meleeable -> "" Precious -> "" Tactic tactics -> "overrides tactics to" <+> tshow tactics featureToSentence :: Feature -> Maybe Text featureToSentence feat = case feat of Fragile -> Nothing Lobable -> Nothing Durable -> Nothing ToThrow{} -> Nothing Identified -> Nothing Applicable -> Just "It is meant to be applied." Equipable -> Nothing Meleeable -> Just "It is considered for melee strikes by default." Precious -> Just "It seems precious." Tactic{} -> Nothing affixBonus :: Int -> Text affixBonus p = case compare p 0 of EQ -> "0" LT -> tshow p GT -> "+" <> tshow p wrapInParens :: Text -> Text wrapInParens "" = "" wrapInParens t = "(" <> t <> ")" wrapInChevrons :: Text -> Text wrapInChevrons "" = "" wrapInChevrons t = "<" <> t <> ">" affixDice :: Dice.Dice -> Text affixDice d = maybe "+?" affixBonus $ Dice.reduceDice d