{-# LANGUAGE TupleSections #-} -- | Operations on the 'Actor' type that need the 'State' type, -- but not our custom monad types. module Game.LambdaHack.Common.ActorState ( fidActorNotProjAssocs, actorAssocs, actorRegularAssocs , warActorRegularList, friendlyActorRegularList, fidActorRegularIds , bagAssocs, bagAssocsK, calculateTotal , mergeItemQuant, sharedEqp, sharedAllOwnedFid, findIid , getContainerBag, getFloorBag, getEmbedBag, getBodyStoreBag , mapActorItems_, getActorAssocs , nearbyFreePoints, getCarriedAssocs, getCarriedIidCStore , posToAidsLvl, posToAids, posToAssocs , getItemBody, memActor, getActorBody, getLocalTime, regenCalmDelta , actorInAmbient, canDeAmbientList, actorSkills, dispEnemy, fullAssocs , storeFromC, lidFromC, posFromC, aidFromC, isEscape, isStair , anyFoeAdj, actorAdjacentAssocs, armorHurtBonus ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import Data.Int (Int64) import GHC.Exts (inline) import qualified Game.LambdaHack.Common.Ability as Ability import Game.LambdaHack.Common.Actor 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.Point 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.ModeKind import Game.LambdaHack.Content.TileKind (TileKind) fidActorNotProjAssocs :: FactionId -> State -> [(ActorId, Actor)] fidActorNotProjAssocs fid s = let f (_, b) = not (bproj b) && bfid b == fid in filter f $ EM.assocs $ sactorD s actorAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] actorAssocs p lid s = let f (_, b) = blid b == lid && p (bfid b) in filter f $ EM.assocs $ sactorD s actorRegularAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] {-# INLINE actorRegularAssocs #-} actorRegularAssocs p lid s = let f (_, b) = not (bproj b) && blid b == lid && p (bfid b) && bhp b > 0 in filter f $ EM.assocs $ sactorD s warActorRegularList :: FactionId -> LevelId -> State -> [Actor] warActorRegularList fid lid s = let fact = (EM.! fid) . sfactionD $ s in map snd $ actorRegularAssocs (inline isAtWar fact) lid s friendlyActorRegularList :: FactionId -> LevelId -> State -> [Actor] friendlyActorRegularList fid lid s = let fact = (EM.! fid) . sfactionD $ s friendlyFid fid2 = fid2 == fid || inline isAllied fact fid2 in map snd $ actorRegularAssocs friendlyFid lid s fidActorRegularIds :: FactionId -> LevelId -> State -> [ActorId] fidActorRegularIds fid lid s = map fst $ actorRegularAssocs (== fid) lid s getItemBody :: ItemId -> State -> Item getItemBody iid s = let assFail = assert `failure` "item body not found" `twith` (iid, s) in EM.findWithDefault assFail iid $ sitemD s bagAssocs :: State -> ItemBag -> [(ItemId, Item)] bagAssocs s bag = let iidItem iid = (iid, getItemBody iid s) in map iidItem $ EM.keys bag bagAssocsK :: State -> ItemBag -> [(ItemId, (Item, ItemQuant))] bagAssocsK s bag = let iidItem (iid, kit) = (iid, (getItemBody iid s, kit)) in map iidItem $ EM.assocs bag posToAidsLvl :: Point -> Level -> [ActorId] {-# INLINE posToAidsLvl #-} posToAidsLvl pos lvl = EM.findWithDefault [] pos $ lactor lvl posToAids :: Point -> LevelId -> State -> [ActorId] posToAids pos lid s = posToAidsLvl pos $ sdungeon s EM.! lid posToAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)] posToAssocs pos lid s = let l = posToAidsLvl pos $ sdungeon s EM.! lid in map (\aid -> (aid, getActorBody aid s)) l nearbyFreePoints :: (Kind.Id TileKind -> Bool) -> Point -> LevelId -> State -> [Point] nearbyFreePoints f start lid s = let lvl@Level{lxsize, lysize} = sdungeon s EM.! lid good p = f (lvl `at` p) && Tile.isWalkable (Kind.coTileSpeedup $ scops s) (lvl `at` p) && null (posToAidsLvl p lvl) ps = nub $ start : concatMap (vicinity lxsize lysize) ps in filter good ps -- | Calculate loot's worth for a given faction. calculateTotal :: FactionId -> State -> (ItemBag, Int) calculateTotal fid s = let bag = sharedAllOwned fid s items = map (\(iid, (k, _)) -> (getItemBody iid s, k)) $ EM.assocs bag in (bag, sum $ map itemPrice items) mergeItemQuant :: ItemQuant -> ItemQuant -> ItemQuant mergeItemQuant (k2, it2) (k1, it1) = (k1 + k2, it1 ++ it2) sharedInv :: FactionId -> State -> ItemBag sharedInv fid s = let bs = inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ map (binv . snd) bs sharedEqp :: FactionId -> State -> ItemBag sharedEqp fid s = let bs = inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ map (beqp . snd) bs sharedAllOwned :: FactionId -> State -> ItemBag sharedAllOwned fid s = let shaBag = gsha $ sfactionD s EM.! fid in EM.unionsWith mergeItemQuant [sharedEqp fid s, sharedInv fid s, shaBag] sharedAllOwnedFid :: Bool -> FactionId -> State -> ItemBag sharedAllOwnedFid onlyOrgans fid s = let shaBag = gsha $ sfactionD s EM.! fid bs = map snd $ inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ if onlyOrgans then map borgan bs else map binv bs ++ map beqp bs ++ [shaBag] findIid :: ActorId -> FactionId -> ItemId -> State -> [(ActorId, (Actor, CStore))] findIid leader fid iid s = let actors = fidActorNotProjAssocs fid s itemsOfActor (aid, b) = let itemsOfCStore store = let bag = getBodyStoreBag b store s in map (\iid2 -> (iid2, (aid, (b, store)))) (EM.keys bag) stores = [CInv, CEqp, COrgan] ++ [CSha | aid == leader] in concatMap itemsOfCStore stores items = concatMap itemsOfActor actors in map snd $ filter ((== iid) . fst) items getActorBody :: ActorId -> State -> Actor {-# INLINE getActorBody #-} getActorBody aid s = sactorD s EM.! aid getCarriedAssocs :: Actor -> State -> [(ItemId, Item)] getCarriedAssocs b s = -- The trunk is important for a case of spotting a caught projectile -- that is one with a stolen trunk organ (the projectile item). -- This actually does happen. let trunk = EM.singleton (btrunk b) (1, []) in bagAssocs s $ EM.unionsWith const [binv b, beqp b, borgan b, trunk] getCarriedIidCStore :: Actor -> [(ItemId, CStore)] getCarriedIidCStore b = -- The trunk is important for a case of dominating an actor with stolen -- trunk organ. let trunk = EM.singleton (btrunk b) (1, []) bagCarried (cstore, bag) = map (,cstore) $ EM.keys bag in concatMap bagCarried [ (CInv, binv b) , (CEqp, beqp b) , (COrgan, EM.unionWith const (borgan b) trunk) ] getContainerBag :: Container -> State -> ItemBag getContainerBag c s = case c of CFloor lid p -> getFloorBag lid p s CEmbed lid p -> getEmbedBag lid p s CActor aid cstore -> let b = getActorBody aid s in getBodyStoreBag b cstore s CTrunk{} -> assert `failure` c getFloorBag :: LevelId -> Point -> State -> ItemBag getFloorBag lid p s = EM.findWithDefault EM.empty p $ lfloor (sdungeon s EM.! lid) getEmbedBag :: LevelId -> Point -> State -> ItemBag getEmbedBag lid p s = EM.findWithDefault EM.empty p $ lembed (sdungeon s EM.! lid) getBodyStoreBag :: Actor -> CStore -> State -> ItemBag getBodyStoreBag b cstore s = case cstore of CGround -> getFloorBag (blid b) (bpos b) s COrgan -> borgan b CEqp -> beqp b CInv -> binv b CSha -> gsha $ sfactionD s EM.! bfid b mapActorItems_ :: Monad m => (CStore -> ItemId -> ItemQuant -> m a) -> Actor -> State -> m () mapActorItems_ f b s = do let notProcessed = [CGround] sts = [minBound..maxBound] \\ notProcessed g cstore = do let bag = getBodyStoreBag b cstore s mapM_ (uncurry $ f cstore) $ EM.assocs bag mapM_ g sts getActorAssocs :: ActorId -> CStore -> State -> [(ItemId, Item)] getActorAssocs aid cstore s = let b = getActorBody aid s in bagAssocs s $ getBodyStoreBag b cstore s getActorAssocsK :: ActorId -> CStore -> State -> [(ItemId, (Item, ItemQuant))] getActorAssocsK aid cstore s = let b = getActorBody aid s in bagAssocsK s $ getBodyStoreBag b cstore s -- | Checks if the actor is present on the current level. -- The order of argument here and in other functions is set to allow -- -- > b <- getsState (memActor a) memActor :: ActorId -> LevelId -> State -> Bool memActor aid lid s = maybe False ((== lid) . blid) $ EM.lookup aid $ sactorD s -- | Get current time from the dungeon data. getLocalTime :: LevelId -> State -> Time getLocalTime lid s = ltime $ sdungeon s EM.! lid regenCalmDelta :: Actor -> AspectRecord -> State -> Int64 regenCalmDelta body AspectRecord{aMaxCalm} s = let calmIncr = oneM -- normal rate of calm regen maxDeltaCalm = xM aMaxCalm - bcalm body fact = (EM.! bfid body) . sfactionD $ s -- Worry actor by (even projectile) enemies felt (even if not seen) -- on the level within 3 steps. Even dying, but not hiding in wait. isHeardFoe b = blid b == blid body && chessDist (bpos b) (bpos body) <= 3 -- a bit costly && not (waitedLastTurn b) -- uncommon && inline isAtWar fact (bfid b) -- costly in if any isHeardFoe $ EM.elems $ sactorD s then minusM -- even if all calmness spent, keep informing the client else min calmIncr (max 0 maxDeltaCalm) -- in case Calm is over max actorInAmbient :: Actor -> State -> Bool actorInAmbient b s = let lvl = (EM.! blid b) . sdungeon $ s in Tile.isLit (Kind.coTileSpeedup $ scops s) (lvl `at` bpos b) canDeAmbientList :: Actor -> State -> [Point] canDeAmbientList b s = let Kind.COps{coTileSpeedup} = scops s lvl = (EM.! blid b) . sdungeon $ s posDeAmbient p = let t = lvl `at` p in Tile.isWalkable coTileSpeedup t -- no time to waste altering && not (Tile.isLit coTileSpeedup t) in if Tile.isLit coTileSpeedup (lvl `at` bpos b) then filter posDeAmbient (vicinityUnsafe $ bpos b) else [] actorSkills :: Maybe ActorId -> ActorId -> AspectRecord -> State -> Ability.Skills actorSkills mleader aid ar s = let body = getActorBody aid s player = gplayer . (EM.! bfid body) . sfactionD $ s skillsFromTactic = Ability.tacticSkills $ ftactic player factionSkills | Just aid == mleader = Ability.zeroSkills | otherwise = fskillsOther player `Ability.addSkills` skillsFromTactic itemSkills = aSkills ar in itemSkills `Ability.addSkills` factionSkills -- Check whether an actor can displace an enemy. We assume they are adjacent. -- If the actor is not, in fact, an enemy, we let it displace. dispEnemy :: ActorId -> ActorId -> Ability.Skills -> State -> Bool dispEnemy source target actorMaxSk s = let hasSupport b = let adjacentAssocs = actorAdjacentAssocs b s fact = (EM.! bfid b) . sfactionD $ s friendlyFid fid = fid == bfid b || isAllied fact fid friend (_, b2) = not (bproj b2) && friendlyFid (bfid b2) && bhp b2 > 0 in any friend adjacentAssocs sb = getActorBody source s tb = getActorBody target s in bproj tb || not (isAtWar ((EM.! bfid tb) . sfactionD $ s) (bfid sb)) || not (actorDying tb || braced tb || EM.findWithDefault 0 Ability.AbMove actorMaxSk <= 0 || hasSupport sb && hasSupport tb) -- solo actors are flexible fullAssocs :: Kind.COps -> DiscoveryKind -> DiscoveryAspect -> ActorId -> [CStore] -> State -> [(ItemId, ItemFull)] fullAssocs cops disco discoAspect aid cstores s = let allAssocs = concatMap (\cstore -> getActorAssocsK aid cstore s) cstores iToFull (iid, (item, kit)) = (iid, itemToFull cops disco discoAspect iid item kit) in map iToFull allAssocs storeFromC :: Container -> CStore storeFromC c = case c of CFloor{} -> CGround CEmbed{} -> CGround CActor _ cstore -> cstore CTrunk{} -> assert `failure` c aidFromC :: Container -> Maybe ActorId aidFromC CFloor{} = Nothing aidFromC CEmbed{} = Nothing aidFromC (CActor aid _) = Just aid aidFromC c@CTrunk{} = assert `failure` c -- | Determine the dungeon level of the container. If the item is in a shared -- stash, the level depends on which actor asks. lidFromC :: Container -> State -> LevelId lidFromC (CFloor lid _) _ = lid lidFromC (CEmbed lid _) _ = lid lidFromC (CActor aid _) s = blid $ getActorBody aid s lidFromC c@CTrunk{} _ = assert `failure` c posFromC :: Container -> State -> Point posFromC (CFloor _ pos) _ = pos posFromC (CEmbed _ pos) _ = pos posFromC (CActor aid _) s = bpos $ getActorBody aid s posFromC c@CTrunk{} _ = assert `failure` c isEscape :: LevelId -> Point -> State -> Bool isEscape lid p s = let bag = getEmbedBag lid p s is = map (`getItemBody` s) $ EM.keys bag -- Contrived, for now. isE Item{jname} = jname == "escape" in any isE is isStair :: LevelId -> Point -> State -> Bool isStair lid p s = let bag = getEmbedBag lid p s is = map (`getItemBody` s) $ EM.keys bag -- Contrived, for now. isE Item{jname} = jname == "staircase up" || jname == "staircase down" in any isE is -- | Require that any non-dying foe is adjacent. We include even -- projectiles that explode when stricken down, because they can be caught -- and then they don't explode, so it makes sense to focus on handling them. -- If there are many projectiles in a single adjacent position, we only test -- the first one, the one that would be hit in melee (this is not optimal -- if the actor would need to flee instead of meleeing, but fleeing -- with *many* projectiles adjacent is a possible waste of a move anyway). anyFoeAdj :: ActorId -> State -> Bool anyFoeAdj aid s = let body = getActorBody aid s lvl = (EM.! blid body) . sdungeon $ s fact = (EM.! bfid body) . sfactionD $ s f !mv = case posToAidsLvl (shift (bpos body) mv) lvl of [] -> False aid2 : _ -> g $ getActorBody aid2 s g !b = isAtWar fact (bfid b) && bhp b > 0 in any f moves actorAdjacentAssocs :: Actor -> State -> [(ActorId, Actor)] {-# INLINE actorAdjacentAssocs #-} actorAdjacentAssocs body s = let lvl = (EM.! blid body) . sdungeon $ s f !mv = posToAidsLvl (shift (bpos body) mv) lvl g !aid = (aid, getActorBody aid s) in map g $ concatMap f moves armorHurtBonus :: ActorAspect -> ActorId -> ActorId -> State -> Int armorHurtBonus actorAspect source target s = let sb = getActorBody source s tb = getActorBody target s trim200 n = min 200 $ max (-200) n block200 b n = min 200 $ max (-200) $ n + if braced tb then b else 0 sar = actorAspect EM.! source tar = actorAspect EM.! target itemBonus = trim200 (aHurtMelee sar) - if bproj sb then block200 25 (aArmorRanged tar) else block200 50 (aArmorMelee tar) in 100 + min 99 (max (-99) itemBonus) -- at least 1% of damage gets through