{-# LANGUAGE DeriveGeneric, GeneralizedNewtypeDeriving #-} -- | High score table operations. module Game.LambdaHack.Common.HighScore ( ScoreDict, ScoreTable , empty, register, showScore, getTable, getRecord, highSlideshow #ifdef EXPOSE_INTERNAL -- * Internal operations , ScoreRecord #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import Data.Binary import qualified Data.EnumMap.Strict as EM import qualified Data.Text as T import Data.Time.Clock.POSIX import Data.Time.LocalTime import GHC.Generics (Generic) import qualified NLP.Miniutter.English as MU import Game.LambdaHack.Common.Faction import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Time import Game.LambdaHack.Content.ItemKind (ItemKind) import Game.LambdaHack.Content.ModeKind (HiCondPoly, HiIndeterminant (..), ModeKind, Outcome (..)) -- | A single score record. Records are ordered in the highscore table, -- from the best to the worst, in lexicographic ordering wrt the fields below. data ScoreRecord = ScoreRecord { points :: !Int -- ^ the score , negTime :: !Time -- ^ game time spent (negated, so less better) , date :: !POSIXTime -- ^ date of the last game interruption , status :: !Status -- ^ reason of the game interruption , challenge :: !Challenge -- ^ challenge setup of the game , gplayerName :: !Text -- ^ name of the faction's gplayer , ourVictims :: !(EM.EnumMap (Kind.Id ItemKind) Int) -- ^ allies lost , theirVictims :: !(EM.EnumMap (Kind.Id ItemKind) Int) -- ^ foes killed } deriving (Eq, Ord, Show, Generic) instance Binary ScoreRecord -- | The list of scores, in decreasing order. newtype ScoreTable = ScoreTable [ScoreRecord] deriving (Eq, Binary) instance Show ScoreTable where show _ = "a score table" -- | A dictionary from game mode IDs to scores tables. type ScoreDict = EM.EnumMap (Kind.Id ModeKind) ScoreTable -- | Show a single high score, from the given ranking in the high score table. showScore :: TimeZone -> (Int, ScoreRecord) -> [Text] showScore tz (pos, score) = let Status{stOutcome, stDepth} = status score died = case stOutcome of Killed -> "perished on level" <+> tshow (abs stDepth) Defeated -> "got defeated" Camping -> "set camp" Conquer -> "slew all opposition" Escape -> "emerged victorious" Restart -> "resigned prematurely" curDate = tshow . utcToLocalTime tz . posixSecondsToUTCTime . date $ score turns = absoluteTimeNegate (negTime score) `timeFitUp` timeTurn tpos = T.justifyRight 3 ' ' $ tshow pos tscore = T.justifyRight 6 ' ' $ tshow $ points score victims = let nkilled = sum $ EM.elems $ theirVictims score nlost = sum $ EM.elems $ ourVictims score in "killed" <+> tshow nkilled <> ", lost" <+> tshow nlost diff = cdiff $ challenge score diffText | diff == difficultyDefault = "" | otherwise = "difficulty" <+> tshow diff <> ", " tturns = makePhrase [MU.CarWs turns "turn"] in [ tpos <> "." <+> tscore <+> gplayerName score <+> died <> "," <+> victims <> "," , " " <> diffText <> "after" <+> tturns <+> "on" <+> curDate <> "." ] getTable :: Kind.Id ModeKind -> ScoreDict -> ScoreTable getTable = EM.findWithDefault (ScoreTable []) getRecord :: Int -> ScoreTable -> ScoreRecord getRecord pos (ScoreTable table) = fromMaybe (assert `failure` (pos, table)) $ listToMaybe $ drop (pred pos) table -- | Empty score table empty :: ScoreDict empty = EM.empty -- | Insert a new score into the table, Return new table and the ranking. -- Make sure the table doesn't grow too large. insertPos :: ScoreRecord -> ScoreTable -> (ScoreTable, Int) insertPos s (ScoreTable table) = let (prefix, suffix) = span (> s) table pos = length prefix + 1 in (ScoreTable $ prefix ++ [s] ++ take (100 - pos) suffix, pos) -- | Register a new score in a score table. register :: ScoreTable -- ^ old table -> Int -- ^ the total value of faction items -> Time -- ^ game time spent -> Status -- ^ reason of the game interruption -> POSIXTime -- ^ current date -> Challenge -- ^ challenge setup -> Text -- ^ name of the faction's gplayer -> EM.EnumMap (Kind.Id ItemKind) Int -- ^ allies lost -> EM.EnumMap (Kind.Id ItemKind) Int -- ^ foes killed -> HiCondPoly -> (Bool, (ScoreTable, Int)) register table total time status@Status{stOutcome} date challenge gplayerName ourVictims theirVictims hiCondPoly = let turnsSpent = fromIntegral $ timeFitUp time timeTurn hiInValue (hi, c) = case hi of HiConst -> c HiLoot -> c * fromIntegral total HiBlitz -> -- Up to 1000000/c turns matter. sqrt $ max 0 (1000000 + c * turnsSpent) HiSurvival -> -- Up to 1000000/c turns matter. sqrt $ max 0 (min 1000000 $ c * turnsSpent) HiKill -> c * fromIntegral (sum (EM.elems theirVictims)) HiLoss -> c * fromIntegral (sum (EM.elems ourVictims)) hiPolynomialValue = sum . map hiInValue hiSummandValue (hiPoly, outcomes) = if stOutcome `elem` outcomes then max 0 (hiPolynomialValue hiPoly) else 0 hiCondValue = sum . map hiSummandValue -- Other challenges than HP difficulty are not reflected in score. points = (ceiling :: Double -> Int) $ hiCondValue hiCondPoly * 1.5 ^^ (- (difficultyCoeff (cdiff challenge))) negTime = absoluteTimeNegate time score = ScoreRecord{..} in (points > 0, insertPos score table) -- | Show a screenful of the high scores table. -- Parameter height is the number of (3-line) scores to be shown. showTable :: TimeZone -> ScoreTable -> Int -> Int -> [Text] showTable tz (ScoreTable table) start height = let zipped = zip [1..] table screenful = take height . drop (start - 1) $ zipped in "" : intercalate [""] (map (showScore tz) screenful) -- | Produce a couple of renderings of the high scores table. showNearbyScores :: TimeZone -> Int -> ScoreTable -> Int -> [[Text]] showNearbyScores tz pos h height = if pos <= height then [showTable tz h 1 height] else [showTable tz h 1 height, showTable tz h (max (height + 1) (pos - height `div` 2)) height] -- | Generate a slideshow with the current and previous scores. highSlideshow :: ScoreTable -- ^ current score table -> Int -- ^ position of the current score in the table -> Text -- ^ the name of the game mode -> TimeZone -- ^ the timezone where the game is run -> (Text, [[Text]]) highSlideshow table pos gameModeName tz = let (_, nlines) = normalLevelBound height = nlines `div` 3 posStatus = status $ getRecord pos table (efforts, person, msgUnless) = case stOutcome posStatus of Killed | stDepth posStatus <= 1 -> ("your short-lived struggle", MU.Sg3rd, "(no bonus)") Killed -> ("your heroic deeds", MU.PlEtc, "(no bonus)") Defeated -> ("your futile efforts", MU.PlEtc, "(no bonus)") Camping -> -- This is only according to the limited player knowledge; -- the final score can be different, which is fine: ("your valiant exploits", MU.PlEtc, "") Conquer -> ("your ruthless victory", MU.Sg3rd, if pos <= height then "among the best" -- "greatest heroes" doesn't fit else "(bonus included)") Escape -> ("your dashing coup", MU.Sg3rd, if pos <= height then "among the best" else "(bonus included)") Restart -> ("your abortive attempt", MU.Sg3rd, "(no bonus)") subject = makePhrase [efforts, "in", MU.Text gameModeName] msg = makeSentence [ MU.SubjectVerb person MU.Yes (MU.Text subject) "award you" , MU.Ordinal pos, "place", msgUnless ] in (msg, showNearbyScores tz pos table height)