{-# LANGUAGE DeriveGeneric #-} -- | Actors in the game: heroes, monsters, etc. module Game.LambdaHack.Common.Actor ( -- * Actor identifiers ActorId -- * The@ Acto@r type, its components and operations on them , Actor(..), ResDelta(..), ActorAspect , deltaSerious, deltaMild, actorCanMelee , momentarySpeed, gearSpeed, braced, actorTemplate, waitedLastTurn, actorDying , hpTooLow, calmEnough, hpEnough , checkAdjacent, eqpOverfull, eqpFreeN -- * Assorted , ActorDict, monsterGenChance, smellTimeout ) where import Prelude () import Game.LambdaHack.Common.Prelude import Data.Binary import qualified Data.EnumMap.Strict as EM import Data.Int (Int64) import Data.Ratio import GHC.Generics (Generic) import qualified Game.LambdaHack.Common.Ability as Ability import qualified Game.LambdaHack.Common.Dice as Dice import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.ItemAspect as IA import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Vector -- | Actor properties that are changing throughout the game. -- If they appear dublets of properties of actor kinds, e.g. HP, -- they may be results of casting the dice specified in their respective -- actor kind and/or may be modified temporarily, but return -- to the original value from their respective kind over time. data Actor = Actor { -- The trunk of the actor's body (present also in @borgan@ or @beqp@) btrunk :: ItemId -- ^ the trunk organ of the actor's body -- Resources , bhp :: Int64 -- ^ current hit points * 1M , bhpDelta :: ResDelta -- ^ HP delta this turn * 1M , bcalm :: Int64 -- ^ current calm * 1M , bcalmDelta :: ResDelta -- ^ calm delta this turn * 1M -- Location , bpos :: Point -- ^ current position , boldpos :: Maybe Point -- ^ previous position, if any , blid :: LevelId -- ^ current level , bfid :: FactionId -- ^ faction the actor currently belongs to , btrajectory :: Maybe ([Vector], Speed) -- ^ trajectory the actor must -- travel and his travel speed -- Items , borgan :: ItemBag -- ^ organs , beqp :: ItemBag -- ^ personal equipment , binv :: ItemBag -- ^ personal inventory pack , bweapon :: Int -- ^ number of weapons among eqp and organs -- Assorted , bwait :: Bool -- ^ is the actor waiting right now? , bproj :: Bool -- ^ is a projectile? affects being able -- to fly through other projectiles, etc. } deriving (Show, Eq, Generic) instance Binary Actor -- The resource changes in the tuple are negative and positive, respectively. data ResDelta = ResDelta { resCurrentTurn :: (Int64, Int64) -- ^ resource change this player turn , resPreviousTurn :: (Int64, Int64) -- ^ resource change last player turn } deriving (Show, Eq, Generic) instance Binary ResDelta type ActorAspect = EM.EnumMap ActorId IA.AspectRecord -- | All actors on the level, indexed by actor identifier. type ActorDict = EM.EnumMap ActorId Actor deltaSerious :: ResDelta -> Bool deltaSerious ResDelta{..} = fst resCurrentTurn < 0 && fst resCurrentTurn /= minusM || fst resPreviousTurn < 0 && fst resPreviousTurn /= minusM deltaMild :: ResDelta -> Bool deltaMild ResDelta{..} = fst resCurrentTurn == minusM || fst resPreviousTurn == minusM actorCanMelee :: ActorAspect -> ActorId -> Actor -> Bool actorCanMelee actorAspect aid b = let ar = actorAspect EM.! aid actorMaxSk = IA.aSkills ar condUsableWeapon = bweapon b >= 0 canMelee = EM.findWithDefault 0 Ability.AbMelee actorMaxSk > 0 in condUsableWeapon && canMelee -- | Current physical speed, whether from being pushed or from organs and gear. momentarySpeed :: Actor -> IA.AspectRecord -> Speed momentarySpeed !b ar = case btrajectory b of Nothing -> gearSpeed ar Just (_, speed) -> speed -- | The speed from organs and gear; being pushed is ignored. gearSpeed :: IA.AspectRecord -> Speed gearSpeed IA.AspectRecord{aSpeed} = toSpeed $ max minSpeed aSpeed -- see @minimalSpeed@ -- | Whether an actor is braced for combat this clip. braced :: Actor -> Bool braced = bwait actorTemplate :: ItemId -> Int64 -> Int64 -> Point -> LevelId -> FactionId -> Bool -> Actor actorTemplate btrunk bhp bcalm bpos blid bfid bproj = let btrajectory = Nothing boldpos = Nothing borgan = EM.empty beqp = EM.empty binv = EM.empty bweapon = 0 bwait = False bhpDelta = ResDelta (0, 0) (0, 0) bcalmDelta = ResDelta (0, 0) (0, 0) in Actor{..} waitedLastTurn :: Actor -> Bool {-# INLINE waitedLastTurn #-} waitedLastTurn = bwait actorDying :: Actor -> Bool actorDying b = bhp b <= 0 || bproj b && maybe True (null . fst) (btrajectory b) hpTooLow :: Actor -> IA.AspectRecord -> Bool hpTooLow b IA.AspectRecord{aMaxHP} = 5 * bhp b < xM aMaxHP && bhp b <= xM 40 || bhp b <= oneM calmEnough :: Actor -> IA.AspectRecord -> Bool calmEnough b IA.AspectRecord{aMaxCalm} = let calmMax = max 1 aMaxCalm in 2 * xM calmMax <= 3 * bcalm b && bcalm b > xM 10 hpEnough :: Actor -> IA.AspectRecord -> Bool hpEnough b IA.AspectRecord{aMaxHP} = xM aMaxHP <= 2 * bhp b && bhp b > oneM checkAdjacent :: Actor -> Actor -> Bool checkAdjacent sb tb = blid sb == blid tb && adjacent (bpos sb) (bpos tb) eqpOverfull :: Actor -> Int -> Bool eqpOverfull b n = let size = sum $ map fst $ EM.elems $ beqp b in assert (size <= 10 `blame` (b, n, size)) $ size + n > 10 eqpFreeN :: Actor -> Int eqpFreeN b = let size = sum $ map fst $ EM.elems $ beqp b in assert (size <= 10 `blame` (b, size)) $ 10 - size -- | Chance that a new monster is generated. Depends on the number -- of monsters already present, and on the level depth and its cave kind. monsterGenChance :: Dice.AbsDepth -> Dice.AbsDepth -> Int -> Int -> Rnd Bool monsterGenChance (Dice.AbsDepth n) (Dice.AbsDepth totalDepth) lvlAlreadySpawned actorCoeff = assert (totalDepth > 0 && n > 0) $ -- Heroes have to endure a level depth-sized wave of immediate -- spawners for each level and only then the monsters start -- to trickle more and more slowly, at the speed dictated -- by @actorCoeff@ specified in cave kind. -- On level 1/10, first 4 monsters spawn immediately, at level 5/10, -- 8 spawn immediately. In general at level n, n+3 spawn at once. let scaledDepth = n * 10 `div` totalDepth coeff = actorCoeff * (lvlAlreadySpawned - scaledDepth - 2) in chance $ 1%fromIntegral (coeff `max` 1) -- | How long until an actor's smell vanishes from a tile. smellTimeout :: Delta Time smellTimeout = timeDeltaScale (Delta timeTurn) 100