{-# LANGUAGE RankNTypes #-} -- | Running and disturbance. -- -- The general rule is: whatever is behind you (and so ignored previously), -- determines what you ignore moving forward. This is calcaulated -- separately for the tiles to the left, to the right and in the middle -- along the running direction. So, if you want to ignore something -- start running when you stand on it (or to the right or left, respectively) -- or by entering it (or passing to the right or left, respectively). -- -- Some things are never ignored, such as: enemies seen, imporant messages -- heard, solid tiles and actors in the way. module Game.LambdaHack.Client.UI.RunM ( continueRun #ifdef EXPOSE_INTERNAL -- * Internal operations , continueRunDir, walkableDir, tryTurning, checkAndRun #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import GHC.Exts (inline) import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.Request import Game.LambdaHack.Client.State import Game.LambdaHack.Client.UI.MonadClientUI import Game.LambdaHack.Client.UI.Msg import Game.LambdaHack.Client.UI.SessionUI import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Types import Game.LambdaHack.Common.Vector import Game.LambdaHack.Content.TileKind (TileKind) import Game.LambdaHack.Common.Point import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs -- | Continue running in the given direction. continueRun :: MonadClientUI m => LevelId -> RunParams -> m (Either Text RequestTimed) continueRun arena paramOld = case paramOld of RunParams{ runMembers = [] , runStopMsg = Just stopMsg } -> return $ Left stopMsg RunParams{ runMembers = [] , runStopMsg = Nothing } -> return $ Left "selected actors no longer there" RunParams{ runLeader , runMembers = r : rs , runInitial , runStopMsg } -> do -- If runInitial and r == runLeader, it means the leader moves -- again, after all other members, in step 0, -- so we call continueRunDir with True to change direction once -- and then unset runInitial. let runInitialNew = runInitial && r /= runLeader paramIni = paramOld {runInitial = runInitialNew} onLevel <- getsState $ memActor r arena onLevelLeader <- getsState $ memActor runLeader arena if | not onLevel -> do let paramNew = paramIni {runMembers = rs } continueRun arena paramNew | not onLevelLeader -> do let paramNew = paramIni {runLeader = r} continueRun arena paramNew | otherwise -> do mdirOrRunStopMsgCurrent <- continueRunDir paramOld let runStopMsgCurrent = either Just (const Nothing) mdirOrRunStopMsgCurrent runStopMsgNew = runStopMsg `mplus` runStopMsgCurrent -- We check @runStopMsgNew@, because even if the current actor -- runs OK, we want to stop soon if some others had to stop. runMembersNew = if isJust runStopMsgNew then rs else rs ++ [r] paramNew = paramIni { runMembers = runMembersNew , runStopMsg = runStopMsgNew } case mdirOrRunStopMsgCurrent of Left _ -> continueRun arena paramNew -- run all others undisturbed; one time Right dir -> do updateClientLeader r modifySession $ \sess -> sess {srunning = Just paramNew} return $ Right $ ReqMove dir -- The potential invisible actor is hit. War is started without asking. -- | This function implements the actual logic of running. It checks if we -- have to stop running because something interesting cropped up, -- it ajusts the direction given by the vector if we reached -- a corridor's corner (we never change direction except in corridors) -- and it increments the counter of traversed tiles. -- -- Note that while goto-xhair commands ignore items on the way, -- here we stop wnenever we touch an item. Running is more cautious -- to compensate that the player cannot specify the end-point of running. -- It's also more suited to open, already explored terrain. Goto-xhair -- works better with unknown terrain, e.g., it stops whenever an item -- is spotted, but then ignores the item, leaving it to the player -- to mark the item position as a goal of the next goto. continueRunDir :: MonadClientUI m => RunParams -> m (Either Text Vector) continueRunDir params = case params of RunParams{ runMembers = [] } -> error $ "" `showFailure` params RunParams{ runLeader , runMembers = aid : _ , runInitial } -> do report <- getsSession $ newReport . shistory let msgInterrupts = anyInReport interruptsRunning report if msgInterrupts then return $ Left "message shown" else do cops@COps{cotile} <- getsState scops rbody <- getsState $ getActorBody runLeader let rposHere = bpos rbody rposLast = fromMaybe (error $ "" `showFailure` (runLeader, rbody)) (boldpos rbody) -- Match run-leader dir, because we want runners to keep formation. dir = rposHere `vectorToFrom` rposLast body <- getsState $ getActorBody aid let lid = blid body lvl <- getLevel lid let posHere = bpos body posThere = posHere `shift` dir bigActorThere = occupiedBigLvl posThere lvl projsThere = occupiedProjLvl posThere lvl let openableLast = Tile.isOpenable cotile (lvl `at` (posHere `shift` dir)) check | bigActorThere = return $ Left "actor in the way" | projsThere = return $ Left "projectile in the way" -- don't displace actors, except with leader in step 0 | walkableDir cops lvl posHere dir = if runInitial && aid /= runLeader then return $ Right dir -- zeroth step always OK else checkAndRun aid dir | not (runInitial && aid == runLeader) = return $ Left "blocked" -- don't change direction, except in step 1 and by run-leader | openableLast = return $ Left "blocked by a closed door" -- the player may prefer to open the door | otherwise = -- Assume turning is permitted, because this is the start -- of the run, so the situation is mostly known to the player tryTurning aid check walkableDir :: COps -> Level -> Point -> Vector -> Bool walkableDir COps{coTileSpeedup} lvl spos dir = Tile.isWalkable coTileSpeedup $ lvl `at` (spos `shift` dir) tryTurning :: MonadClientRead m => ActorId -> m (Either Text Vector) tryTurning aid = do cops@COps{cotile} <- getsState scops body <- getsState $ getActorBody aid let lid = blid body lvl <- getLevel lid let posHere = bpos body posLast = fromMaybe (error $ "" `showFailure` (aid, body)) (boldpos body) dirLast = posHere `vectorToFrom` posLast let openableDir dir = Tile.isOpenable cotile (lvl `at` (posHere `shift` dir)) dirWalkable dir = walkableDir cops lvl posHere dir || openableDir dir dirNearby dir1 dir2 = euclidDistSqVector dir1 dir2 == 1 -- Distance 2 could be useful, but surprising even to apt players. dirSimilar dir = dirNearby dirLast dir && dirWalkable dir dirsSimilar = filter dirSimilar moves case dirsSimilar of [] -> return $ Left "dead end" d1 : ds | all (dirNearby d1) ds -> -- only one or two directions possible case sortOn (euclidDistSqVector dirLast) $ filter (walkableDir cops lvl posHere) $ d1 : ds of [] -> return $ Left "blocked and all similar directions are non-walkable" d : _ -> checkAndRun aid d _ -> return $ Left "blocked and many distant similar directions found" -- The direction is different than the original, if called from @tryTurning@ -- and the same if from @continueRunDir@. checkAndRun :: MonadClientRead m => ActorId -> Vector -> m (Either Text Vector) checkAndRun aid dir = do COps{coTileSpeedup} <- getsState scops actorSk <- currentSkillsClient aid actorMaxSkills <- getsState sactorMaxSkills body <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid body) . sfactionD smarkSuspect <- getsClient smarkSuspect let lid = blid body lvl <- getLevel lid actorD <- getsState sactorD let posHere = bpos body posHasItems pos = EM.member pos $ lfloor lvl posThere = posHere `shift` dir bigActorThere = occupiedBigLvl posThere lvl enemyThreatensThere = let f !p = case posToBigLvl p lvl of Nothing -> False Just aid2 -> g aid2 $ actorD EM.! aid2 g aid2 !b2 = inline isFoe (bfid body) fact (bfid b2) && actorCanMelee actorMaxSkills aid2 b2 && bhp b2 > 0 -- uncommon in any f $ vicinityUnsafe posThere projsThere = occupiedProjLvl posThere lvl let posLast = fromMaybe (error $ "" `showFailure` (aid, body)) (boldpos body) dirLast = posHere `vectorToFrom` posLast -- This is supposed to work on unit vectors --- diagonal, as well as, -- vertical and horizontal. anglePos :: Point -> Vector -> RadianAngle -> Point anglePos pos d angle = shift pos (rotate angle d) -- We assume the tiles have not changed since last running step. -- If they did, we don't care --- running should be stopped -- because of the change of nearby tiles then. -- We don't take into account the two tiles at the rear of last -- surroundings, because the actor may have come from there -- (via a diagonal move) and if so, he may be interested in such tiles. -- If he arrived directly from the right or left, he is responsible -- for starting the run further away, if he does not want to ignore -- such tiles as the ones he came from. tileLast = lvl `at` posLast tileHere = lvl `at` posHere tileThere = lvl `at` posThere leftPsLast = map (anglePos posHere dirLast) [pi/2, 3*pi/4] ++ map (anglePos posHere dir) [pi/2, 3*pi/4] rightPsLast = map (anglePos posHere dirLast) [-pi/2, -3*pi/4] ++ map (anglePos posHere dir) [-pi/2, -3*pi/4] leftForwardPosHere = anglePos posHere dir (pi/4) rightForwardPosHere = anglePos posHere dir (-pi/4) leftTilesLast = map (lvl `at`) leftPsLast rightTilesLast = map (lvl `at`) rightPsLast leftForwardTileHere = lvl `at` leftForwardPosHere rightForwardTileHere = lvl `at` rightForwardPosHere tilePropAt :: ContentId TileKind -> (Bool, Bool, Bool) tilePropAt tile = let suspect = smarkSuspect > 0 && Tile.isSuspect coTileSpeedup tile || smarkSuspect > 1 && Tile.isHideAs coTileSpeedup tile alterSkill = Ability.getSk Ability.SkAlter actorSk alterable = alterSkill >= Tile.alterMinSkill coTileSpeedup tile walkable = Tile.isWalkable coTileSpeedup tile in (suspect, alterable, walkable) terrainChangeMiddle = tilePropAt tileThere `notElem` map tilePropAt [tileLast, tileHere] terrainChangeLeft = tilePropAt leftForwardTileHere `notElem` map tilePropAt leftTilesLast terrainChangeRight = tilePropAt rightForwardTileHere `notElem` map tilePropAt rightTilesLast itemChangeLeft = posHasItems leftForwardPosHere `notElem` map posHasItems leftPsLast itemChangeRight = posHasItems rightForwardPosHere `notElem` map posHasItems rightPsLast check | bigActorThere = return $ Left "actor in the way" | enemyThreatensThere = return $ Left "enemy threatens the position" | projsThere = return $ Left "projectile in the way" -- Actor in possibly another direction tnan original. -- (e.g., called from @tryTurning@). | terrainChangeLeft = return $ Left "terrain change on the left" | terrainChangeRight = return $ Left "terrain change on the right" | itemChangeLeft = return $ Left "item change on the left" | itemChangeRight = return $ Left "item change on the right" | terrainChangeMiddle = return $ Left "terrain change in the middle" | otherwise = return $ Right dir check