{-# LANGUAGE DeriveGeneric #-} -- | Actors in the game: heroes, monsters, etc. module Game.LambdaHack.Common.Actor ( -- * The@ Acto@r type, its components and operations on them Actor(..), ResDelta(..), ActorMaxSkills, Watchfulness(..) , deltasSerious, deltasHears, deltaBenign, deltaWasBenign, actorCanMelee , gearSpeed, actorTemplate, actorWaits, actorWaitsOrSleeps, actorDying , hpTooLow, calmEnough, hpEnough, hpFull, canSleep, prefersSleep , checkAdjacent, eqpOverfull, eqpFreeN -- * Assorted , ActorDict, monsterGenChance, smellTimeout ) where import Prelude () import Game.LambdaHack.Core.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.Definition.Ability as Ability import qualified Game.LambdaHack.Core.Dice as Dice import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point import Game.LambdaHack.Core.Random import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import Game.LambdaHack.Common.Vector -- | Actor attributes that are changing throughout the game. -- If they appear to be dublets of aspects from 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. -- -- Other properties of an actor, in particular its current aspects, -- are derived from the actor's trunk, organs and equipment. -- A class of the aspects, the boolean ones, are called flags. -- Another class are skills. Stats are a subclass that determines -- if particular actions are permitted for the actor (or faction). 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 , bwatch :: Watchfulness -- ^ state of the actor's watchfulness , bproj :: Bool -- ^ is a projectile? affects being able -- to fly through other projectiles, etc. } deriving (Show, Eq, Generic) instance Binary Actor -- | Representation of recent changes to HP of Calm of an actor. -- This is reset every time the actor perfoms an action, so this is -- aggregated over actor turn (move), not time turn. -- The resource changes recorded in the tuple are, respectively, -- negative and positive. data ResDelta = ResDelta { resCurrentTurn :: (Int64, Int64) -- ^ resource change this move , resPreviousTurn :: (Int64, Int64) -- ^ resource change previous move } deriving (Show, Eq, Generic) instance Binary ResDelta type ActorMaxSkills = EM.EnumMap ActorId Ability.Skills -- | All actors on the level, indexed by actor identifier. type ActorDict = EM.EnumMap ActorId Actor data Watchfulness = WWatch | WWait Int | WSleep | WWake deriving (Show, Eq, Generic) instance Binary Watchfulness deltasSerious :: ResDelta -> Bool deltasSerious ResDelta{..} = fst resCurrentTurn <= minusM2 || fst resPreviousTurn <= minusM2 deltasHears :: ResDelta -> Bool deltasHears ResDelta{..} = fst resCurrentTurn == minusM1 || fst resPreviousTurn == minusM1 deltaBenign :: ResDelta -> Bool deltaBenign ResDelta{resCurrentTurn} = fst resCurrentTurn >= 0 -- only the current one deltaWasBenign :: ResDelta -> Bool deltaWasBenign ResDelta{resPreviousTurn} = fst resPreviousTurn >= 0 -- only the previous one actorCanMelee :: ActorMaxSkills -> ActorId -> Actor -> Bool actorCanMelee actorMaxSkills aid b = let actorMaxSk = actorMaxSkills EM.! aid condUsableWeapon = bweapon b > 0 canMelee = Ability.getSk Ability.SkMelee actorMaxSk > 0 in condUsableWeapon && canMelee -- | The speed from organs and gear; being pushed is ignored. gearSpeed :: Ability.Skills -> Speed gearSpeed actorMaxSk = toSpeed $ max minSpeed (Ability.getSk Ability.SkSpeed actorMaxSk) -- see @minimalSpeed@ 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 bwatch = WWatch -- overriden elsewhere, sometimes bhpDelta = ResDelta (0, 0) (0, 0) bcalmDelta = ResDelta (0, 0) (0, 0) in Actor{..} actorWaits :: Actor -> Bool {-# INLINE actorWaits #-} actorWaits b = case bwatch b of WWait{} -> True _ -> False actorWaitsOrSleeps :: Actor -> Bool {-# INLINE actorWaitsOrSleeps #-} actorWaitsOrSleeps b = case bwatch b of WWait{} -> True WSleep -> True _ -> False actorDying :: Actor -> Bool actorDying b = bhp b <= 0 || bproj b && maybe True (null . fst) (btrajectory b) hpTooLow :: Actor -> Ability.Skills -> Bool hpTooLow b actorMaxSk = 5 * bhp b < xM (Ability.getSk Ability.SkMaxHP actorMaxSk) && bhp b <= xM 40 || bhp b <= oneM calmEnough :: Actor -> Ability.Skills -> Bool calmEnough b actorMaxSk = let calmMax = max 1 $ Ability.getSk Ability.SkMaxCalm actorMaxSk in 2 * xM calmMax <= 3 * bcalm b && bcalm b > xM 10 hpEnough :: Actor -> Ability.Skills -> Bool hpEnough b actorMaxSk = xM (Ability.getSk Ability.SkMaxHP actorMaxSk) <= 2 * bhp b && bhp b > oneM hpFull :: Actor -> Ability.Skills -> Bool hpFull b actorMaxSk = xM (Ability.getSk Ability.SkMaxHP actorMaxSk) <= bhp b -- | Has the skill and can wake up easily, so can sleep safely. canSleep :: Ability.Skills -> Bool canSleep actorMaxSk = Ability.getSk Ability.SkWait actorMaxSk >= 3 && (Ability.getSk Ability.SkSight actorMaxSk > 0 || Ability.getSk Ability.SkHearing actorMaxSk > 0) && Ability.getSk Ability.SkAggression actorMaxSk < 2 -- | Can't loot, so sometimes prefers to sleep instead of exploring. prefersSleep :: Ability.Skills -> Bool prefersSleep actorMaxSk = Ability.getSk Ability.SkMoveItem actorMaxSk <= 0 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 ldepth) (Dice.AbsDepth totalDepth) lvlSpawned actorCoeff = assert (totalDepth > 0 && ldepth > 0) $ -- The sustained spawn speed is now trebled compared to the comment below, -- to compensate for some monsters generated asleep: -- -- 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 = ldepth * 10 `div` totalDepth -- Never spawn too rarely so that camping is never safe. maxCoeff = 100 * 30 -- safe level after 30 spawns flattens out coeff = min maxCoeff $ actorCoeff * (lvlSpawned - scaledDepth - 2) in chance $ 3%fromIntegral (coeff `max` 1) -- 3 --- trebled -- | How long until an actor's smell vanishes from a tile. smellTimeout :: Delta Time smellTimeout = timeDeltaScale (Delta timeTurn) 200