module ActorAdd where import qualified Data.IntMap as IM import qualified Data.IntSet as IS import qualified Data.List as L import Data.Ratio import Data.Maybe import qualified Data.Char as Char import Utils.Assert import Loc import State import Level import Actor import ActorState import Content.ActorKind import Random import qualified Config import WorldLoc import qualified Tile import qualified Kind -- Generic functions -- Setting the time of new monsters to 0 makes them able to -- move immediately after generation. This does not seem like -- a bad idea, but it would certainly be "more correct" to set -- the time to the creation time instead. template :: Kind.Id ActorKind -> Maybe String -> Maybe Char -> Int -> Loc -> Actor template mk ms mc hp loc = Actor mk ms mc hp Nothing TCursor loc [] 'a' 0 nearbyFreeLoc :: Loc -> State -> Loc nearbyFreeLoc origin state = let lvl@Level{lxsize, lysize} = slevel state hs = levelHeroList state ms = levelMonsterList state places = origin : L.nub (concatMap (surroundings lxsize lysize) places) good loc = Tile.isWalkable (lvl `at` loc) && loc `L.notElem` L.map bloc (hs ++ ms) in fromMaybe (assert `failure` "too crowded map") $ L.find good places -- Adding heroes findHeroName :: Config.CP -> Int -> String findHeroName config n = let heroName = Config.getOption config "heroes" ("HeroName_" ++ show n) in fromMaybe ("hero number " ++ show n) heroName -- | Create a new hero on the current level, close to the given location. addHero :: Loc -> State -> State addHero ploc state = let config = sconfig state bHP = Config.get config "heroes" "baseHP" loc = nearbyFreeLoc ploc state n = fst (scounter state) symbol = if n < 1 || n > 9 then Nothing else Just $ Char.intToDigit n name = findHeroName config n startHP = bHP `div` min 10 (n + 1) m = template Actor.heroKindId (Just name) symbol startHP loc state' = state { scounter = (n + 1, snd (scounter state)) , sparty = IS.insert n (sparty state) } in updateLevel (updateHeroes (IM.insert n m)) state' -- | Create a set of initial heroes on the current level, at location ploc. initialHeroes :: Loc -> State -> State initialHeroes ploc state = let k = 1 + Config.get (sconfig state) "heroes" "extraHeroes" in iterate (addHero ploc) state !! k -- Adding monsters -- | Chance that a new monster is generated. Currently depends on the -- number of monsters already present, and on the level. In the future, -- the strength of the character and the strength of the monsters present -- could further influence the chance, and the chance could also affect -- which monster is generated. monsterGenChance :: LevelId -> Int -> Rnd Bool monsterGenChance (LambdaCave d) numMonsters = chance $ 1%(fromIntegral (250 + 200 * (numMonsters - d)) `max` 50) -- | Create a new monster in the level, at a random position. addMonster :: Kind.Id ActorKind -> Int -> Loc -> State -> State addMonster mk hp ploc state = do let loc = nearbyFreeLoc ploc state n = snd (scounter state) m = template mk Nothing Nothing hp loc state' = state { scounter = (fst (scounter state), n + 1) } updateLevel (updateMonsters (IM.insert n m)) state' -- | Create a new monster in the level, at a random position. rollMonster :: State -> Rnd State rollMonster state = do let lvl = slevel state hs = levelHeroList state ms = levelMonsterList state rc <- monsterGenChance (slid state) (L.length ms) if not rc then return state else do -- TODO: new monsters should always be generated in a place that isn't -- visible by the player (if possible -- not possible for bigrooms) -- levels with few rooms are dangerous, because monsters may spawn -- in adjacent and unexpected places loc <- findLocTry 2000 (lmap lvl) (\ l t -> Tile.isWalkable t && l `L.notElem` L.map bloc (hs ++ ms)) (\ l t -> not (Tile.isLit t) -- try a dark, distant place first && L.all (\ pl -> distance (lxsize lvl) (bloc pl) l > 30) hs) (mk, k) <- frequency Kind.frequency hp <- rollDice $ ahp k return $ addMonster mk hp loc state