{-# LANGUAGE TupleSections #-}
module Game.LambdaHack.Client.UI.DisplayAtomicM
( displayRespUpdAtomicUI, displayRespSfxAtomicUI
#ifdef EXPOSE_INTERNAL
, ppHearMsg, ppHearDistanceAdjective, ppHearDistanceAdverb
, updateItemSlot, markDisplayNeeded, lookAtMove
, aidVerbMU, aidVerbDuplicateMU, itemVerbMUGeneral, itemVerbMU
, itemVerbMUShort, itemAidVerbMU, mitemAidVerbMU, itemAidDistinctMU
, manyItemsAidVerbMU
, createActorUI, destroyActorUI, spotItemBag, moveActor, displaceActorUI
, moveItemUI, quitFactionUI
, displayGameOverLoot, displayGameOverAnalytics
, discover, ppSfxMsg, strike
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Control.Concurrent (threadDelay)
import qualified Data.Char as Char
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import qualified Data.Map.Strict as M
import qualified Data.Text as T
import Data.Tuple
import GHC.Exts (inline)
import qualified NLP.Miniutter.English as MU
import Game.LambdaHack.Atomic
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
import Game.LambdaHack.Client.UI.ActorUI
import Game.LambdaHack.Client.UI.Animation
import Game.LambdaHack.Client.UI.Content.Screen
import Game.LambdaHack.Client.UI.ContentClientUI
import Game.LambdaHack.Client.UI.DrawM
import Game.LambdaHack.Client.UI.EffectDescription
import Game.LambdaHack.Client.UI.Frame
import Game.LambdaHack.Client.UI.FrameM
import Game.LambdaHack.Client.UI.HandleHelperM
import qualified Game.LambdaHack.Client.UI.HumanCmd as HumanCmd
import Game.LambdaHack.Client.UI.ItemDescription
import Game.LambdaHack.Client.UI.ItemSlot
import qualified Game.LambdaHack.Client.UI.Key as K
import Game.LambdaHack.Client.UI.MonadClientUI
import Game.LambdaHack.Client.UI.Msg
import Game.LambdaHack.Client.UI.MsgM
import Game.LambdaHack.Client.UI.SessionUI
import Game.LambdaHack.Client.UI.SlideshowM
import Game.LambdaHack.Client.UI.UIOptions
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Analytics
import Game.LambdaHack.Common.ClientOptions
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.ItemAspect as IA
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.ReqFailure
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Common.Types
import Game.LambdaHack.Content.CaveKind (cdesc)
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import qualified Game.LambdaHack.Content.ModeKind as MK
import Game.LambdaHack.Content.RuleKind
import qualified Game.LambdaHack.Content.TileKind as TK
import qualified Game.LambdaHack.Core.Dice as Dice
import Game.LambdaHack.Core.Frequency
import Game.LambdaHack.Core.Random
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.Flavour
displayRespUpdAtomicUI :: (MonadClient m, MonadClientUI m) => UpdAtomic -> m ()
{-# INLINE displayRespUpdAtomicUI #-}
displayRespUpdAtomicUI :: UpdAtomic -> m ()
displayRespUpdAtomicUI cmd :: UpdAtomic
cmd = case UpdAtomic
cmd of
UpdRegisterItems{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdCreateActor aid :: ActorId
aid body :: Actor
body _ -> Bool -> ActorId -> Actor -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> ActorId -> Actor -> m ()
createActorUI Bool
True ActorId
aid Actor
body
UpdDestroyActor aid :: ActorId
aid body :: Actor
body _ -> Bool -> ActorId -> Actor -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> ActorId -> Actor -> m ()
destroyActorUI Bool
True ActorId
aid Actor
body
UpdCreateItem verbose :: Bool
verbose iid :: ItemId
iid _ kit :: ItemQuant
kit@(kAdd :: Int
kAdd, _) c :: Container
c -> do
ItemId -> Container -> m ()
forall (m :: * -> *).
MonadClientUI m =>
ItemId -> Container -> m ()
recordItemLid ItemId
iid Container
c
Container -> ItemId -> m ()
forall (m :: * -> *).
MonadClientUI m =>
Container -> ItemId -> m ()
updateItemSlot Container
c ItemId
iid
if Bool
verbose then case Container
c of
CActor aid :: ActorId
aid store :: CStore
store -> do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
case CStore
store of
_ | Actor -> Bool
bproj Actor
b ->
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMU MsgClassShowAndSave
MsgItemCreation ItemId
iid ItemQuant
kit "appear" Container
c
COrgan -> do
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime (Actor -> LevelId
blid Actor
b)
AspectRecord
arItem <- (State -> AspectRecord) -> m AspectRecord
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> AspectRecord) -> m AspectRecord)
-> (State -> AspectRecord) -> m AspectRecord
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> AspectRecord
aspectRecordFromIid ItemId
iid
if | Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Blast AspectRecord
arItem -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
| Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Condition AspectRecord
arItem -> do
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
DiscoveryBenefit
discoBenefit <- (StateClient -> DiscoveryBenefit) -> m DiscoveryBenefit
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> DiscoveryBenefit
sdiscoBenefit
ItemBag
bag <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ Container -> State -> ItemBag
getContainerBag Container
c
ItemKind
itemKind <- (State -> ItemKind) -> m ItemKind
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemKind) -> m ItemKind)
-> (State -> ItemKind) -> m ItemKind
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemKind
getIidKind ItemId
iid
let more :: Maybe Int
more = case ItemId -> ItemBag -> Maybe ItemQuant
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ItemId
iid ItemBag
bag of
Just (kTotal :: Int
kTotal, _) | Int
kTotal Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
/= Int
kAdd -> Int -> Maybe Int
forall a. a -> Maybe a
Just Int
kTotal
_ -> Maybe Int
forall a. Maybe a
Nothing
verbShow :: Part
verbShow = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$
"become"
Text -> Text -> Text
<+> case ItemQuant
kit of
(1, _ : _) -> "somewhat"
(1, []) | Maybe Int -> Bool
forall a. Maybe a -> Bool
isNothing Maybe Int
more -> ""
_ | Maybe Int -> Bool
forall a. Maybe a -> Bool
isNothing Maybe Int
more -> "many-fold"
_ -> "additionally"
verbSave :: Part
verbSave = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$
"become"
Text -> Text -> Text
<+> case ItemQuant
kit of
(1, t :: ItemTimer
t:_) ->
let total :: Delta Time
total = Time -> ItemTimer -> Delta Time
deltaOfItemTimer Time
localTime ItemTimer
t
in Delta Time -> Text
timeDeltaInSecondsText Delta Time
total
(1, []) | Maybe Int -> Bool
forall a. Maybe a -> Bool
isNothing Maybe Int
more -> ""
(k :: Int
k, _) ->
(if Maybe Int -> Bool
forall a. Maybe a -> Bool
isJust Maybe Int
more then "additionally" else "")
Text -> Text -> Text
<+> Int -> Text
forall a. Show a => a -> Text
tshow Int
k Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "-fold"
Text -> Text -> Text
<+> case Maybe Int
more of
Nothing -> ""
Just kTotal :: Int
kTotal ->
"(total:" Text -> Text -> Text
<+> Int -> Text
forall a. Show a => a -> Text
tshow Int
kTotal Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "-fold)"
good :: Bool
good = Benefit -> Bool
benInEqp (DiscoveryBenefit
discoBenefit DiscoveryBenefit -> ItemId -> Benefit
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid)
msgClass :: MsgClassDistinct
msgClass = case GroupName ItemKind -> [(GroupName ItemKind, Int)] -> Maybe Int
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup GroupName ItemKind
IK.S_ASLEEP ([(GroupName ItemKind, Int)] -> Maybe Int)
-> [(GroupName ItemKind, Int)] -> Maybe Int
forall a b. (a -> b) -> a -> b
$ ItemKind -> [(GroupName ItemKind, Int)]
IK.ifreq ItemKind
itemKind of
Just n :: Int
n | Int
n Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0 -> MsgClassDistinct
MsgStatusSleep
_ -> if | Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side -> MsgClassDistinct
MsgStatusOthers
| Bool
good -> MsgClassDistinct
MsgStatusGoodUs
| Bool
otherwise -> MsgClassDistinct
MsgStatusBadUs
MsgClassDistinct -> ActorId -> Part -> Part -> ItemId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
MsgClassDistinct -> ActorId -> Part -> Part -> ItemId -> m ()
itemAidDistinctMU MsgClassDistinct
msgClass ActorId
aid Part
verbShow Part
verbSave ItemId
iid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
good) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "Temporary conditions, especially the bad ones, pass quickly, usually after just a few turns. While active, they are listed in the '@' organ menu and the effects of most of them are seen in the '#' skill menu."
| Bool
otherwise -> do
[Part]
wown <- (ActorId -> m Part) -> Bool -> Container -> m [Part]
forall (m :: * -> *).
MonadClientUI m =>
(ActorId -> m Part) -> Bool -> Container -> m [Part]
ppContainerWownW ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader Bool
True Container
c
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMU MsgClassShowAndSave
MsgItemCreation ItemId
iid ItemQuant
kit
(Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makePhrase ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$ "grow" Part -> [Part] -> [Part]
forall a. a -> [a] -> [a]
: [Part]
wown) Container
c
_ -> do
[Part]
wown <- (ActorId -> m Part) -> Bool -> Container -> m [Part]
forall (m :: * -> *).
MonadClientUI m =>
(ActorId -> m Part) -> Bool -> Container -> m [Part]
ppContainerWownW ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader Bool
True Container
c
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMU MsgClassShowAndSave
MsgItemCreation ItemId
iid ItemQuant
kit
(Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makePhrase ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$ "appear" Part -> [Part] -> [Part]
forall a. a -> [a] -> [a]
: [Part]
wown) Container
c
CEmbed lid :: LevelId
lid _ -> LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
CFloor lid :: LevelId
lid _ -> do
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMU MsgClassShowAndSave
MsgItemCreation ItemId
iid ItemQuant
kit
(Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ "appear" Text -> Text -> Text
<+> FactionDict -> Container -> Text
ppContainer FactionDict
factionD Container
c) Container
c
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
CTrunk{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
else do
LevelId
lid <- (State -> LevelId) -> m LevelId
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
c
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
UpdDestroyItem verbose :: Bool
verbose iid :: ItemId
iid _ kit :: ItemQuant
kit c :: Container
c ->
if Bool
verbose then case Container
c of
CActor aid :: ActorId
aid _ -> do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
if Actor -> Bool
bproj Actor
b then
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMUShort MsgClassShowAndSave
MsgItemRuination ItemId
iid ItemQuant
kit "break" Container
c
else do
[Part]
ownW <- (ActorId -> m Part) -> Bool -> Container -> m [Part]
forall (m :: * -> *).
MonadClientUI m =>
(ActorId -> m Part) -> Bool -> Container -> m [Part]
ppContainerWownW ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader Bool
False Container
c
let verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makePhrase ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$ "vanish from" Part -> [Part] -> [Part]
forall a. a -> [a] -> [a]
: [Part]
ownW
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMUShort MsgClassShowAndSave
MsgItemRuination ItemId
iid ItemQuant
kit Part
verb Container
c
CEmbed lid :: LevelId
lid _ -> LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
CFloor lid :: LevelId
lid _ -> do
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMUShort MsgClassShowAndSave
MsgItemRuination ItemId
iid ItemQuant
kit
(Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ "break" Text -> Text -> Text
<+> FactionDict -> Container -> Text
ppContainer FactionDict
factionD Container
c) Container
c
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
CTrunk{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
else do
LevelId
lid <- (State -> LevelId) -> m LevelId
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
c
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
UpdSpotActor aid :: ActorId
aid body :: Actor
body -> Bool -> ActorId -> Actor -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> ActorId -> Actor -> m ()
createActorUI Bool
False ActorId
aid Actor
body
UpdLoseActor aid :: ActorId
aid body :: Actor
body -> Bool -> ActorId -> Actor -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> ActorId -> Actor -> m ()
destroyActorUI Bool
False ActorId
aid Actor
body
UpdSpotItem verbose :: Bool
verbose iid :: ItemId
iid kit :: ItemQuant
kit c :: Container
c -> Bool -> Container -> ItemBag -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> Container -> ItemBag -> m ()
spotItemBag Bool
verbose Container
c (ItemBag -> m ()) -> ItemBag -> m ()
forall a b. (a -> b) -> a -> b
$ ItemId -> ItemQuant -> ItemBag
forall k a. Enum k => k -> a -> EnumMap k a
EM.singleton ItemId
iid ItemQuant
kit
UpdLoseItem True iid :: ItemId
iid kit :: ItemQuant
kit c :: Container
c@(CActor aid :: ActorId
aid _) -> do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> Bool
not (Actor -> Bool
bproj Actor
b) Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
[Part]
ownW <- (ActorId -> m Part) -> Bool -> Container -> m [Part]
forall (m :: * -> *).
MonadClientUI m =>
(ActorId -> m Part) -> Bool -> Container -> m [Part]
ppContainerWownW ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader Bool
False Container
c
let verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makePhrase ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$ "be removed from" Part -> [Part] -> [Part]
forall a. a -> [a] -> [a]
: [Part]
ownW
MsgClassShowAndSave
-> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMUShort MsgClassShowAndSave
MsgItemMovement ItemId
iid ItemQuant
kit Part
verb Container
c
UpdLoseItem{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdSpotItemBag verbose :: Bool
verbose c :: Container
c bag :: ItemBag
bag -> Bool -> Container -> ItemBag -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> Container -> ItemBag -> m ()
spotItemBag Bool
verbose Container
c ItemBag
bag
UpdLoseItemBag{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdMoveActor aid :: ActorId
aid source :: Point
source target :: Point
target -> ActorId -> Point -> Point -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> Point -> Point -> m ()
moveActor ActorId
aid Point
source Point
target
UpdWaitActor aid :: ActorId
aid WSleep _ -> do
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgStatusWakeup ActorId
aid "wake up"
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "Woken up actors regain stats and skills, including sight radius and melee armor, over several turns. To avoid waking them up, make sure they don't lose HP nor too much Calm through noises, particularly close ones. Beware, however, that they slowly regenerate HP as they sleep and eventually wake up at full HP."
UpdWaitActor{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdDisplaceActor source :: ActorId
source target :: ActorId
target -> ActorId -> ActorId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> ActorId -> m ()
displaceActorUI ActorId
source ActorId
target
UpdMoveItem iid :: ItemId
iid k :: Int
k aid :: ActorId
aid c1 :: CStore
c1 c2 :: CStore
c2 -> ItemId -> Int -> ActorId -> CStore -> CStore -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ItemId -> Int -> ActorId -> CStore -> CStore -> m ()
moveItemUI ItemId
iid Int
k ActorId
aid CStore
c1 CStore
c2
UpdRefillHP _ 0 -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdRefillHP aid :: ActorId
aid hpDelta :: Int64
hpDelta -> do
let coarseDelta :: Int64
coarseDelta = Int64 -> Int64
forall a. Num a => a -> a
abs Int64
hpDelta Int64 -> Int64 -> Int64
forall a. Integral a => a -> a -> a
`div` Int64
oneM
tDelta :: Text
tDelta = if Int64
coarseDelta Int64 -> Int64 -> Bool
forall a. Eq a => a -> a -> Bool
== 0
then if Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0 then "a little" else "a fraction of an HP"
else Int64 -> Text
forall a. Show a => a -> Text
tshow Int64
coarseDelta Text -> Text -> Text
<+> "HP"
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Actor -> Bool
bproj Actor
b) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassSave
MsgNumericReport ActorId
aid (Part -> m ()) -> Part -> m ()
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text
((if Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0 then "heal" else "lose") Text -> Text -> Text
<+> Text
tDelta)
LevelId
arena <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
getArenaUI
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
if | Actor -> Bool
bproj Actor
b Bool -> Bool -> Bool
&& (ItemBag -> Bool
forall k a. EnumMap k a -> Bool
EM.null (Actor -> ItemBag
beqp Actor
b) Bool -> Bool -> Bool
|| Maybe ([Vector], Speed) -> Bool
forall a. Maybe a -> Bool
isNothing (Actor -> Maybe ([Vector], Speed)
btrajectory Actor
b)) ->
() -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
| Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
<= 0 Bool -> Bool -> Bool
&& Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< 0
Bool -> Bool -> Bool
&& (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
b) Bool -> Bool -> Bool
|| LevelId
arena LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> LevelId
blid Actor
b) -> do
let (firstFall :: Part
firstFall, hurtExtra :: Part
hurtExtra) = case (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side, Actor -> Bool
bproj Actor
b) of
(True, True) -> ("drop down", "tumble down")
(True, False) -> ("fall down", "suffer woeful mutilation")
(False, True) -> ("plummet", "crash")
(False, False) -> ("collapse", "be reduced to a bloody pulp")
verbDie :: Part
verbDie = if Bool
alreadyDeadBefore then Part
hurtExtra else Part
firstFall
alreadyDeadBefore :: Bool
alreadyDeadBefore = Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
- Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
<= 0
Faction
tfact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
b) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
ActorUI
bUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
aid
Part
subjectRaw <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
let subject :: Part
subject = if Bool
alreadyDeadBefore Bool -> Bool -> Bool
|| Part
subjectRaw Part -> Part -> Bool
forall a. Eq a => a -> a -> Bool
== "you"
then Part
subjectRaw
else ActorUI -> Part
partActor ActorUI
bUI
msgDie :: Text
msgDie = [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verbDie]
targetIsFoe :: Bool
targetIsFoe = FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
b) Faction
tfact FactionId
side
targetIsFriend :: Bool
targetIsFriend = FactionId -> Faction -> FactionId -> Bool
isFriend (Actor -> FactionId
bfid Actor
b) Faction
tfact FactionId
side
msgClass :: MsgClassShowAndSave
msgClass | Actor -> Bool
bproj Actor
b = MsgClassShowAndSave
MsgDeathBoring
| Bool
targetIsFoe = MsgClassShowAndSave
MsgDeathVictory
| Bool
targetIsFriend = MsgClassShowAndSave
MsgDeathDeafeat
| Bool
otherwise = MsgClassShowAndSave
MsgDeathBoring
if | Actor -> Bool
bproj Actor
b -> MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass Text
msgDie
| Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side -> do
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
msgClass (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ Text
msgDie Text -> Text -> Text
<+> "Alas!"
ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMore ColorMode
ColorBW ""
| Bool
otherwise -> MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
msgClass Text
msgDie
let deathAct :: Animation
deathAct = if Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
then Point -> Animation
deathBody (Actor -> Point
bpos Actor
b)
else Point -> Animation
shortDeathBody (Actor -> Point
bpos Actor
b)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Actor -> Bool
bproj Actor
b Bool -> Bool -> Bool
|| Bool
alreadyDeadBefore) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
b) Animation
deathAct
| Bool
otherwise -> do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= Actor -> Int64
bhp Actor
b Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgActionWarning ActorId
aid "return from the brink of death"
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== Maybe ActorId
mleader) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Skills
actorMaxSk <- (State -> Skills) -> m Skills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Skills) -> m Skills) -> (State -> Skills) -> m Skills
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Skills
getActorMaxSkills ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= Int -> Int64
xM (Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkMaxHP Skills
actorMaxSk)
Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
- Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< Int -> Int64
xM (Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkMaxHP
Skills
actorMaxSk)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgSpecialEvent "You recover your health fully. Any further gains will be transient."
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
b)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int64 -> Int64
forall a. Num a => a -> a
abs Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= Int64
oneM) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded (Actor -> LevelId
blid Actor
b)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
<= Int -> Int64
xM (-3)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "You took a lot of damage from one source. If the danger persists, consider retreating towards your teammates or buffing up or an instant escape, if consumables permit."
UIOptions
sUIOptions <- (SessionUI -> UIOptions) -> m UIOptions
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> UIOptions
sUIOptions
Bool
currentWarning <-
(State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ UIOptions -> ActorId -> Int64 -> State -> Bool
checkWarningHP UIOptions
sUIOptions ActorId
aid (Actor -> Int64
bhp Actor
b)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
currentWarning (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool
previousWarning <-
(State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ UIOptions -> ActorId -> Int64 -> State -> Bool
checkWarningHP UIOptions
sUIOptions ActorId
aid (Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
- Int64
hpDelta)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
previousWarning (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgRiskOfDeath ActorId
aid
"be down to a dangerous health level"
UpdRefillCalm _ 0 -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdRefillCalm aid :: ActorId
aid calmDelta :: Int64
calmDelta -> do
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
b)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
if | Int64
calmDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0 -> do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== Maybe ActorId
mleader) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Skills
actorMaxSk <- (State -> Skills) -> m Skills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Skills) -> m Skills) -> (State -> Skills) -> m Skills
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Skills
getActorMaxSkills ActorId
aid
let bPrev :: Actor
bPrev = Actor
b {bcalm :: Int64
bcalm = Actor -> Int64
bcalm Actor
b Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
- Int64
calmDelta}
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> Skills -> Bool
calmEnough Actor
b Skills
actorMaxSk
Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Skills -> Bool
calmEnough Actor
bPrev Skills
actorMaxSk)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgNeutralEvent "You are again calm enough to manage your equipment outfit."
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int64 -> Int64
forall a. Num a => a -> a
abs Int64
calmDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> Int64
oneM) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded (Actor -> LevelId
blid Actor
b)
| Int64
calmDelta Int64 -> Int64 -> Bool
forall a. Eq a => a -> a -> Bool
== Int64
minusM1 -> do
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
side) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
State
s <- m State
forall (m :: * -> *). MonadStateRead m => m State
getState
let closeFoe :: (Point, ActorId) -> Bool
closeFoe (!Point
p, aid2 :: ActorId
aid2) =
let b2 :: Actor
b2 = ActorId -> State -> Actor
getActorBody ActorId
aid2 State
s
in (Point -> Point -> Int) -> Point -> Point -> Int
forall a. a -> a
inline Point -> Point -> Int
chessDist Point
p (Actor -> Point
bpos Actor
b) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 3
Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
actorWaitsOrSleeps Actor
b2)
Bool -> Bool -> Bool
&& (FactionId -> Faction -> FactionId -> Bool)
-> FactionId -> Faction -> FactionId -> Bool
forall a. a -> a
inline FactionId -> Faction -> FactionId -> Bool
isFoe FactionId
side Faction
fact (Actor -> FactionId
bfid Actor
b2)
anyCloseFoes :: Bool
anyCloseFoes = ((Point, ActorId) -> Bool) -> [(Point, ActorId)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (Point, ActorId) -> Bool
closeFoe ([(Point, ActorId)] -> Bool) -> [(Point, ActorId)] -> Bool
forall a b. (a -> b) -> a -> b
$ EnumMap Point ActorId -> [(Point, ActorId)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs (EnumMap Point ActorId -> [(Point, ActorId)])
-> EnumMap Point ActorId -> [(Point, ActorId)]
forall a b. (a -> b) -> a -> b
$ Level -> EnumMap Point ActorId
lbig
(Level -> EnumMap Point ActorId) -> Level -> EnumMap Point ActorId
forall a b. (a -> b) -> a -> b
$ State -> Dungeon
sdungeon State
s Dungeon -> LevelId -> Level
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> LevelId
blid Actor
b
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
anyCloseFoes (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool
duplicated <- MsgClassShowAndSave -> ActorId -> Part -> m Bool
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m Bool
aidVerbDuplicateMU MsgClassShowAndSave
MsgHeardNearby ActorId
aid
"hear something"
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
duplicated m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
| Bool
otherwise ->
() -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int64
calmDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
UIOptions
sUIOptions <- (SessionUI -> UIOptions) -> m UIOptions
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> UIOptions
sUIOptions
Bool
currentWarning <-
(State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ UIOptions -> ActorId -> Int64 -> State -> Bool
checkWarningCalm UIOptions
sUIOptions ActorId
aid (Actor -> Int64
bcalm Actor
b)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
currentWarning (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool
previousWarning <-
(State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ UIOptions -> ActorId -> Int64 -> State -> Bool
checkWarningCalm UIOptions
sUIOptions ActorId
aid (Actor -> Int64
bcalm Actor
b Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
- Int64
calmDelta)
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
previousWarning (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgRiskOfDeath ActorId
aid
"have grown agitated and impressed enough to be in danger of defecting"
UpdTrajectory _ _ mt :: Maybe ([Vector], Speed)
mt ->
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe ([Vector], Speed) -> Bool
forall a. Maybe a -> Bool
isNothing Maybe ([Vector], Speed)
mt) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
pushFrame Bool
False
UpdQuitFaction fid :: FactionId
fid _ toSt :: Maybe Status
toSt manalytics :: Maybe (FactionAnalytics, GenerationAnalytics)
manalytics -> FactionId
-> Maybe Status
-> Maybe (FactionAnalytics, GenerationAnalytics)
-> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
FactionId
-> Maybe Status
-> Maybe (FactionAnalytics, GenerationAnalytics)
-> m ()
quitFactionUI FactionId
fid Maybe Status
toSt Maybe (FactionAnalytics, GenerationAnalytics)
manalytics
UpdSpotStashFaction verbose :: Bool
verbose fid :: FactionId
fid lid :: LevelId
lid pos :: Point
pos -> do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
verbose (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
if FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side then
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
MsgFactionIntel
"You set up the shared inventory stash of your team."
else do
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let fidName :: Part
fidName = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname Faction
fact
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgFactionIntel (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence [ "you have found the current"
, Part -> Part -> Part
MU.WownW Part
fidName "hoard location" ]
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate LevelId
lid (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ Point -> Animation
actorX Point
pos
UpdLoseStashFaction verbose :: Bool
verbose fid :: FactionId
fid lid :: LevelId
lid pos :: Point
pos -> do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
verbose (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
if FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side then
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgFactionIntel
"You've lost access to your shared inventory stash!"
else do
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let fidName :: Part
fidName = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname Faction
fact
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgFactionIntel (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence [Part
fidName, "no longer control their hoard"]
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate LevelId
lid (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ Point -> Animation
vanish Point
pos
UpdLeadFaction fid :: FactionId
fid (Just source :: ActorId
source) mtgt :: Maybe ActorId
mtgt@(Just target :: ActorId
target) -> do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe ActorId
mtgt Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= Maybe ActorId
mleader) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
LevelId
lidV <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
viewedLevelUI
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Faction -> Bool
isAIFact Faction
fact) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lidV
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Faction -> Bool
noRunWithMulti Faction
fact) m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
ActorDict
actorD <- (State -> ActorDict) -> m ActorDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ActorDict
sactorD
case ActorId -> ActorDict -> Maybe Actor
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
source ActorDict
actorD of
Just sb :: Actor
sb | Actor -> Int64
bhp Actor
sb Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
<= 0 -> Bool -> m () -> m ()
forall a. (?callStack::CallStack) => Bool -> a -> a
assert (Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ Actor -> Bool
bproj Actor
sb) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
ActorUI
sbUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
source
ActorUI
tbUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
target
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
tbUI
object :: Part
object = ActorUI -> Part
partActor ActorUI
sbUI
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgPointmanSwap (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence [ Part -> Part -> Part
MU.SubjectVerbSg Part
subject "take command"
, "from", Part
object ]
_ -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
ActorId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> m ()
lookAtMove ActorId
target
UpdLeadFaction _ Nothing mtgt :: Maybe ActorId
mtgt@(Just target :: ActorId
target) -> do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe ActorId
mtgt Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= Maybe ActorId
mleader) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
ActorId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> m ()
lookAtMove ActorId
target
UpdLeadFaction{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdDiplFaction fid1 :: FactionId
fid1 fid2 :: FactionId
fid2 _ toDipl :: Diplomacy
toDipl -> do
Text
name1 <- (State -> Text) -> m Text
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Text) -> m Text) -> (State -> Text) -> m Text
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname (Faction -> Text) -> (State -> Faction) -> State -> Text
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid1) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
Text
name2 <- (State -> Text) -> m Text
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Text) -> m Text) -> (State -> Text) -> m Text
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname (Faction -> Text) -> (State -> Faction) -> State -> Text
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid2) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let showDipl :: Diplomacy -> p
showDipl Unknown = "unknown to each other"
showDipl Neutral = "in neutral diplomatic relations"
showDipl Alliance = "allied"
showDipl War = "at war"
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgFactionIntel (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
Text
name1 Text -> Text -> Text
<+> "and" Text -> Text -> Text
<+> Text
name2 Text -> Text -> Text
<+> "are now" Text -> Text -> Text
<+> Diplomacy -> Text
forall p. IsString p => Diplomacy -> p
showDipl Diplomacy
toDipl Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "."
UpdDoctrineFaction{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdAutoFaction fid :: FactionId
fid b :: Bool
b -> do
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
LevelId
lidV <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
viewedLevelUI
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lidV
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
b m ()
forall (m :: * -> *). MonadClientUI m => m ()
addPressedControlEsc
Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
setFrontAutoYes Bool
b
UpdRecordKill{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdAlterTile lid :: LevelId
lid p :: Point
p fromTile :: ContentId TileKind
fromTile toTile :: ContentId TileKind
toTile -> do
COps{ContentData TileKind
cotile :: COps -> ContentData TileKind
cotile :: ContentData TileKind
cotile} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
let feats :: [Feature]
feats = TileKind -> [Feature]
TK.tfeature (TileKind -> [Feature]) -> TileKind -> [Feature]
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
fromTile
toAlter :: Feature -> Maybe (GroupName TileKind)
toAlter feat :: Feature
feat =
case Feature
feat of
TK.OpenTo tgroup :: GroupName TileKind
tgroup -> GroupName TileKind -> Maybe (GroupName TileKind)
forall a. a -> Maybe a
Just GroupName TileKind
tgroup
TK.CloseTo tgroup :: GroupName TileKind
tgroup -> GroupName TileKind -> Maybe (GroupName TileKind)
forall a. a -> Maybe a
Just GroupName TileKind
tgroup
TK.ChangeTo tgroup :: GroupName TileKind
tgroup -> GroupName TileKind -> Maybe (GroupName TileKind)
forall a. a -> Maybe a
Just GroupName TileKind
tgroup
TK.OpenWith _ _ tgroup :: GroupName TileKind
tgroup -> GroupName TileKind -> Maybe (GroupName TileKind)
forall a. a -> Maybe a
Just GroupName TileKind
tgroup
TK.CloseWith _ _ tgroup :: GroupName TileKind
tgroup -> GroupName TileKind -> Maybe (GroupName TileKind)
forall a. a -> Maybe a
Just GroupName TileKind
tgroup
TK.ChangeWith _ _ tgroup :: GroupName TileKind
tgroup -> GroupName TileKind -> Maybe (GroupName TileKind)
forall a. a -> Maybe a
Just GroupName TileKind
tgroup
_ -> Maybe (GroupName TileKind)
forall a. Maybe a
Nothing
groupsToAlterTo :: [GroupName TileKind]
groupsToAlterTo = (Feature -> Maybe (GroupName TileKind))
-> [Feature] -> [GroupName TileKind]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe Feature -> Maybe (GroupName TileKind)
toAlter [Feature]
feats
freq :: [GroupName TileKind]
freq = ((GroupName TileKind, Int) -> GroupName TileKind)
-> [(GroupName TileKind, Int)] -> [GroupName TileKind]
forall a b. (a -> b) -> [a] -> [b]
map (GroupName TileKind, Int) -> GroupName TileKind
forall a b. (a, b) -> a
fst ([(GroupName TileKind, Int)] -> [GroupName TileKind])
-> [(GroupName TileKind, Int)] -> [GroupName TileKind]
forall a b. (a -> b) -> a -> b
$ ((GroupName TileKind, Int) -> Bool)
-> [(GroupName TileKind, Int)] -> [(GroupName TileKind, Int)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(_, q :: Int
q) -> Int
q Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0)
([(GroupName TileKind, Int)] -> [(GroupName TileKind, Int)])
-> [(GroupName TileKind, Int)] -> [(GroupName TileKind, Int)]
forall a b. (a -> b) -> a -> b
$ TileKind -> [(GroupName TileKind, Int)]
TK.tfreq (TileKind -> [(GroupName TileKind, Int)])
-> TileKind -> [(GroupName TileKind, Int)]
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
toTile
unexpected :: Bool
unexpected = [GroupName TileKind] -> Bool
forall a. [a] -> Bool
null ([GroupName TileKind] -> Bool) -> [GroupName TileKind] -> Bool
forall a b. (a -> b) -> a -> b
$ [GroupName TileKind]
-> [GroupName TileKind] -> [GroupName TileKind]
forall a. Eq a => [a] -> [a] -> [a]
intersect [GroupName TileKind]
freq [GroupName TileKind]
groupsToAlterTo
Maybe ActorId
mactorAtPos <- (State -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Maybe ActorId) -> m (Maybe ActorId))
-> (State -> Maybe ActorId) -> m (Maybe ActorId)
forall a b. (a -> b) -> a -> b
$ Point -> LevelId -> State -> Maybe ActorId
posToBig Point
p LevelId
lid
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool
unexpected Bool -> Bool -> Bool
|| Maybe ActorId -> Bool
forall a. Maybe a -> Bool
isJust Maybe ActorId
mactorAtPos Bool -> Bool -> Bool
&& Maybe ActorId
mactorAtPos Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= Maybe ActorId
mleader) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
let subject :: Part
subject = ""
verb :: Part
verb = "turn into"
msg :: Text
msg = [Part] -> Text
makeSentence ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$
[ "the", Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ TileKind -> Text
TK.tname (TileKind -> Text) -> TileKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
fromTile
, "at position", Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Point -> Text
forall a. Show a => a -> Text
tshow Point
p ]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ ["suddenly" | Bool
unexpected]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [ Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb
, Part -> Part
MU.AW (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ TileKind -> Text
TK.tname (TileKind -> Text) -> TileKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
toTile ]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd (if Bool
unexpected then MsgClassShowAndSave
MsgSpecialEvent else MsgClassShowAndSave
MsgNeutralEvent) Text
msg
UpdAlterExplorable lid :: LevelId
lid _ -> LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lid
UpdAlterGold{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdSearchTile aid :: ActorId
aid _p :: Point
_p toTile :: ContentId TileKind
toTile -> do
COps{ContentData TileKind
cotile :: ContentData TileKind
cotile :: COps -> ContentData TileKind
cotile} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
let fromTile :: ContentId TileKind
fromTile = ContentId TileKind
-> Maybe (ContentId TileKind) -> ContentId TileKind
forall a. a -> Maybe a -> a
fromMaybe ([Char] -> ContentId TileKind
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> ContentId TileKind) -> [Char] -> ContentId TileKind
forall a b. (a -> b) -> a -> b
$ ContentId TileKind -> [Char]
forall a. Show a => a -> [Char]
show ContentId TileKind
toTile) (Maybe (ContentId TileKind) -> ContentId TileKind)
-> Maybe (ContentId TileKind) -> ContentId TileKind
forall a b. (a -> b) -> a -> b
$ ContentData TileKind
-> ContentId TileKind -> Maybe (ContentId TileKind)
Tile.hideAs ContentData TileKind
cotile ContentId TileKind
toTile
subject2 :: Part
subject2 = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ TileKind -> Text
TK.tname (TileKind -> Text) -> TileKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
fromTile
object :: Part
object = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ TileKind -> Text
TK.tname (TileKind -> Text) -> TileKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
toTile
let msg :: Text
msg = [Part] -> Text
makeSentence [ Part -> Part -> Part
MU.SubjectVerbSg Part
subject "reveal"
, "that the"
, Part -> Part -> Part
MU.SubjectVerbSg Part
subject2 "be"
, Part -> Part
MU.AW Part
object ]
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Part
subject2 Part -> Part -> Bool
forall a. Eq a => a -> a -> Bool
== Part
object) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTerrainReveal Text
msg
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "Solid terrain drawn in pink is not fully known until searched. This is usually done by bumping into it, which also triggers effects and transformations the terrain is capable of. Once revealed, the terrain can be inspected in aiming mode started with the '*' key or with mouse."
UpdHideTile{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdSpotTile{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdLoseTile{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdSpotEntry{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdLoseEntry{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdAlterSmell{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdSpotSmell{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdLoseSmell{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdTimeItem{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdAgeGame{} -> do
Bool
sdisplayNeeded <- (SessionUI -> Bool) -> m Bool
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> Bool
sdisplayNeeded
Bool
sturnDisplayed <- (SessionUI -> Bool) -> m Bool
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> Bool
sturnDisplayed
Time
time <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Time
stime
let clipN :: Int
clipN = Time
time Time -> Time -> Int
`timeFit` Time
timeClip
clipMod :: Int
clipMod = Int
clipN Int -> Int -> Int
forall a. Integral a => a -> a -> a
`mod` Int
clipsInTurn
turnPing :: Bool
turnPing = Int
clipMod Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0
if | Bool
sdisplayNeeded -> Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
pushFrame Bool
True
| Bool
turnPing Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
sturnDisplayed -> Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
pushFrame Bool
False
| Bool
otherwise -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
turnPing (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sturnDisplayed :: Bool
sturnDisplayed = Bool
False}
UpdUnAgeGame{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdDiscover c :: Container
c iid :: ItemId
iid _ _ -> Container -> ItemId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Container -> ItemId -> m ()
discover Container
c ItemId
iid
UpdCover{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdDiscoverKind{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdCoverKind{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdDiscoverAspect{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdCoverAspect{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdDiscoverServer{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error "server command leaked to client"
UpdCoverServer{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error "server command leaked to client"
UpdPerception{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdRestart fid :: FactionId
fid _ _ _ _ srandom :: SMGen
srandom -> do
cops :: COps
cops@COps{ContentData CaveKind
cocave :: COps -> ContentData CaveKind
cocave :: ContentData CaveKind
cocave, ContentData ModeKind
comode :: COps -> ContentData ModeKind
comode :: ContentData ModeKind
comode, RuleContent
corule :: COps -> RuleContent
corule :: RuleContent
corule} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
SessionUI
oldSess <- m SessionUI
forall (m :: * -> *). MonadClientUI m => m SessionUI
getSession
EnumMap (ContentId ModeKind) (Map Challenge Int)
svictories <- (StateClient -> EnumMap (ContentId ModeKind) (Map Challenge Int))
-> m (EnumMap (ContentId ModeKind) (Map Challenge Int))
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> EnumMap (ContentId ModeKind) (Map Challenge Int)
svictories
Challenge
snxtChal <- (StateClient -> Challenge) -> m Challenge
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Challenge
snxtChal
let uiOptions :: UIOptions
uiOptions@UIOptions{Bool
uHistory1PerLine :: UIOptions -> Bool
uHistory1PerLine :: Bool
uHistory1PerLine} = SessionUI -> UIOptions
sUIOptions SessionUI
oldSess
f :: [a] -> p -> a -> p -> [a]
f ![a]
acc _p :: p
_p !a
i _a :: p
_a = a
i a -> [a] -> [a]
forall a. a -> [a] -> [a]
: [a]
acc
modes :: [(Int, ContentId ModeKind)]
modes = [Int] -> [ContentId ModeKind] -> [(Int, ContentId ModeKind)]
forall a b. [a] -> [b] -> [(a, b)]
zip [0..] ([ContentId ModeKind] -> [(Int, ContentId ModeKind)])
-> [ContentId ModeKind] -> [(Int, ContentId ModeKind)]
forall a b. (a -> b) -> a -> b
$ ContentData ModeKind
-> GroupName ModeKind
-> ([ContentId ModeKind]
-> Int -> ContentId ModeKind -> ModeKind -> [ContentId ModeKind])
-> [ContentId ModeKind]
-> [ContentId ModeKind]
forall a b.
ContentData a
-> GroupName a -> (b -> Int -> ContentId a -> a -> b) -> b -> b
ofoldlGroup' ContentData ModeKind
comode GroupName ModeKind
CAMPAIGN_SCENARIO [ContentId ModeKind]
-> Int -> ContentId ModeKind -> ModeKind -> [ContentId ModeKind]
forall a p p. [a] -> p -> a -> p -> [a]
f []
g :: (Int, ContentId ModeKind) -> Int
g :: (Int, ContentId ModeKind) -> Int
g (_, mode :: ContentId ModeKind
mode) = case ContentId ModeKind
-> EnumMap (ContentId ModeKind) (Map Challenge Int)
-> Maybe (Map Challenge Int)
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ContentId ModeKind
mode EnumMap (ContentId ModeKind) (Map Challenge Int)
svictories of
Nothing -> 0
Just cm :: Map Challenge Int
cm -> Int -> Maybe Int -> Int
forall a. a -> Maybe a -> a
fromMaybe 0 (Challenge -> Map Challenge Int -> Maybe Int
forall k a. Ord k => k -> Map k a -> Maybe a
M.lookup Challenge
snxtChal Map Challenge Int
cm)
(snxtScenario :: Int
snxtScenario, _) = ((Int, ContentId ModeKind)
-> (Int, ContentId ModeKind) -> Ordering)
-> [(Int, ContentId ModeKind)] -> (Int, ContentId ModeKind)
forall (t :: * -> *) a.
Foldable t =>
(a -> a -> Ordering) -> t a -> a
minimumBy (((Int, ContentId ModeKind) -> Int)
-> (Int, ContentId ModeKind)
-> (Int, ContentId ModeKind)
-> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
comparing (Int, ContentId ModeKind) -> Int
g) [(Int, ContentId ModeKind)]
modes
nxtGameTutorial :: Bool
nxtGameTutorial = ModeKind -> Bool
MK.mtutorial (ModeKind -> Bool) -> ModeKind -> Bool
forall a b. (a -> b) -> a -> b
$ (ContentId ModeKind, ModeKind) -> ModeKind
forall a b. (a, b) -> b
snd ((ContentId ModeKind, ModeKind) -> ModeKind)
-> (ContentId ModeKind, ModeKind) -> ModeKind
forall a b. (a -> b) -> a -> b
$ COps -> Int -> (ContentId ModeKind, ModeKind)
nxtGameMode COps
cops Int
snxtScenario
SessionUI -> m ()
forall (m :: * -> *). MonadClientUI m => SessionUI -> m ()
putSession (SessionUI -> m ()) -> SessionUI -> m ()
forall a b. (a -> b) -> a -> b
$
(UIOptions -> SessionUI
emptySessionUI UIOptions
uiOptions)
{ schanF :: ChanFrontend
schanF = SessionUI -> ChanFrontend
schanF SessionUI
oldSess
, sccui :: CCUI
sccui = SessionUI -> CCUI
sccui SessionUI
oldSess
, shistory :: History
shistory = SessionUI -> History
shistory SessionUI
oldSess
, Int
snxtScenario :: Int
snxtScenario :: Int
snxtScenario
, scurTutorial :: Bool
scurTutorial = SessionUI -> Bool
snxtTutorial SessionUI
oldSess
, snxtTutorial :: Bool
snxtTutorial = Bool
nxtGameTutorial
, soverrideTut :: Maybe Bool
soverrideTut = SessionUI -> Maybe Bool
soverrideTut SessionUI
oldSess
, sstart :: POSIXTime
sstart = SessionUI -> POSIXTime
sstart SessionUI
oldSess
, sgstart :: POSIXTime
sgstart = SessionUI -> POSIXTime
sgstart SessionUI
oldSess
, sallTime :: Time
sallTime = SessionUI -> Time
sallTime SessionUI
oldSess
, snframes :: Int
snframes = SessionUI -> Int
snframes SessionUI
oldSess
, sallNframes :: Int
sallNframes = SessionUI -> Int
sallNframes SessionUI
oldSess
, srandomUI :: SMGen
srandomUI = SMGen
srandom
}
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (SessionUI -> POSIXTime
sstart SessionUI
oldSess POSIXTime -> POSIXTime -> Bool
forall a. Eq a => a -> a -> Bool
== 0) m ()
forall (m :: * -> *). MonadClientUI m => m ()
resetSessionStart
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> History -> Int
lengthHistory Bool
uHistory1PerLine (SessionUI -> History
shistory SessionUI
oldSess) Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
let title :: Text
title = [Char] -> Text
T.pack ([Char] -> Text) -> [Char] -> Text
forall a b. (a -> b) -> a -> b
$ RuleContent -> [Char]
rtitle RuleContent
corule
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgBookKeeping (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ "Welcome to" Text -> Text -> Text
<+> Text
title Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "!"
History
shistory <- m History
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m History
defaultHistory
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {History
shistory :: History
shistory :: History
shistory}
m ()
forall (m :: * -> *). MonadClientUI m => m ()
recordHistory
LevelId
lid <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
getArenaUI
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
ModeKind
gameMode <- m ModeKind
forall (m :: * -> *). MonadStateRead m => m ModeKind
getGameMode
Challenge
curChal <- (StateClient -> Challenge) -> m Challenge
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Challenge
scurChal
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let loneMode :: Bool
loneMode = case Faction -> [(Int, Int, GroupName ItemKind)]
ginitial Faction
fact of
[] -> Bool
True
[(_, 1, _)] -> Bool
True
_ -> Bool
False
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgBookKeeping "-------------------------------------------------"
m ()
forall (m :: * -> *). MonadClientUI m => m ()
recordHistory
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgActionWarning
("New game started in" Text -> Text -> Text
<+> ModeKind -> Text
mname ModeKind
gameMode Text -> Text -> Text
<+> "mode.")
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgPlotExposition (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ ModeKind -> Text
mdesc ModeKind
gameMode
let desc :: Text
desc = CaveKind -> Text
cdesc (CaveKind -> Text) -> CaveKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave (ContentId CaveKind -> CaveKind) -> ContentId CaveKind -> CaveKind
forall a b. (a -> b) -> a -> b
$ Level -> ContentId CaveKind
lkind Level
lvl
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Text -> Bool
T.null Text
desc) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
MsgBackdropFocus "You take in your surroundings."
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgBackdropInfo Text
desc
Text
blurb <- Rnd Text -> m Text
forall (m :: * -> *) a. MonadClientUI m => Rnd a -> m a
rndToActionUI (Rnd Text -> m Text) -> Rnd Text -> m Text
forall a b. (a -> b) -> a -> b
$ [Text] -> Rnd Text
forall a. [a] -> Rnd a
oneOf
[ "You think you saw movement."
, "Something catches your peripherial vision."
, "You think you felt a tremor under your feet."
, "A whiff of chilly air passes around you."
, "You notice a draft just when it dies down."
, "The ground nearby is stained along some faint lines."
, "Scarce black motes slowly settle on the ground."
, "The ground in the immediate area is empty, as if just swiped."
]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
MsgBadMiscEvent Text
blurb
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Challenge -> Bool
cwolf Challenge
curChal Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
loneMode) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgActionWarning "Being a lone wolf, you begin without companions."
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> History -> Int
lengthHistory Bool
uHistory1PerLine (SessionUI -> History
shistory SessionUI
oldSess) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
fadeOutOrIn Bool
False
Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
setFrontAutoYes (Bool -> m ()) -> Bool -> m ()
forall a b. (a -> b) -> a -> b
$ Faction -> Bool
isAIFact Faction
fact
m ()
forall (m :: * -> *). MonadClientUI m => m ()
resetPressedKeys
ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMore ColorMode
ColorFull "\nAre you up for the challenge?"
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgPromptGeneric
"A grand story starts right here! (Press '?' for context and help.)"
UpdRestartServer{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdResume fid :: FactionId
fid _ -> do
COps{ContentData CaveKind
cocave :: ContentData CaveKind
cocave :: COps -> ContentData CaveKind
cocave} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
m ()
forall (m :: * -> *). MonadClientUI m => m ()
resetSessionStart
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
setFrontAutoYes (Bool -> m ()) -> Bool -> m ()
forall a b. (a -> b) -> a -> b
$ Faction -> Bool
isAIFact Faction
fact
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Faction -> Bool
isAIFact Faction
fact) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
LevelId
lid <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
getArenaUI
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
ModeKind
gameMode <- m ModeKind
forall (m :: * -> *). MonadStateRead m => m ModeKind
getGameMode
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgActionAlert (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ "Continuing" Text -> Text -> Text
<+> ModeKind -> Text
mname ModeKind
gameMode Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "."
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgPromptGeneric (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ ModeKind -> Text
mdesc ModeKind
gameMode
let desc :: Text
desc = CaveKind -> Text
cdesc (CaveKind -> Text) -> CaveKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave (ContentId CaveKind -> CaveKind) -> ContentId CaveKind -> CaveKind
forall a b. (a -> b) -> a -> b
$ Level -> ContentId CaveKind
lkind Level
lvl
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Text -> Bool
T.null Text
desc) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShow
MsgPromptFocus "You remember your surroundings."
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgPromptGeneric Text
desc
ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMore ColorMode
ColorFull "\nAre you up for the challenge?"
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgPromptGeneric
"Prove yourself! (Press '?' for context and help.)"
UpdResumeServer{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
UpdKillExit{} -> do
#ifdef USE_JSFILE
liftIO $ threadDelay 2000000
#else
IO () -> m ()
forall (m :: * -> *) a. MonadClientRead m => IO a -> m a
liftIO (IO () -> m ()) -> IO () -> m ()
forall a b. (a -> b) -> a -> b
$ Int -> IO ()
threadDelay 200000
#endif
m () -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMore ColorMode
ColorBW "Done."
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Text -> m ()
forall (m :: * -> *). MonadClientUI m => Text -> m ()
debugPossiblyPrintUI (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ "Client" Text -> Text -> Text
<+> FactionId -> Text
forall a. Show a => a -> Text
tshow FactionId
side Text -> Text -> Text
<+> "closing frontend."
m ()
forall (m :: * -> *). MonadClientUI m => m ()
frontendShutdown
Text -> m ()
forall (m :: * -> *). MonadClientUI m => Text -> m ()
debugPossiblyPrintUI (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ "Client" Text -> Text -> Text
<+> FactionId -> Text
forall a. Show a => a -> Text
tshow FactionId
side Text -> Text -> Text
<+> "closed frontend."
UpdWriteSave -> MsgClassSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassSave
MsgInnerWorkSpam "Saving backup."
UpdHearFid _ distance :: Maybe Int
distance hearMsg :: HearMsg
hearMsg -> do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
case Maybe ActorId
mleader of
Just{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Nothing -> do
LevelId
lidV <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
viewedLevelUI
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lidV
m ()
forall (m :: * -> *). MonadClientUI m => m ()
recordHistory
Text
msg <- Maybe Int -> HearMsg -> m Text
forall (m :: * -> *).
MonadClientUI m =>
Maybe Int -> HearMsg -> m Text
ppHearMsg Maybe Int
distance HearMsg
hearMsg
let msgClass :: MsgClassShowAndSave
msgClass = case Maybe Int
distance of
Nothing -> MsgClassShowAndSave
MsgHeardOutside
Just 0 -> MsgClassShowAndSave
MsgHeardNearby
Just _ -> MsgClassShowAndSave
MsgHeardFaraway
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass Text
msg
case HearMsg
hearMsg of
HearUpd UpdDestroyActor{} ->
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "Events out of your sight radius (as listed in the '#' skill menu) can sometimes be heard, depending on your hearing radius. Some, such as death shrieks, can always be heard regardless of skill and distance, including when they come from a different floor."
HearTaunt{} ->
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "Enemies you can't see are sometimes heard yelling and emitting other noises. Whether you can hear them, depends on their distance and your hearing radius, as listed in the '#' skill menu."
_ -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
updateItemSlot :: MonadClientUI m => Container -> ItemId -> m ()
updateItemSlot :: Container -> ItemId -> m ()
updateItemSlot c :: Container
c iid :: ItemId
iid = do
AspectRecord
arItem <- (State -> AspectRecord) -> m AspectRecord
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> AspectRecord) -> m AspectRecord)
-> (State -> AspectRecord) -> m AspectRecord
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> AspectRecord
aspectRecordFromIid ItemId
iid
ItemSlots itemSlots :: EnumMap SLore SingleItemSlots
itemSlots <- (SessionUI -> ItemSlots) -> m ItemSlots
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> ItemSlots
sslots
let slore :: SLore
slore = AspectRecord -> Container -> SLore
IA.loreFromContainer AspectRecord
arItem Container
c
lSlots :: SingleItemSlots
lSlots = EnumMap SLore SingleItemSlots
itemSlots EnumMap SLore SingleItemSlots -> SLore -> SingleItemSlots
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
slore
case ItemId -> [(ItemId, SlotChar)] -> Maybe SlotChar
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup ItemId
iid ([(ItemId, SlotChar)] -> Maybe SlotChar)
-> [(ItemId, SlotChar)] -> Maybe SlotChar
forall a b. (a -> b) -> a -> b
$ ((SlotChar, ItemId) -> (ItemId, SlotChar))
-> [(SlotChar, ItemId)] -> [(ItemId, SlotChar)]
forall a b. (a -> b) -> [a] -> [b]
map (SlotChar, ItemId) -> (ItemId, SlotChar)
forall a b. (a, b) -> (b, a)
swap ([(SlotChar, ItemId)] -> [(ItemId, SlotChar)])
-> [(SlotChar, ItemId)] -> [(ItemId, SlotChar)]
forall a b. (a -> b) -> a -> b
$ SingleItemSlots -> [(SlotChar, ItemId)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs SingleItemSlots
lSlots of
Nothing -> do
let l :: SlotChar
l = SingleItemSlots -> SlotChar
assignSlot SingleItemSlots
lSlots
f :: SingleItemSlots -> SingleItemSlots
f = SlotChar -> ItemId -> SingleItemSlots -> SingleItemSlots
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert SlotChar
l ItemId
iid
newSlots :: ItemSlots
newSlots = EnumMap SLore SingleItemSlots -> ItemSlots
ItemSlots (EnumMap SLore SingleItemSlots -> ItemSlots)
-> EnumMap SLore SingleItemSlots -> ItemSlots
forall a b. (a -> b) -> a -> b
$ (SingleItemSlots -> SingleItemSlots)
-> SLore
-> EnumMap SLore SingleItemSlots
-> EnumMap SLore SingleItemSlots
forall k a. Enum k => (a -> a) -> k -> EnumMap k a -> EnumMap k a
EM.adjust SingleItemSlots -> SingleItemSlots
f SLore
slore EnumMap SLore SingleItemSlots
itemSlots
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sslots :: ItemSlots
sslots = ItemSlots
newSlots}
Just _l :: SlotChar
_l -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
markDisplayNeeded :: MonadClientUI m => LevelId -> m ()
markDisplayNeeded :: LevelId -> m ()
markDisplayNeeded lid :: LevelId
lid = do
LevelId
lidV <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
viewedLevelUI
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (LevelId
lidV LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== LevelId
lid) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ (SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sdisplayNeeded :: Bool
sdisplayNeeded = Bool
True}
lookAtMove :: (MonadClient m, MonadClientUI m) => ActorId -> m ()
lookAtMove :: ActorId -> m ()
lookAtMove aid :: ActorId
aid = do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Maybe AimMode
aimMode <- (SessionUI -> Maybe AimMode) -> m (Maybe AimMode)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> Maybe AimMode
saimMode
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> Bool
not (Actor -> Bool
bproj Actor
body)
Bool -> Bool -> Bool
&& Actor -> FactionId
bfid Actor
body FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
Bool -> Bool -> Bool
&& Maybe AimMode -> Bool
forall a. Maybe a -> Bool
isNothing Maybe AimMode
aimMode) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Text
stashBlurb <- LevelId -> Point -> m Text
forall (m :: * -> *). MonadClientUI m => LevelId -> Point -> m Text
lookAtStash (Actor -> LevelId
blid Actor
body) (Actor -> Point
bpos Actor
body)
(itemsBlurb :: Text
itemsBlurb, _) <- Bool
-> Point -> ActorId -> Maybe (Part, Bool) -> m (Text, Maybe Person)
forall (m :: * -> *).
MonadClientUI m =>
Bool
-> Point -> ActorId -> Maybe (Part, Bool) -> m (Text, Maybe Person)
lookAtItems Bool
True (Actor -> Point
bpos Actor
body) ActorId
aid Maybe (Part, Bool)
forall a. Maybe a
Nothing
let msgClass :: MsgClassShowAndSave
msgClass = if ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== Maybe ActorId
mleader
then MsgClassShowAndSave
MsgAtFeetMajor
else MsgClassShowAndSave
MsgAtFeetMinor
blurb :: Text
blurb = Text
stashBlurb Text -> Text -> Text
<+> Text
itemsBlurb
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Text -> Bool
T.null Text
blurb) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass Text
blurb
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
body) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
[(ActorId, Actor)]
adjBigAssocs <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ Actor -> State -> [(ActorId, Actor)]
adjacentBigAssocs Actor
body
[(ActorId, Actor)]
adjProjAssocs <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ Actor -> State -> [(ActorId, Actor)]
adjacentProjAssocs Actor
body
if Bool -> Bool
not (Actor -> Bool
bproj Actor
body) Bool -> Bool -> Bool
&& Actor -> FactionId
bfid Actor
body FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side then do
let foe :: (ActorId, Actor) -> Bool
foe (_, b2 :: Actor
b2) = FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
body) Faction
fact (Actor -> FactionId
bfid Actor
b2)
adjFoes :: [(ActorId, Actor)]
adjFoes = ((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ActorId, Actor) -> Bool
foe ([(ActorId, Actor)] -> [(ActorId, Actor)])
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ [(ActorId, Actor)]
adjBigAssocs [(ActorId, Actor)] -> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. [a] -> [a] -> [a]
++ [(ActorId, Actor)]
adjProjAssocs
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless ([(ActorId, Actor)] -> Bool
forall a. [a] -> Bool
null [(ActorId, Actor)]
adjFoes) m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
else Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
body) Faction
fact FactionId
side) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
let our :: (ActorId, Actor) -> Bool
our (_, b2 :: Actor
b2) = Actor -> FactionId
bfid Actor
b2 FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
adjOur :: [(ActorId, Actor)]
adjOur = ((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ActorId, Actor) -> Bool
our [(ActorId, Actor)]
adjBigAssocs
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless ([(ActorId, Actor)] -> Bool
forall a. [a] -> Bool
null [(ActorId, Actor)]
adjOur) m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
aidVerbMU :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ActorId -> MU.Part -> m ()
aidVerbMU :: a -> ActorId -> Part -> m ()
aidVerbMU msgClass :: a
msgClass aid :: ActorId
aid verb :: Part
verb = do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
a -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd a
msgClass (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb]
aidVerbDuplicateMU :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ActorId -> MU.Part -> m Bool
aidVerbDuplicateMU :: a -> ActorId -> Part -> m Bool
aidVerbDuplicateMU msgClass :: a
msgClass aid :: ActorId
aid verb :: Part
verb = do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
a -> Text -> m Bool
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m Bool
msgAddDuplicate a
msgClass ([Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb])
itemVerbMUGeneral :: MonadClientUI m
=> Bool -> ItemId -> ItemQuant -> MU.Part -> Container
-> m Text
itemVerbMUGeneral :: Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
itemVerbMUGeneral verbose :: Bool
verbose iid :: ItemId
iid kit :: ItemQuant
kit@(k :: Int
k, _) verb :: Part
verb c :: Container
c = Bool -> m Text -> m Text
forall a. (?callStack::CallStack) => Bool -> a -> a
assert (Int
k Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (m Text -> m Text) -> m Text -> m Text
forall a b. (a -> b) -> a -> b
$ do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: ScreenContent -> Int
rwidth :: Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
LevelId
lid <- (State -> LevelId) -> m LevelId
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
c
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
let arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
partItemWsChosen :: Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWsChosen | Bool
verbose = Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWs
| Bool
otherwise = Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWsShort
subject :: Part
subject = Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWsChosen Int
rwidth FactionId
side FactionDict
factionD Int
k Time
localTime ItemFull
itemFull ItemQuant
kit
msg :: Text
msg | Int
k Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1 Bool -> Bool -> Bool
&& Bool -> Bool
not (Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Condition AspectRecord
arItem) =
[Part] -> Text
makeSentence [Person -> Polarity -> Part -> Part -> Part
MU.SubjectVerb Person
MU.PlEtc Polarity
MU.Yes Part
subject Part
verb]
| Bool
otherwise = [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb]
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! Text
msg
itemVerbMU :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ItemId -> ItemQuant -> MU.Part -> Container -> m ()
itemVerbMU :: a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMU msgClass :: a
msgClass iid :: ItemId
iid kit :: ItemQuant
kit verb :: Part
verb c :: Container
c = do
Text
msg <- Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
forall (m :: * -> *).
MonadClientUI m =>
Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
itemVerbMUGeneral Bool
True ItemId
iid ItemQuant
kit Part
verb Container
c
a -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd a
msgClass Text
msg
itemVerbMUShort :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ItemId -> ItemQuant -> MU.Part -> Container
-> m ()
itemVerbMUShort :: a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMUShort msgClass :: a
msgClass iid :: ItemId
iid kit :: ItemQuant
kit verb :: Part
verb c :: Container
c = do
Text
msg <- Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
forall (m :: * -> *).
MonadClientUI m =>
Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
itemVerbMUGeneral Bool
False ItemId
iid ItemQuant
kit Part
verb Container
c
a -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd a
msgClass Text
msg
itemAidVerbMU :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ActorId -> MU.Part -> ItemId -> Either Int Int
-> m ()
itemAidVerbMU :: a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU msgClass :: a
msgClass aid :: ActorId
aid verb :: Part
verb iid :: ItemId
iid ek :: Either Int Int
ek = do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
let lid :: LevelId
lid = Actor -> LevelId
blid Actor
body
fakeKit :: ItemQuant
fakeKit = ItemQuant
quantSingle
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let object :: Part
object = case Either Int Int
ek of
Left n :: Int
n ->
Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWs Int
rwidth FactionId
side FactionDict
factionD Int
n Time
localTime ItemFull
itemFull ItemQuant
fakeKit
Right n :: Int
n ->
let (name1 :: Part
name1, powers :: Part
powers) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShort Int
rwidth FactionId
side FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
fakeKit
in [Part] -> Part
MU.Phrase ["the", Int -> Part -> Part
MU.Car1Ws Int
n Part
name1, Part
powers]
msg :: Text
msg = [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb, Part
object]
a -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd a
msgClass Text
msg
mitemAidVerbMU :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ActorId -> MU.Part -> ItemId -> Maybe MU.Part
-> m ()
mitemAidVerbMU :: a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU msgClass :: a
msgClass aid :: ActorId
aid verb :: Part
verb iid :: ItemId
iid msuffix :: Maybe Part
msuffix = do
ItemDict
itemD <- (State -> ItemDict) -> m ItemDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ItemDict
sitemD
case Maybe Part
msuffix of
Just suffix :: Part
suffix | ItemId
iid ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` ItemDict
itemD ->
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU a
msgClass ActorId
aid ([Part] -> Part
MU.Phrase [Part
verb, Part
suffix]) ItemId
iid (Int -> Either Int Int
forall a b. b -> Either a b
Right 1)
_ -> do
#ifdef WITH_EXPENSIVE_ASSERTIONS
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
ActorUI
bUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
aid
Bool -> m () -> m ()
forall a. (?callStack::CallStack) => Bool -> a -> a
assert (Maybe Part -> Bool
forall a. Maybe a -> Bool
isNothing Maybe Part
msuffix
Bool -> Bool -> Bool
|| Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side
Bool
-> ([Char], (ActorId, Actor, ActorUI, Part, ItemId, Maybe Part))
-> Bool
forall a. Show a => Bool -> a -> Bool
`blame` "item never seen by the affected actor"
[Char]
-> (ActorId, Actor, ActorUI, Part, ItemId, Maybe Part)
-> ([Char], (ActorId, Actor, ActorUI, Part, ItemId, Maybe Part))
forall v. [Char] -> v -> ([Char], v)
`swith` (ActorId
aid, Actor
b, ActorUI
bUI, Part
verb, ItemId
iid, Maybe Part
msuffix)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
#endif
a -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU a
msgClass ActorId
aid Part
verb
itemAidDistinctMU :: (MonadClient m, MonadClientUI m)
=> MsgClassDistinct -> ActorId -> MU.Part -> MU.Part -> ItemId
-> m ()
itemAidDistinctMU :: MsgClassDistinct -> ActorId -> Part -> Part -> ItemId -> m ()
itemAidDistinctMU msgClass :: MsgClassDistinct
msgClass aid :: ActorId
aid verbShow :: Part
verbShow verbSave :: Part
verbSave iid :: ItemId
iid = do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
let lid :: LevelId
lid = Actor -> LevelId
blid Actor
body
fakeKit :: ItemQuant
fakeKit = ItemQuant
quantSingle
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let object :: Part
object = let (name :: Part
name, powers :: Part
powers) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItem Int
rwidth FactionId
side FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
fakeKit
in [Part] -> Part
MU.Phrase [Part
name, Part
powers]
t1 :: Text
t1 = [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verbShow, Part
object]
t2 :: Text
t2 = [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verbSave, Part
object]
dotsIfShorter :: Text
dotsIfShorter = if Text
t1 Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
== Text
t2 then "" else ".."
MsgClassDistinct -> (Text, Text) -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
MsgClassDistinct -> (Text, Text) -> m ()
msgAddDistinct MsgClassDistinct
msgClass (Text
t1 Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
dotsIfShorter, Text
t2)
manyItemsAidVerbMU :: (MonadClient m, MonadClientUI m, MsgShared a)
=> a -> ActorId -> MU.Part
-> [(ItemId, ItemQuant)] -> (Int -> Either (Maybe Int) Int)
-> m ()
manyItemsAidVerbMU :: a
-> ActorId
-> Part
-> [(ItemId, ItemQuant)]
-> (Int -> Either (Maybe Int) Int)
-> m ()
manyItemsAidVerbMU msgClass :: a
msgClass aid :: ActorId
aid verb :: Part
verb sortedAssocs :: [(ItemId, ItemQuant)]
sortedAssocs ekf :: Int -> Either (Maybe Int) Int
ekf = do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
let lid :: LevelId
lid = Actor -> LevelId
blid Actor
body
fakeKit :: ItemQuant
fakeKit = ItemQuant
quantSingle
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
ItemId -> ItemFull
itemToF <- (State -> ItemId -> ItemFull) -> m (ItemId -> ItemFull)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemId -> ItemFull) -> m (ItemId -> ItemFull))
-> (State -> ItemId -> ItemFull) -> m (ItemId -> ItemFull)
forall a b. (a -> b) -> a -> b
$ (ItemId -> State -> ItemFull) -> State -> ItemId -> ItemFull
forall a b c. (a -> b -> c) -> b -> a -> c
flip ItemId -> State -> ItemFull
itemToFull
let object :: (ItemId, ItemQuant) -> Part
object (iid :: ItemId
iid, (k :: Int
k, _)) =
let itemFull :: ItemFull
itemFull = ItemId -> ItemFull
itemToF ItemId
iid
in case Int -> Either (Maybe Int) Int
ekf Int
k of
Left (Just n :: Int
n) ->
Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWs Int
rwidth FactionId
side FactionDict
factionD Int
n Time
localTime ItemFull
itemFull ItemQuant
fakeKit
Left Nothing ->
let (name :: Part
name, powers :: Part
powers) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItem Int
rwidth FactionId
side FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
fakeKit
in [Part] -> Part
MU.Phrase [Part
name, Part
powers]
Right n :: Int
n ->
let (name1 :: Part
name1, powers :: Part
powers) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShort Int
rwidth FactionId
side FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
fakeKit
in [Part] -> Part
MU.Phrase ["the", Int -> Part -> Part
MU.Car1Ws Int
n Part
name1, Part
powers]
msg :: Text
msg = [Part] -> Text
makeSentence [ Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb
, [Part] -> Part
MU.WWandW ([Part] -> Part) -> [Part] -> Part
forall a b. (a -> b) -> a -> b
$ ((ItemId, ItemQuant) -> Part) -> [(ItemId, ItemQuant)] -> [Part]
forall a b. (a -> b) -> [a] -> [b]
map (ItemId, ItemQuant) -> Part
object [(ItemId, ItemQuant)]
sortedAssocs]
a -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd a
msgClass Text
msg
createActorUI :: (MonadClient m, MonadClientUI m)
=> Bool -> ActorId -> Actor -> m ()
createActorUI :: Bool -> ActorId -> Actor -> m ()
createActorUI born :: Bool
born aid :: ActorId
aid body :: Actor
body = do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
body FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
body)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
let upd :: EnumSet ActorId -> EnumSet ActorId
upd = ActorId -> EnumSet ActorId -> EnumSet ActorId
forall k. Enum k => k -> EnumSet k -> EnumSet k
ES.insert ActorId
aid
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sselected :: EnumSet ActorId
sselected = EnumSet ActorId -> EnumSet ActorId
upd (EnumSet ActorId -> EnumSet ActorId)
-> EnumSet ActorId -> EnumSet ActorId
forall a b. (a -> b) -> a -> b
$ SessionUI -> EnumSet ActorId
sselected SessionUI
sess}
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
let fact :: Faction
fact = FactionDict
factionD FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
body
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime (LevelId -> State -> Time) -> LevelId -> State -> Time
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
body
itemFull :: ItemFull
itemFull@ItemFull{Item
itemBase :: ItemFull -> Item
itemBase :: Item
itemBase, ItemKind
itemKind :: ItemFull -> ItemKind
itemKind :: ItemKind
itemKind} <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull (Actor -> ItemId
btrunk Actor
body)
ActorDictUI
actorUI <- (SessionUI -> ActorDictUI) -> m ActorDictUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> ActorDictUI
sactorUI
let arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (ActorId
aid ActorId -> ActorDictUI -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` ActorDictUI
actorUI) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
UIOptions{[(Int, (Text, Text))]
uHeroNames :: UIOptions -> [(Int, (Text, Text))]
uHeroNames :: [(Int, (Text, Text))]
uHeroNames} <- (SessionUI -> UIOptions) -> m UIOptions
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> UIOptions
sUIOptions
let baseColor :: Color
baseColor = Flavour -> Color
flavourToColor (Flavour -> Color) -> Flavour -> Color
forall a b. (a -> b) -> a -> b
$ Item -> Flavour
jflavour Item
itemBase
basePronoun :: Text
basePronoun | Bool -> Bool
not (Actor -> Bool
bproj Actor
body)
Bool -> Bool -> Bool
&& ItemKind -> Char
IK.isymbol ItemKind
itemKind Char -> Char -> Bool
forall a. Eq a => a -> a -> Bool
== '@'
Bool -> Bool -> Bool
&& Player -> Bool
fhasGender (Faction -> Player
gplayer Faction
fact) = "he"
| Bool
otherwise = "it"
nameFromNumber :: Text -> a -> Text
nameFromNumber fn :: Text
fn k :: a
k = if a
k a -> a -> Bool
forall a. Eq a => a -> a -> Bool
== 0
then [Part] -> Text
makePhrase [Part -> Part
MU.Ws (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text Text
fn, "Captain"]
else Text
fn Text -> Text -> Text
<+> a -> Text
forall a. Show a => a -> Text
tshow a
k
heroNamePronoun :: Int -> (Text, Text)
heroNamePronoun k :: Int
k =
if Faction -> Color
gcolor Faction
fact Color -> Color -> Bool
forall a. Eq a => a -> a -> Bool
/= Color
Color.BrWhite
then (Text -> Int -> Text
forall a. (Eq a, Num a, Show a) => Text -> a -> Text
nameFromNumber (Player -> Text
fname (Player -> Text) -> Player -> Text
forall a b. (a -> b) -> a -> b
$ Faction -> Player
gplayer Faction
fact) Int
k, "he")
else (Text, Text) -> Maybe (Text, Text) -> (Text, Text)
forall a. a -> Maybe a -> a
fromMaybe (Text -> Int -> Text
forall a. (Eq a, Num a, Show a) => Text -> a -> Text
nameFromNumber (Player -> Text
fname (Player -> Text) -> Player -> Text
forall a b. (a -> b) -> a -> b
$ Faction -> Player
gplayer Faction
fact) Int
k, "he")
(Maybe (Text, Text) -> (Text, Text))
-> Maybe (Text, Text) -> (Text, Text)
forall a b. (a -> b) -> a -> b
$ Int -> [(Int, (Text, Text))] -> Maybe (Text, Text)
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup Int
k [(Int, (Text, Text))]
uHeroNames
(n :: Int
n, bsymbol :: Char
bsymbol) =
if | Actor -> Bool
bproj Actor
body -> (0, if Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Blast AspectRecord
arItem
then ItemKind -> Char
IK.isymbol ItemKind
itemKind
else '*')
| Color
baseColor Color -> Color -> Bool
forall a. Eq a => a -> a -> Bool
/= Color
Color.BrWhite -> (0, ItemKind -> Char
IK.isymbol ItemKind
itemKind)
| Bool
otherwise -> case Actor -> Maybe Int
bnumber Actor
body of
Nothing ->
[Char] -> (Int, Char)
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> (Int, Char)) -> [Char] -> (Int, Char)
forall a b. (a -> b) -> a -> b
$ "numbered actor without server-assigned number"
[Char] -> (ActorId, Actor) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ActorId
aid, Actor
body)
Just bn :: Int
bn -> (Int
bn, if 0 Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< Int
bn Bool -> Bool -> Bool
&& Int
bn Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< 10
then Int -> Char
Char.intToDigit Int
bn
else '@')
(object1 :: Part
object1, object2 :: Part
object2) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShortest Int
rwidth (Actor -> FactionId
bfid Actor
body) FactionDict
factionD Time
localTime
ItemFull
itemFull ItemQuant
quantSingle
(bname :: Text
bname, bpronoun :: Text
bpronoun) =
if | Actor -> Bool
bproj Actor
body ->
let adj :: Part
adj = case Actor -> Maybe ([Vector], Speed)
btrajectory Actor
body of
Just (tra :: [Vector]
tra, _) | [Vector] -> Int
forall a. [a] -> Int
length [Vector]
tra Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< 5 -> "falling"
_ -> "flying"
in ([Part] -> Text
makePhrase [Part
adj, Part
object1, Part
object2], Text
basePronoun)
| Color
baseColor Color -> Color -> Bool
forall a. Eq a => a -> a -> Bool
/= Color
Color.BrWhite ->
([Part] -> Text
makePhrase [Part
object1, Part
object2], Text
basePronoun)
| Bool
otherwise -> Int -> (Text, Text)
heroNamePronoun Int
n
bcolor :: Color
bcolor | Actor -> Bool
bproj Actor
body = if Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Blast AspectRecord
arItem
then Color
baseColor
else Color
Color.BrWhite
| Color
baseColor Color -> Color -> Bool
forall a. Eq a => a -> a -> Bool
== Color
Color.BrWhite = Faction -> Color
gcolor Faction
fact
| Bool
otherwise = Color
baseColor
bUI :: ActorUI
bUI = $WActorUI :: Char -> Text -> Text -> Color -> ActorUI
ActorUI{..}
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess ->
SessionUI
sess {sactorUI :: ActorDictUI
sactorUI = ActorId -> ActorUI -> ActorDictUI -> ActorDictUI
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert ActorId
aid ActorUI
bUI ActorDictUI
actorUI}
let (verb :: Part
verb, joinYou :: Bool
joinYou) =
if Bool
born
then if Actor -> FactionId
bfid Actor
body FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
then ("join you", Bool
True)
else ("appear suddenly", Bool
False)
else ("be spotted", Bool
False)
((ItemId, CStore) -> m ()) -> [(ItemId, CStore)] -> m ()
forall (t :: * -> *) (m :: * -> *) a.
(Foldable t, Monad m) =>
(a -> m ()) -> t a -> m ()
mapM_ (\(iid :: ItemId
iid, store :: CStore
store) -> do
let c :: Container
c = if Bool -> Bool
not (Actor -> Bool
bproj Actor
body) Bool -> Bool -> Bool
&& ItemId
iid ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> ItemId
btrunk Actor
body
then FactionId -> LevelId -> Point -> Container
CTrunk (Actor -> FactionId
bfid Actor
body) (Actor -> LevelId
blid Actor
body) (Actor -> Point
bpos Actor
body)
else ActorId -> CStore -> Container
CActor ActorId
aid CStore
store
Container -> ItemId -> m ()
forall (m :: * -> *).
MonadClientUI m =>
Container -> ItemId -> m ()
updateItemSlot Container
c ItemId
iid
ItemId -> Container -> m ()
forall (m :: * -> *).
MonadClientUI m =>
ItemId -> Container -> m ()
recordItemLid ItemId
iid Container
c)
((Actor -> ItemId
btrunk Actor
body, CStore
CEqp)
(ItemId, CStore) -> [(ItemId, CStore)] -> [(ItemId, CStore)]
forall a. a -> [a] -> [a]
: ((ItemId, CStore) -> Bool)
-> [(ItemId, CStore)] -> [(ItemId, CStore)]
forall a. (a -> Bool) -> [a] -> [a]
filter ((ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
/= Actor -> ItemId
btrunk Actor
body) (ItemId -> Bool)
-> ((ItemId, CStore) -> ItemId) -> (ItemId, CStore) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (ItemId, CStore) -> ItemId
forall a b. (a, b) -> a
fst) (Actor -> [(ItemId, CStore)]
getCarriedIidCStore Actor
body))
EnumSet ActorId
lastLost <- (SessionUI -> EnumSet ActorId) -> m (EnumSet ActorId)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> EnumSet ActorId
slastLost
Bool
firstEnemy <-
if Actor -> FactionId
bfid Actor
body FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side then do
Bool
firstE <-
if Bool -> Bool
not (Actor -> Bool
bproj Actor
body) Bool -> Bool -> Bool
&& FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
body) Faction
fact FactionId
side then do
Maybe Target
xhair <- (SessionUI -> Maybe Target) -> m (Maybe Target)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> Maybe Target
sxhair
case Maybe Target
xhair of
Just (TVector _) -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
_ -> (SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess ->
SessionUI
sess { sxhair :: Maybe Target
sxhair = Target -> Maybe Target
forall a. a -> Maybe a
Just (Target -> Maybe Target) -> Target -> Maybe Target
forall a b. (a -> b) -> a -> b
$ ActorId -> Target
TEnemy ActorId
aid
, sitemSel :: Maybe (ItemId, CStore, Bool)
sitemSel = Maybe (ItemId, CStore, Bool)
forall a. Maybe a
Nothing }
[Actor]
foes <- (State -> [Actor]) -> m [Actor]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [Actor]) -> m [Actor])
-> (State -> [Actor]) -> m [Actor]
forall a b. (a -> b) -> a -> b
$ FactionId -> LevelId -> State -> [Actor]
foeRegularList FactionId
side (Actor -> LevelId
blid Actor
body)
Int
itemsSize <- (State -> Int) -> m Int
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Int) -> m Int) -> (State -> Int) -> m Int
forall a b. (a -> b) -> a -> b
$ Actor -> State -> Int
guardItemSize Actor
body
if ActorId -> EnumSet ActorId -> Bool
forall k. Enum k => k -> EnumSet k -> Bool
ES.member ActorId
aid EnumSet ActorId
lastLost
then Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
else if [Actor] -> Int
forall a. [a] -> Int
length [Actor]
foes Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1
then do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int
itemsSize Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgSpottedThreat "Another armed threat!"
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
else do
if Int
itemsSize Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0
then MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgSpottedThreat "Armed intrusion ahead!"
else MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgSpottedThreat "You are not alone!"
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
True
else Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
firstE
else Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
if | ActorDictUI -> Bool
forall k a. EnumMap k a -> Bool
EM.null ActorDictUI
actorUI Bool -> Bool -> Bool
&& Actor -> FactionId
bfid Actor
body FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side ->
() -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
| Bool
born Bool -> Bool -> Bool
&& Actor -> Bool
bproj Actor
body ->
Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
pushFrame Bool
False
| ActorId -> EnumSet ActorId -> Bool
forall k. Enum k => k -> EnumSet k -> Bool
ES.member ActorId
aid EnumSet ActorId
lastLost Bool -> Bool -> Bool
|| Actor -> Bool
bproj Actor
body -> LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded (Actor -> LevelId
blid Actor
body)
| Bool
otherwise -> do
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgSpottedActor ActorId
aid Part
verb
if | Bool
joinYou -> MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "You survive this mission, or die trying, as a team. After a few moves, feel free to switch the controlled teammate (marked on the map with the yellow box) using the Tab key to another party member (marked with a green box)."
| Bool
firstEnemy -> MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "Enemies can be dealt with using melee (by bumping), ranged combat, terrain effects, stealth (not being seen) or hasty retreat (particularly if they are asleep)."
| Bool
otherwise -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
body) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ Point -> Animation
actorX (Actor -> Point
bpos Actor
body)
destroyActorUI :: (MonadClient m, MonadClientUI m)
=> Bool -> ActorId -> Actor -> m ()
destroyActorUI :: Bool -> ActorId -> Actor -> m ()
destroyActorUI destroy :: Bool
destroy aid :: ActorId
aid b :: Actor
b = do
Item
trunk <- (State -> Item) -> m Item
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Item) -> m Item) -> (State -> Item) -> m Item
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> Item
getItemBody (ItemId -> State -> Item) -> ItemId -> State -> Item
forall a b. (a -> b) -> a -> b
$ Actor -> ItemId
btrunk Actor
b
let baseColor :: Color
baseColor = Flavour -> Color
flavourToColor (Flavour -> Color) -> Flavour -> Color
forall a b. (a -> b) -> a -> b
$ Item -> Flavour
jflavour Item
trunk
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Color
baseColor Color -> Color -> Bool
forall a. Eq a => a -> a -> Bool
== Color
Color.BrWhite) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sactorUI :: ActorDictUI
sactorUI = ActorId -> ActorDictUI -> ActorDictUI
forall k a. Enum k => k -> EnumMap k a -> EnumMap k a
EM.delete ActorId
aid (ActorDictUI -> ActorDictUI) -> ActorDictUI -> ActorDictUI
forall a b. (a -> b) -> a -> b
$ SessionUI -> ActorDictUI
sactorUI SessionUI
sess}
let dummyTarget :: Target
dummyTarget = TGoal -> LevelId -> Point -> Target
TPoint TGoal
TKnown (Actor -> LevelId
blid Actor
b) (Actor -> Point
bpos Actor
b)
affect :: Maybe Target -> Maybe Target
affect tgt :: Maybe Target
tgt = case Maybe Target
tgt of
Just (TEnemy a :: ActorId
a) | ActorId
a ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId
aid -> Target -> Maybe Target
forall a. a -> Maybe a
Just (Target -> Maybe Target) -> Target -> Maybe Target
forall a b. (a -> b) -> a -> b
$
if Bool
destroy then
Target
dummyTarget
else
TGoal -> LevelId -> Point -> Target
TPoint (ActorId -> TGoal
TEnemyPos ActorId
a) (Actor -> LevelId
blid Actor
b) (Actor -> Point
bpos Actor
b)
Just (TNonEnemy a :: ActorId
a) | ActorId
a ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId
aid -> Target -> Maybe Target
forall a. a -> Maybe a
Just Target
dummyTarget
_ -> Maybe Target
tgt
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sxhair :: Maybe Target
sxhair = Maybe Target -> Maybe Target
affect (Maybe Target -> Maybe Target) -> Maybe Target -> Maybe Target
forall a b. (a -> b) -> a -> b
$ SessionUI -> Maybe Target
sxhair SessionUI
sess}
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Actor -> Bool
bproj Actor
b) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {slastLost :: EnumSet ActorId
slastLost = ActorId -> EnumSet ActorId -> EnumSet ActorId
forall k. Enum k => k -> EnumSet k -> EnumSet k
ES.insert ActorId
aid (EnumSet ActorId -> EnumSet ActorId)
-> EnumSet ActorId -> EnumSet ActorId
forall a b. (a -> b) -> a -> b
$ SessionUI -> EnumSet ActorId
slastLost SessionUI
sess}
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
side) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let gameOver :: Bool
gameOver = Maybe Status -> Bool
forall a. Maybe a -> Bool
isJust (Maybe Status -> Bool) -> Maybe Status -> Bool
forall a b. (a -> b) -> a -> b
$ Faction -> Maybe Status
gquit Faction
fact
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
gameOver (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
b)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
let upd :: EnumSet ActorId -> EnumSet ActorId
upd = ActorId -> EnumSet ActorId -> EnumSet ActorId
forall k. Enum k => k -> EnumSet k -> EnumSet k
ES.delete ActorId
aid
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess -> SessionUI
sess {sselected :: EnumSet ActorId
sselected = EnumSet ActorId -> EnumSet ActorId
upd (EnumSet ActorId -> EnumSet ActorId)
-> EnumSet ActorId -> EnumSet ActorId
forall a b. (a -> b) -> a -> b
$ SessionUI -> EnumSet ActorId
sselected SessionUI
sess}
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
destroy (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe ActorId -> Bool
forall a. Maybe a -> Bool
isJust Maybe ActorId
mleader)
m ()
forall (m :: * -> *). MonadClientUI m => m ()
clearAimMode
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded (Actor -> LevelId
blid Actor
b)
spotItemBag :: forall m. (MonadClient m, MonadClientUI m)
=> Bool -> Container -> ItemBag -> m ()
spotItemBag :: Bool -> Container -> ItemBag -> m ()
spotItemBag verbose :: Bool
verbose c :: Container
c bag :: ItemBag
bag = do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
ItemId -> ContentId ItemKind
getKind <- (State -> ItemId -> ContentId ItemKind)
-> m (ItemId -> ContentId ItemKind)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemId -> ContentId ItemKind)
-> m (ItemId -> ContentId ItemKind))
-> (State -> ItemId -> ContentId ItemKind)
-> m (ItemId -> ContentId ItemKind)
forall a b. (a -> b) -> a -> b
$ (ItemId -> State -> ContentId ItemKind)
-> State -> ItemId -> ContentId ItemKind
forall a b c. (a -> b -> c) -> b -> a -> c
flip ItemId -> State -> ContentId ItemKind
getIidKindId
LevelId
lid <- (State -> LevelId) -> m LevelId
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
c
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
ItemSlots itemSlots :: EnumMap SLore SingleItemSlots
itemSlots <- (SessionUI -> ItemSlots) -> m ItemSlots
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> ItemSlots
sslots
Maybe Target
sxhairOld <- (SessionUI -> Maybe Target) -> m (Maybe Target)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> Maybe Target
sxhair
let resetXhair :: m ()
resetXhair = case Container
c of
CFloor _ p :: Point
p -> case Maybe Target
sxhairOld of
Just TEnemy{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just (TPoint TEnemyPos{} _ _) -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just (TPoint TStash{} _ _) -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just (TVector _) -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
_ -> do
LevelId
lidV <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
viewedLevelUI
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (LevelId
lid LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== LevelId
lidV) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
ItemBag
bagFloor <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ LevelId -> Point -> State -> ItemBag
getFloorBag LevelId
lid Point
p
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess ->
SessionUI
sess { sxhair :: Maybe Target
sxhair = Target -> Maybe Target
forall a. a -> Maybe a
Just (Target -> Maybe Target) -> Target -> Maybe Target
forall a b. (a -> b) -> a -> b
$ TGoal -> LevelId -> Point -> Target
TPoint (ItemBag -> TGoal
TItem ItemBag
bagFloor) LevelId
lidV Point
p
, sitemSel :: Maybe (ItemId, CStore, Bool)
sitemSel = Maybe (ItemId, CStore, Bool)
forall a. Maybe a
Nothing }
_ -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
locatedWhere :: Text
locatedWhere = FactionDict -> Container -> Text
ppContainer FactionDict
factionD Container
c
beLocated :: Part
beLocated = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$
"be located" Text -> Text -> Text
<+> if Text
locatedWhere Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
== FactionDict -> Container -> Text
ppContainer FactionDict
forall k a. EnumMap k a
EM.empty Container
c
then ""
else Text
locatedWhere
subjectMaybe :: (ItemId, ItemQuant) -> m (Maybe (Int, MU.Part, MU.Part))
subjectMaybe :: (ItemId, ItemQuant) -> m (Maybe (Int, Part, Part))
subjectMaybe (iid :: ItemId
iid, kit :: ItemQuant
kit@(k :: Int
k, _)) = do
ItemId -> Container -> m ()
forall (m :: * -> *).
MonadClientUI m =>
ItemId -> Container -> m ()
recordItemLid ItemId
iid Container
c
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
slore :: SLore
slore = AspectRecord -> Container -> SLore
IA.loreFromContainer AspectRecord
arItem Container
c
case ItemId -> [(ItemId, SlotChar)] -> Maybe SlotChar
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup ItemId
iid ([(ItemId, SlotChar)] -> Maybe SlotChar)
-> [(ItemId, SlotChar)] -> Maybe SlotChar
forall a b. (a -> b) -> a -> b
$ ((SlotChar, ItemId) -> (ItemId, SlotChar))
-> [(SlotChar, ItemId)] -> [(ItemId, SlotChar)]
forall a b. (a -> b) -> [a] -> [b]
map (SlotChar, ItemId) -> (ItemId, SlotChar)
forall a b. (a, b) -> (b, a)
swap ([(SlotChar, ItemId)] -> [(ItemId, SlotChar)])
-> [(SlotChar, ItemId)] -> [(ItemId, SlotChar)]
forall a b. (a -> b) -> a -> b
$ SingleItemSlots -> [(SlotChar, ItemId)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs (SingleItemSlots -> [(SlotChar, ItemId)])
-> SingleItemSlots -> [(SlotChar, ItemId)]
forall a b. (a -> b) -> a -> b
$ EnumMap SLore SingleItemSlots
itemSlots EnumMap SLore SingleItemSlots -> SLore -> SingleItemSlots
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
slore of
Nothing -> do
Container -> ItemId -> m ()
forall (m :: * -> *).
MonadClientUI m =>
Container -> ItemId -> m ()
updateItemSlot Container
c ItemId
iid
case Container
c of
CFloor{} -> do
let subjectShort :: Part
subjectShort = Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWsShortest Int
rwidth FactionId
side FactionDict
factionD Int
k
Time
localTime ItemFull
itemFull ItemQuant
kit
subjectLong :: Part
subjectLong = Int
-> FactionId
-> FactionDict
-> Int
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemWsLong Int
rwidth FactionId
side FactionDict
factionD Int
k
Time
localTime ItemFull
itemFull ItemQuant
kit
Maybe (Int, Part, Part) -> m (Maybe (Int, Part, Part))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe (Int, Part, Part) -> m (Maybe (Int, Part, Part)))
-> Maybe (Int, Part, Part) -> m (Maybe (Int, Part, Part))
forall a b. (a -> b) -> a -> b
$ (Int, Part, Part) -> Maybe (Int, Part, Part)
forall a. a -> Maybe a
Just (Int
k, Part
subjectShort, Part
subjectLong)
_ -> Maybe (Int, Part, Part) -> m (Maybe (Int, Part, Part))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe (Int, Part, Part)
forall a. Maybe a
Nothing
_ -> Maybe (Int, Part, Part) -> m (Maybe (Int, Part, Part))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe (Int, Part, Part)
forall a. Maybe a
Nothing
sortItems :: [(ItemId, ItemQuant)] -> [(ItemId, ItemQuant)]
sortItems iis :: [(ItemId, ItemQuant)]
iis = ((ItemId, ItemQuant) -> ContentId ItemKind)
-> [(ItemId, ItemQuant)] -> [(ItemId, ItemQuant)]
forall b a. Ord b => (a -> b) -> [a] -> [a]
sortOn (ItemId -> ContentId ItemKind
getKind (ItemId -> ContentId ItemKind)
-> ((ItemId, ItemQuant) -> ItemId)
-> (ItemId, ItemQuant)
-> ContentId ItemKind
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (ItemId, ItemQuant) -> ItemId
forall a b. (a, b) -> a
fst) [(ItemId, ItemQuant)]
iis
sortedAssocs :: [(ItemId, ItemQuant)]
sortedAssocs = [(ItemId, ItemQuant)] -> [(ItemId, ItemQuant)]
sortItems ([(ItemId, ItemQuant)] -> [(ItemId, ItemQuant)])
-> [(ItemId, ItemQuant)] -> [(ItemId, ItemQuant)]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [(ItemId, ItemQuant)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs ItemBag
bag
[Maybe (Int, Part, Part)]
subjectMaybes <- ((ItemId, ItemQuant) -> m (Maybe (Int, Part, Part)))
-> [(ItemId, ItemQuant)] -> m [Maybe (Int, Part, Part)]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM (ItemId, ItemQuant) -> m (Maybe (Int, Part, Part))
subjectMaybe [(ItemId, ItemQuant)]
sortedAssocs
let subjects :: [(Int, Part, Part)]
subjects = [Maybe (Int, Part, Part)] -> [(Int, Part, Part)]
forall a. [Maybe a] -> [a]
catMaybes [Maybe (Int, Part, Part)]
subjectMaybes
sendMsg :: Bool -> m ()
sendMsg plural :: Bool
plural = do
let subjectShort :: Part
subjectShort = [Part] -> Part
MU.WWandW ([Part] -> Part) -> [Part] -> Part
forall a b. (a -> b) -> a -> b
$ ((Int, Part, Part) -> Part) -> [(Int, Part, Part)] -> [Part]
forall a b. (a -> b) -> [a] -> [b]
map (\(_, part :: Part
part, _) -> Part
part) [(Int, Part, Part)]
subjects
subjectLong :: Part
subjectLong = [Part] -> Part
MU.WWandW ([Part] -> Part) -> [Part] -> Part
forall a b. (a -> b) -> a -> b
$ ((Int, Part, Part) -> Part) -> [(Int, Part, Part)] -> [Part]
forall a b. (a -> b) -> [a] -> [b]
map (\(_, _, part :: Part
part) -> Part
part) [(Int, Part, Part)]
subjects
msg :: Part -> Text
msg subject :: Part
subject =
if Bool
plural
then [Part] -> Text
makeSentence [Person -> Polarity -> Part -> Part -> Part
MU.SubjectVerb Person
MU.PlEtc Polarity
MU.Yes
Part
subject Part
beLocated]
else [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
beLocated]
msgShort :: Text
msgShort = Part -> Text
msg Part
subjectShort
msgLong :: Text
msgLong = Part -> Text
msg Part
subjectLong
dotsIfShorter :: Text
dotsIfShorter = if Text
msgShort Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
== Text
msgLong then "" else ".."
m ()
resetXhair
MsgClassDistinct -> (Text, Text) -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
MsgClassDistinct -> (Text, Text) -> m ()
msgAddDistinct MsgClassDistinct
MsgSpottedItem (Text
msgShort Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
dotsIfShorter, Text
msgLong)
case [(Int, Part, Part)]
subjects of
[] -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
[(1, _, _)] -> Bool -> m ()
sendMsg Bool
False
_ -> Bool -> m ()
sendMsg Bool
True
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
verbose (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ case Container
c of
CActor aid :: ActorId
aid store :: CStore
store -> do
let verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ CStore -> Text
verbCStore CStore
store
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
b) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let underAI :: Bool
underAI = Faction -> Bool
isAIFact Faction
fact
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
if ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== Maybe ActorId
mleader Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
underAI then
MsgClassShowAndSave
-> ActorId
-> Part
-> [(ItemId, ItemQuant)]
-> (Int -> Either (Maybe Int) Int)
-> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a
-> ActorId
-> Part
-> [(ItemId, ItemQuant)]
-> (Int -> Either (Maybe Int) Int)
-> m ()
manyItemsAidVerbMU MsgClassShowAndSave
MsgItemMovement ActorId
aid Part
verb [(ItemId, ItemQuant)]
sortedAssocs Int -> Either (Maybe Int) Int
forall a b. b -> Either a b
Right
else Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> Bool
not (Actor -> Bool
bproj Actor
b) Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave
-> ActorId
-> Part
-> [(ItemId, ItemQuant)]
-> (Int -> Either (Maybe Int) Int)
-> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a
-> ActorId
-> Part
-> [(ItemId, ItemQuant)]
-> (Int -> Either (Maybe Int) Int)
-> m ()
manyItemsAidVerbMU MsgClassShowAndSave
MsgItemMovement ActorId
aid Part
verb [(ItemId, ItemQuant)]
sortedAssocs (Maybe Int -> Either (Maybe Int) Int
forall a b. a -> Either a b
Left (Maybe Int -> Either (Maybe Int) Int)
-> (Int -> Maybe Int) -> Int -> Either (Maybe Int) Int
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Int -> Maybe Int
forall a. a -> Maybe a
Just)
_ -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
recordItemLid :: MonadClientUI m => ItemId -> Container -> m ()
recordItemLid :: ItemId -> Container -> m ()
recordItemLid iid :: ItemId
iid c :: Container
c = do
Maybe LevelId
mjlid <- (SessionUI -> Maybe LevelId) -> m (Maybe LevelId)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe LevelId) -> m (Maybe LevelId))
-> (SessionUI -> Maybe LevelId) -> m (Maybe LevelId)
forall a b. (a -> b) -> a -> b
$ ItemId -> EnumMap ItemId LevelId -> Maybe LevelId
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ItemId
iid (EnumMap ItemId LevelId -> Maybe LevelId)
-> (SessionUI -> EnumMap ItemId LevelId)
-> SessionUI
-> Maybe LevelId
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> EnumMap ItemId LevelId
sitemUI
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe LevelId -> Bool
forall a. Maybe a -> Bool
isNothing Maybe LevelId
mjlid) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
LevelId
lid <- (State -> LevelId) -> m LevelId
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
c
(SessionUI -> SessionUI) -> m ()
forall (m :: * -> *).
MonadClientUI m =>
(SessionUI -> SessionUI) -> m ()
modifySession ((SessionUI -> SessionUI) -> m ())
-> (SessionUI -> SessionUI) -> m ()
forall a b. (a -> b) -> a -> b
$ \sess :: SessionUI
sess ->
SessionUI
sess {sitemUI :: EnumMap ItemId LevelId
sitemUI = ItemId
-> LevelId -> EnumMap ItemId LevelId -> EnumMap ItemId LevelId
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert ItemId
iid LevelId
lid (EnumMap ItemId LevelId -> EnumMap ItemId LevelId)
-> EnumMap ItemId LevelId -> EnumMap ItemId LevelId
forall a b. (a -> b) -> a -> b
$ SessionUI -> EnumMap ItemId LevelId
sitemUI SessionUI
sess}
moveActor :: (MonadClient m, MonadClientUI m)
=> ActorId -> Point -> Point -> m ()
moveActor :: ActorId -> Point -> Point -> m ()
moveActor aid :: ActorId
aid source :: Point
source target :: Point
target = do
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
if Point -> Point -> Bool
adjacent Point
source Point
target
then LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded (Actor -> LevelId
blid Actor
body)
else do
let ps :: (Point, Point)
ps = (Point
source, Point
target)
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
body) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Animation
teleport (Point, Point)
ps
ActorId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> m ()
lookAtMove ActorId
aid
displaceActorUI :: (MonadClient m, MonadClientUI m)
=> ActorId -> ActorId -> m ()
displaceActorUI :: ActorId -> ActorId -> m ()
displaceActorUI source :: ActorId
source target :: ActorId
target = do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
Actor
tb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
target
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
source
Part
tpart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
target
let msgClass :: MsgClassShowAndSave
msgClass = if Maybe ActorId
mleader Maybe ActorId -> [Maybe ActorId] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` (ActorId -> Maybe ActorId) -> [ActorId] -> [Maybe ActorId]
forall a b. (a -> b) -> [a] -> [b]
map ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just [ActorId
source, ActorId
target]
then MsgClassShowAndSave
MsgActionMajor
else MsgClassShowAndSave
MsgActionMinor
msg :: Text
msg = [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
spart "displace", Part
tpart]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass Text
msg
ActorId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> m ()
lookAtMove ActorId
source
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
sb FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= Actor -> FactionId
bfid Actor
tb) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
ActorId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ActorId -> m ()
lookAtMove ActorId
target
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (FactionId
side FactionId -> [FactionId] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Actor -> FactionId
bfid Actor
sb, Actor -> FactionId
bfid Actor
tb] Bool -> Bool -> Bool
&& Maybe ActorId
mleader Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
source) m ()
forall (m :: * -> *). (MonadClient m, MonadClientUI m) => m ()
stopPlayBack
let ps :: (Point, Point)
ps = (Actor -> Point
bpos Actor
tb, Actor -> Point
bpos Actor
sb)
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
sb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Animation
swapPlaces (Point, Point)
ps
moveItemUI :: (MonadClient m, MonadClientUI m)
=> ItemId -> Int -> ActorId -> CStore -> CStore
-> m ()
moveItemUI :: ItemId -> Int -> ActorId -> CStore -> CStore -> m ()
moveItemUI iid :: ItemId
iid k :: Int
k aid :: ActorId
aid cstore1 :: CStore
cstore1 cstore2 :: CStore
cstore2 = do
let verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ CStore -> Text
verbCStore CStore
cstore2
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
b) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let underAI :: Bool
underAI = Faction -> Bool
isAIFact Faction
fact
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
ItemSlots itemSlots :: EnumMap SLore SingleItemSlots
itemSlots <- (SessionUI -> ItemSlots) -> m ItemSlots
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> ItemSlots
sslots
case ItemId -> [(ItemId, SlotChar)] -> Maybe SlotChar
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup ItemId
iid ([(ItemId, SlotChar)] -> Maybe SlotChar)
-> [(ItemId, SlotChar)] -> Maybe SlotChar
forall a b. (a -> b) -> a -> b
$ ((SlotChar, ItemId) -> (ItemId, SlotChar))
-> [(SlotChar, ItemId)] -> [(ItemId, SlotChar)]
forall a b. (a -> b) -> [a] -> [b]
map (SlotChar, ItemId) -> (ItemId, SlotChar)
forall a b. (a, b) -> (b, a)
swap ([(SlotChar, ItemId)] -> [(ItemId, SlotChar)])
-> [(SlotChar, ItemId)] -> [(ItemId, SlotChar)]
forall a b. (a -> b) -> a -> b
$ SingleItemSlots -> [(SlotChar, ItemId)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs (SingleItemSlots -> [(SlotChar, ItemId)])
-> SingleItemSlots -> [(SlotChar, ItemId)]
forall a b. (a -> b) -> a -> b
$ EnumMap SLore SingleItemSlots
itemSlots EnumMap SLore SingleItemSlots -> SLore -> SingleItemSlots
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SItem of
Just _l :: SlotChar
_l ->
if CStore
cstore1 CStore -> CStore -> Bool
forall a. Eq a => a -> a -> Bool
== CStore
CGround Bool -> Bool -> Bool
&& ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== Maybe ActorId
mleader Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
underAI then
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU MsgClassShowAndSave
MsgItemMovement ActorId
aid Part
verb ItemId
iid (Int -> Either Int Int
forall a b. b -> Either a b
Right Int
k)
else Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> Bool
not (Actor -> Bool
bproj Actor
b) Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU MsgClassShowAndSave
MsgItemMovement ActorId
aid Part
verb ItemId
iid (Int -> Either Int Int
forall a b. a -> Either a b
Left Int
k)
Nothing -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$
"" [Char] -> (ItemId, Int, ActorId, CStore, CStore) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ItemId
iid, Int
k, ActorId
aid, CStore
cstore1, CStore
cstore2)
quitFactionUI :: (MonadClient m, MonadClientUI m)
=> FactionId -> Maybe Status
-> Maybe (FactionAnalytics, GenerationAnalytics)
-> m ()
quitFactionUI :: FactionId
-> Maybe Status
-> Maybe (FactionAnalytics, GenerationAnalytics)
-> m ()
quitFactionUI fid :: FactionId
fid toSt :: Maybe Status
toSt manalytics :: Maybe (FactionAnalytics, GenerationAnalytics)
manalytics = do
ClientOptions{Bool
sexposeItems :: ClientOptions -> Bool
sexposeItems :: Bool
sexposeItems} <- (StateClient -> ClientOptions) -> m ClientOptions
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> ClientOptions
soptions
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let fidName :: Part
fidName = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname Faction
fact
person :: Person
person = if Player -> Bool
fhasGender (Player -> Bool) -> Player -> Bool
forall a b. (a -> b) -> a -> b
$ Faction -> Player
gplayer Faction
fact then Person
MU.PlEtc else Person
MU.Sg3rd
horror :: Bool
horror = Faction -> Bool
isHorrorFact Faction
fact
camping :: Bool
camping = Bool -> (Status -> Bool) -> Maybe Status -> Bool
forall b a. b -> (a -> b) -> Maybe a -> b
maybe Bool
True ((Outcome -> Outcome -> Bool
forall a. Eq a => a -> a -> Bool
== Outcome
Camping) (Outcome -> Bool) -> (Status -> Outcome) -> Status -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Status -> Outcome
stOutcome) Maybe Status
toSt
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
camping) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
m ()
forall (m :: * -> *). MonadClientUI m => m ()
tellGameClipPS
m ()
forall (m :: * -> *). MonadClientUI m => m ()
resetGameStart
ModeKind
gameMode <- m ModeKind
forall (m :: * -> *). MonadStateRead m => m ModeKind
getGameMode
Int
allNframes <- (SessionUI -> Int) -> m Int
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> Int
sallNframes
let startingPart :: Maybe Part
startingPart = case Maybe Status
toSt of
_ | Bool
horror -> Maybe Part
forall a. Maybe a
Nothing
Just Status{stOutcome :: Status -> Outcome
stOutcome=stOutcome :: Outcome
stOutcome@Outcome
Restart, stNewGame :: Status -> Maybe (GroupName ModeKind)
stNewGame=Just gn :: GroupName ModeKind
gn} ->
Part -> Maybe Part
forall a. a -> Maybe a
Just (Part -> Maybe Part) -> Part -> Maybe Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Outcome -> Text
nameOutcomeVerb Outcome
stOutcome
Text -> Text -> Text
<+> "to restart in" Text -> Text -> Text
<+> GroupName ModeKind -> Text
forall a. GroupName a -> Text
fromGroupName GroupName ModeKind
gn Text -> Text -> Text
<+> "mode"
Just Status{stOutcome :: Status -> Outcome
stOutcome=Outcome
Restart, stNewGame :: Status -> Maybe (GroupName ModeKind)
stNewGame=Maybe (GroupName ModeKind)
Nothing} ->
[Char] -> Maybe Part
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> Maybe Part) -> [Char] -> Maybe Part
forall a b. (a -> b) -> a -> b
$ "" [Char] -> (FactionId, Maybe Status) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (FactionId
fid, Maybe Status
toSt)
Just Status{Outcome
stOutcome :: Outcome
stOutcome :: Status -> Outcome
stOutcome} -> Part -> Maybe Part
forall a. a -> Maybe a
Just (Part -> Maybe Part) -> Part -> Maybe Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Outcome -> Text
nameOutcomeVerb Outcome
stOutcome
Nothing -> Maybe Part
forall a. Maybe a
Nothing
middlePart :: Maybe Text
middlePart = case Maybe Status
toSt of
_ | FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side -> Maybe Text
forall a. Maybe a
Nothing
Just Status{Outcome
stOutcome :: Outcome
stOutcome :: Status -> Outcome
stOutcome} -> Outcome -> [(Outcome, Text)] -> Maybe Text
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup Outcome
stOutcome ([(Outcome, Text)] -> Maybe Text)
-> [(Outcome, Text)] -> Maybe Text
forall a b. (a -> b) -> a -> b
$ ModeKind -> [(Outcome, Text)]
mendMsg ModeKind
gameMode
Nothing -> Maybe Text
forall a. Maybe a
Nothing
partingPart :: Maybe Text
partingPart = if FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side Bool -> Bool -> Bool
|| Int
allNframes Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== -1
then Maybe Text
forall a. Maybe a
Nothing
else Outcome -> Text
endMessageOutcome (Outcome -> Text) -> (Status -> Outcome) -> Status -> Text
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Status -> Outcome
stOutcome (Status -> Text) -> Maybe Status -> Maybe Text
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Maybe Status
toSt
case Maybe Part
startingPart of
Nothing -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just sp :: Part
sp ->
let blurb :: Text
blurb = [Part] -> Text
makeSentence [Person -> Polarity -> Part -> Part -> Part
MU.SubjectVerb Person
person Polarity
MU.Yes Part
fidName Part
sp]
in MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
MsgFinalOutcome Text
blurb
case (Maybe Status
toSt, Maybe Text
partingPart) of
(Just status :: Status
status, Just pp :: Text
pp) -> do
Bool
noConfirmsGame <- m Bool
forall (m :: * -> *). MonadStateRead m => m Bool
isNoConfirmsGame
Bool
go <- if Bool
noConfirmsGame
then Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
else ColorMode -> Text -> m Bool
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m Bool
displaySpaceEsc ColorMode
ColorFull ""
m ()
forall (m :: * -> *). MonadClientUI m => m ()
recordHistory
(itemBag :: ItemBag
itemBag, total :: Int
total) <- (State -> (ItemBag, Int)) -> m (ItemBag, Int)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> (ItemBag, Int)) -> m (ItemBag, Int))
-> (State -> (ItemBag, Int)) -> m (ItemBag, Int)
forall a b. (a -> b) -> a -> b
$ FactionId -> State -> (ItemBag, Int)
calculateTotal FactionId
side
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
go (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
case Maybe Text
middlePart of
Nothing -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just sp1 :: Text
sp1 -> do
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
ItemId -> ItemFull
itemToF <- (State -> ItemId -> ItemFull) -> m (ItemId -> ItemFull)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemId -> ItemFull) -> m (ItemId -> ItemFull))
-> (State -> ItemId -> ItemFull) -> m (ItemId -> ItemFull)
forall a b. (a -> b) -> a -> b
$ (ItemId -> State -> ItemFull) -> State -> ItemId -> ItemFull
forall a b c. (a -> b -> c) -> b -> a -> c
flip ItemId -> State -> ItemFull
itemToFull
let getTrunkFull :: (ActorId, Actor) -> (ActorId, ItemFull)
getTrunkFull (aid :: ActorId
aid, b :: Actor
b) = (ActorId
aid, ItemId -> ItemFull
itemToF (ItemId -> ItemFull) -> ItemId -> ItemFull
forall a b. (a -> b) -> a -> b
$ Actor -> ItemId
btrunk Actor
b)
[(ActorId, ItemFull)]
ourTrunks <- (State -> [(ActorId, ItemFull)]) -> m [(ActorId, ItemFull)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, ItemFull)]) -> m [(ActorId, ItemFull)])
-> (State -> [(ActorId, ItemFull)]) -> m [(ActorId, ItemFull)]
forall a b. (a -> b) -> a -> b
$ ((ActorId, Actor) -> (ActorId, ItemFull))
-> [(ActorId, Actor)] -> [(ActorId, ItemFull)]
forall a b. (a -> b) -> [a] -> [b]
map (ActorId, Actor) -> (ActorId, ItemFull)
getTrunkFull
([(ActorId, Actor)] -> [(ActorId, ItemFull)])
-> (State -> [(ActorId, Actor)]) -> State -> [(ActorId, ItemFull)]
forall b c a. (b -> c) -> (a -> b) -> a -> c
. FactionId -> State -> [(ActorId, Actor)]
fidActorNotProjGlobalAssocs FactionId
side
let smartFaction :: Faction -> Bool
smartFaction fact2 :: Faction
fact2 = Player -> LeaderMode
fleaderMode (Faction -> Player
gplayer Faction
fact2) LeaderMode -> LeaderMode -> Bool
forall a. Eq a => a -> a -> Bool
/= LeaderMode
LeaderNull
canBeSmart :: [(a, Faction)] -> Bool
canBeSmart = ((a, Faction) -> Bool) -> [(a, Faction)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (Faction -> Bool
smartFaction (Faction -> Bool)
-> ((a, Faction) -> Faction) -> (a, Faction) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (a, Faction) -> Faction
forall a b. (a, b) -> b
snd)
canBeOurFaction :: [(FactionId, Faction)] -> Bool
canBeOurFaction = ((FactionId, Faction) -> Bool) -> [(FactionId, Faction)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (\(fid2 :: FactionId
fid2, _) -> FactionId
fid2 FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side)
smartEnemy :: ItemFull -> Bool
smartEnemy trunkFull :: ItemFull
trunkFull =
let possible :: [(FactionId, Faction)]
possible =
ItemKind -> FactionDict -> [(FactionId, Faction)]
possibleActorFactions (ItemFull -> ItemKind
itemKind ItemFull
trunkFull) FactionDict
factionD
in Bool -> Bool
not ([(FactionId, Faction)] -> Bool
canBeOurFaction [(FactionId, Faction)]
possible) Bool -> Bool -> Bool
&& [(FactionId, Faction)] -> Bool
forall a. [(a, Faction)] -> Bool
canBeSmart [(FactionId, Faction)]
possible
smartEnemiesOurs :: [(ActorId, ItemFull)]
smartEnemiesOurs = ((ActorId, ItemFull) -> Bool)
-> [(ActorId, ItemFull)] -> [(ActorId, ItemFull)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ItemFull -> Bool
smartEnemy (ItemFull -> Bool)
-> ((ActorId, ItemFull) -> ItemFull) -> (ActorId, ItemFull) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (ActorId, ItemFull) -> ItemFull
forall a b. (a, b) -> b
snd) [(ActorId, ItemFull)]
ourTrunks
uniqueActor :: ItemFull -> Bool
uniqueActor trunkFull :: ItemFull
trunkFull = Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Unique
(AspectRecord -> Bool) -> AspectRecord -> Bool
forall a b. (a -> b) -> a -> b
$ ItemFull -> AspectRecord
aspectRecordFull ItemFull
trunkFull
uniqueEnemiesOurs :: [(ActorId, ItemFull)]
uniqueEnemiesOurs = ((ActorId, ItemFull) -> Bool)
-> [(ActorId, ItemFull)] -> [(ActorId, ItemFull)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ItemFull -> Bool
uniqueActor (ItemFull -> Bool)
-> ((ActorId, ItemFull) -> ItemFull) -> (ActorId, ItemFull) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (ActorId, ItemFull) -> ItemFull
forall a b. (a, b) -> b
snd) [(ActorId, ItemFull)]
smartEnemiesOurs
smartUniqueEnemyCaptured :: Bool
smartUniqueEnemyCaptured = Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ [(ActorId, ItemFull)] -> Bool
forall a. [a] -> Bool
null [(ActorId, ItemFull)]
uniqueEnemiesOurs
smartEnemyCaptured :: Bool
smartEnemyCaptured = Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ [(ActorId, ItemFull)] -> Bool
forall a. [a] -> Bool
null [(ActorId, ItemFull)]
smartEnemiesOurs
Text
smartEnemySentence <- case [(ActorId, ItemFull)]
uniqueEnemiesOurs [(ActorId, ItemFull)]
-> [(ActorId, ItemFull)] -> [(ActorId, ItemFull)]
forall a. [a] -> [a] -> [a]
++ [(ActorId, ItemFull)]
smartEnemiesOurs of
[] -> Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return ""
(enemyAid :: ActorId
enemyAid, _) : _ -> do
ActorUI
bUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
enemyAid
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! [Part] -> Text
makePhrase [Part -> Part
MU.Capitalize (ActorUI -> Part
partActor ActorUI
bUI)] Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "?"
let won :: Bool
won = Bool -> (Status -> Bool) -> Maybe Status -> Bool
forall b a. b -> (a -> b) -> Maybe a -> b
maybe Bool
False ((Outcome -> [Outcome] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Outcome]
victoryOutcomes) (Outcome -> Bool) -> (Status -> Outcome) -> Status -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Status -> Outcome
stOutcome) Maybe Status
toSt
lost :: Bool
lost = Bool -> (Status -> Bool) -> Maybe Status -> Bool
forall b a. b -> (a -> b) -> Maybe a -> b
maybe Bool
False ((Outcome -> [Outcome] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Outcome]
deafeatOutcomes) (Outcome -> Bool) -> (Status -> Outcome) -> Status -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Status -> Outcome
stOutcome) Maybe Status
toSt
msgClass :: MsgClassShowAndSave
msgClass | Bool
won = MsgClassShowAndSave
MsgGoodMiscEvent
| Bool
lost = MsgClassShowAndSave
MsgBadMiscEvent
| Bool
otherwise = MsgClassShowAndSave
MsgNeutralEvent
(sp2 :: Text
sp2, escPrompt :: Text
escPrompt) =
if | Bool
lost -> ("", "Accept the unacceptable?")
| Bool
smartUniqueEnemyCaptured ->
( "\nOh, wait, who is this, towering behind your escaping crew?" Text -> Text -> Text
<+> Text
smartEnemySentence Text -> Text -> Text
<+> "This changes everything. For everybody. Everywhere. Forever. Did you plan for this? Are you sure it was your idea?"
, "What happens now?" )
| Bool
smartEnemyCaptured ->
( "\nOh, wait, who is this, hunched among your escaping crew?" Text -> Text -> Text
<+> Text
smartEnemySentence Text -> Text -> Text
<+> "Suddenly, this makes your crazy story credible. Suddenly, the door of knowledge opens again."
, "How will you play that move?" )
| Bool
otherwise -> ("", "Let's see what we've got here.")
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass Text
sp1
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgFactionIntel Text
sp2
m Bool -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m Bool -> m ()) -> m Bool -> m ()
forall a b. (a -> b) -> a -> b
$ ColorMode -> Text -> m Bool
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m Bool
displaySpaceEsc ColorMode
ColorFull Text
escPrompt
case Maybe (FactionAnalytics, GenerationAnalytics)
manalytics of
Nothing -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just (factionAn :: FactionAnalytics
factionAn, generationAn :: GenerationAnalytics
generationAn) ->
[m KM] -> [m KM] -> m ()
forall (m :: * -> *). MonadClientUI m => [m KM] -> [m KM] -> m ()
cycleLore []
[ (ItemBag, Int) -> GenerationAnalytics -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
(ItemBag, Int) -> GenerationAnalytics -> m KM
displayGameOverLoot (ItemBag
itemBag, Int
total) GenerationAnalytics
generationAn
, SLore -> Bool -> GenerationAnalytics -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
SLore -> Bool -> GenerationAnalytics -> m KM
displayGameOverLore SLore
SOrgan Bool
True GenerationAnalytics
generationAn
, FactionAnalytics -> GenerationAnalytics -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
FactionAnalytics -> GenerationAnalytics -> m KM
displayGameOverAnalytics FactionAnalytics
factionAn GenerationAnalytics
generationAn
, SLore -> Bool -> GenerationAnalytics -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
SLore -> Bool -> GenerationAnalytics -> m KM
displayGameOverLore SLore
SCondition Bool
sexposeItems GenerationAnalytics
generationAn
, SLore -> Bool -> GenerationAnalytics -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
SLore -> Bool -> GenerationAnalytics -> m KM
displayGameOverLore SLore
SBlast Bool
True GenerationAnalytics
generationAn
, SLore -> Bool -> GenerationAnalytics -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
SLore -> Bool -> GenerationAnalytics -> m KM
displayGameOverLore SLore
SEmbed Bool
True GenerationAnalytics
generationAn ]
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
noConfirmsGame (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Slideshow
scoreSlides <- Int -> Status -> m Slideshow
forall (m :: * -> *).
MonadClientUI m =>
Int -> Status -> m Slideshow
scoreToSlideshow Int
total Status
status
m KM -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m KM -> m ()) -> m KM -> m ()
forall a b. (a -> b) -> a -> b
$ ColorMode -> [KM] -> Slideshow -> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> [KM] -> Slideshow -> m KM
getConfirms ColorMode
ColorFull [KM
K.spaceKM, KM
K.escKM] Slideshow
scoreSlides
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> Bool
not Bool
noConfirmsGame Bool -> Bool -> Bool
|| Bool
camping) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgPromptGeneric Text
pp
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
camping (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ MsgClassShow -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShow
MsgPromptGeneric "Saving..."
Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
pushFrame Bool
False
_ -> Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe Part -> Bool
forall a. Maybe a -> Bool
isJust Maybe Part
startingPart Bool -> Bool -> Bool
&& (Status -> Outcome
stOutcome (Status -> Outcome) -> Maybe Status -> Maybe Outcome
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Maybe Status
toSt) Maybe Outcome -> Maybe Outcome -> Bool
forall a. Eq a => a -> a -> Bool
== Outcome -> Maybe Outcome
forall a. a -> Maybe a
Just Outcome
Killed) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMore ColorMode
ColorFull ""
displayGameOverLoot :: (MonadClient m, MonadClientUI m)
=> (ItemBag, Int) -> GenerationAnalytics -> m K.KM
displayGameOverLoot :: (ItemBag, Int) -> GenerationAnalytics -> m KM
displayGameOverLoot (heldBag :: ItemBag
heldBag, total :: Int
total) generationAn :: GenerationAnalytics
generationAn = do
ClientOptions{Bool
sexposeItems :: Bool
sexposeItems :: ClientOptions -> Bool
sexposeItems} <- (StateClient -> ClientOptions) -> m ClientOptions
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> ClientOptions
soptions
COps{ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem :: ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
ItemSlots itemSlots :: EnumMap SLore SingleItemSlots
itemSlots <- (SessionUI -> ItemSlots) -> m ItemSlots
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> ItemSlots
sslots
let currencyName :: Text
currencyName = ItemKind -> Text
IK.iname (ItemKind -> Text) -> ItemKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem (ContentId ItemKind -> ItemKind) -> ContentId ItemKind -> ItemKind
forall a b. (a -> b) -> a -> b
$ ContentData ItemKind -> GroupName ItemKind -> ContentId ItemKind
forall a. Show a => ContentData a -> GroupName a -> ContentId a
ouniqGroup ContentData ItemKind
coitem GroupName ItemKind
IK.S_CURRENCY
lSlotsRaw :: SingleItemSlots
lSlotsRaw = (ItemId -> Bool) -> SingleItemSlots -> SingleItemSlots
forall a k. (a -> Bool) -> EnumMap k a -> EnumMap k a
EM.filter (ItemId -> ItemBag -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` ItemBag
heldBag) (SingleItemSlots -> SingleItemSlots)
-> SingleItemSlots -> SingleItemSlots
forall a b. (a -> b) -> a -> b
$ EnumMap SLore SingleItemSlots
itemSlots EnumMap SLore SingleItemSlots -> SLore -> SingleItemSlots
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SItem
generationItem :: EnumMap ItemId Int
generationItem = GenerationAnalytics
generationAn GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SItem
(itemBag :: ItemBag
itemBag, lSlots :: SingleItemSlots
lSlots) =
if Bool
sexposeItems
then let generationBag :: ItemBag
generationBag = (Int -> ItemQuant) -> EnumMap ItemId Int -> ItemBag
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (\k :: Int
k -> (-Int
k, [])) EnumMap ItemId Int
generationItem
bag :: ItemBag
bag = ItemBag
heldBag ItemBag -> ItemBag -> ItemBag
forall k a. EnumMap k a -> EnumMap k a -> EnumMap k a
`EM.union` ItemBag
generationBag
slots :: SingleItemSlots
slots = [(SlotChar, ItemId)] -> SingleItemSlots
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromDistinctAscList ([(SlotChar, ItemId)] -> SingleItemSlots)
-> [(SlotChar, ItemId)] -> SingleItemSlots
forall a b. (a -> b) -> a -> b
$ [SlotChar] -> [ItemId] -> [(SlotChar, ItemId)]
forall a b. [a] -> [b] -> [(a, b)]
zip [SlotChar]
allSlots ([ItemId] -> [(SlotChar, ItemId)])
-> [ItemId] -> [(SlotChar, ItemId)]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys ItemBag
bag
in (ItemBag
bag, SingleItemSlots
slots)
else (ItemBag
heldBag, SingleItemSlots
lSlotsRaw)
promptFun :: ItemId -> ItemFull -> Int -> Text
promptFun iid :: ItemId
iid itemFull2 :: ItemFull
itemFull2 k :: Int
k =
let worth :: Int
worth = Int -> ItemKind -> Int
itemPrice 1 (ItemKind -> Int) -> ItemKind -> Int
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFull2
lootMsg :: Text
lootMsg = if Int
worth Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0 then "" else
let pile :: Part
pile = if Int
k Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1 then "exemplar" else "hoard"
in [Part] -> Text
makeSentence ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$
["this treasure", Part
pile, "is worth"]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ (if Int
k Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1 then [ Int -> Part
MU.Cardinal Int
k, "times"] else [])
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Int -> Part -> Part
MU.CarWs Int
worth (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text Text
currencyName]
holdsMsg :: Text
holdsMsg =
let n :: Int
n = EnumMap ItemId Int
generationItem EnumMap ItemId Int -> ItemId -> Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid
in if | Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 0 Int
k Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1 Bool -> Bool -> Bool
&& Int
n Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1 ->
"You keep the only specimen extant:"
| Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 0 Int
k Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0 Bool -> Bool -> Bool
&& Int
n Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1 ->
"You don't have the only hypothesized specimen:"
| Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 0 Int
k Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0 Bool -> Bool -> Bool
&& Int
n Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0 ->
"No such specimen was recorded:"
| Bool
otherwise ->
[Part] -> Text
makePhrase [ "You hold"
, if Int
k Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Int
n
then "all pieces"
else Int -> Part -> Part
MU.CardinalAWs (Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 0 Int
k) "piece"
, "out of"
, Int -> Part
MU.Car Int
n
, "scattered:" ]
in Text
lootMsg Text -> Text -> Text
<+> Text
holdsMsg
Int
dungeonTotal <- (State -> Int) -> m Int
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Int
sgold
let promptGold :: Text
promptGold = Text -> Int -> Int -> Text
spoilsBlurb Text
currencyName Int
total Int
dungeonTotal
prompt :: Text
prompt =
Text
promptGold
Text -> Text -> Text
<+> (if Bool
sexposeItems
then "Non-positive count means none held but this many generated."
else "")
examItem :: Int -> SingleItemSlots -> m Bool
examItem = ItemBag
-> Int
-> (ItemId -> ItemFull -> Int -> Text)
-> Int
-> SingleItemSlots
-> m Bool
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ItemBag
-> Int
-> (ItemId -> ItemFull -> Int -> Text)
-> Int
-> SingleItemSlots
-> m Bool
displayItemLore ItemBag
itemBag 0 ItemId -> ItemFull -> Int -> Text
promptFun
[Char]
-> SingleItemSlots
-> ItemBag
-> Text
-> (Int -> SingleItemSlots -> m Bool)
-> Bool
-> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
[Char]
-> SingleItemSlots
-> ItemBag
-> Text
-> (Int -> SingleItemSlots -> m Bool)
-> Bool
-> m KM
viewLoreItems "GameOverLoot" SingleItemSlots
lSlots ItemBag
itemBag Text
prompt Int -> SingleItemSlots -> m Bool
examItem Bool
True
displayGameOverAnalytics :: (MonadClient m, MonadClientUI m)
=> FactionAnalytics -> GenerationAnalytics
-> m K.KM
displayGameOverAnalytics :: FactionAnalytics -> GenerationAnalytics -> m KM
displayGameOverAnalytics factionAn :: FactionAnalytics
factionAn generationAn :: GenerationAnalytics
generationAn = do
ClientOptions{Bool
sexposeActors :: ClientOptions -> Bool
sexposeActors :: Bool
sexposeActors} <- (StateClient -> ClientOptions) -> m ClientOptions
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> ClientOptions
soptions
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
ItemSlots itemSlots :: EnumMap SLore SingleItemSlots
itemSlots <- (SessionUI -> ItemSlots) -> m ItemSlots
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> ItemSlots
sslots
let ourAn :: EnumMap KillHow KillMap
ourAn = Analytics -> EnumMap KillHow KillMap
akillCounts
(Analytics -> EnumMap KillHow KillMap)
-> Analytics -> EnumMap KillHow KillMap
forall a b. (a -> b) -> a -> b
$ Analytics -> FactionId -> FactionAnalytics -> Analytics
forall k a. Enum k => a -> k -> EnumMap k a -> a
EM.findWithDefault Analytics
emptyAnalytics FactionId
side FactionAnalytics
factionAn
foesAn :: EnumMap ItemId Int
foesAn = (Int -> Int -> Int) -> [EnumMap ItemId Int] -> EnumMap ItemId Int
forall a k. (a -> a -> a) -> [EnumMap k a] -> EnumMap k a
EM.unionsWith Int -> Int -> Int
forall a. Num a => a -> a -> a
(+)
([EnumMap ItemId Int] -> EnumMap ItemId Int)
-> [EnumMap ItemId Int] -> EnumMap ItemId Int
forall a b. (a -> b) -> a -> b
$ (KillMap -> [EnumMap ItemId Int])
-> [KillMap] -> [EnumMap ItemId Int]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap KillMap -> [EnumMap ItemId Int]
forall k a. EnumMap k a -> [a]
EM.elems ([KillMap] -> [EnumMap ItemId Int])
-> [KillMap] -> [EnumMap ItemId Int]
forall a b. (a -> b) -> a -> b
$ [Maybe KillMap] -> [KillMap]
forall a. [Maybe a] -> [a]
catMaybes
([Maybe KillMap] -> [KillMap]) -> [Maybe KillMap] -> [KillMap]
forall a b. (a -> b) -> a -> b
$ (KillHow -> Maybe KillMap) -> [KillHow] -> [Maybe KillMap]
forall a b. (a -> b) -> [a] -> [b]
map (KillHow -> EnumMap KillHow KillMap -> Maybe KillMap
forall k a. Enum k => k -> EnumMap k a -> Maybe a
`EM.lookup` EnumMap KillHow KillMap
ourAn) [KillHow
KillKineticMelee .. KillHow
KillOtherPush]
trunkBagRaw :: ItemBag
trunkBagRaw = (Int -> ItemQuant) -> EnumMap ItemId Int -> ItemBag
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (, []) EnumMap ItemId Int
foesAn
lSlotsRaw :: SingleItemSlots
lSlotsRaw = (ItemId -> Bool) -> SingleItemSlots -> SingleItemSlots
forall a k. (a -> Bool) -> EnumMap k a -> EnumMap k a
EM.filter (ItemId -> ItemBag -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` ItemBag
trunkBagRaw) (SingleItemSlots -> SingleItemSlots)
-> SingleItemSlots -> SingleItemSlots
forall a b. (a -> b) -> a -> b
$ EnumMap SLore SingleItemSlots
itemSlots EnumMap SLore SingleItemSlots -> SLore -> SingleItemSlots
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
STrunk
killedBag :: ItemBag
killedBag = [(ItemId, ItemQuant)] -> ItemBag
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromList ([(ItemId, ItemQuant)] -> ItemBag)
-> [(ItemId, ItemQuant)] -> ItemBag
forall a b. (a -> b) -> a -> b
$ (ItemId -> (ItemId, ItemQuant))
-> [ItemId] -> [(ItemId, ItemQuant)]
forall a b. (a -> b) -> [a] -> [b]
map (\iid :: ItemId
iid -> (ItemId
iid, ItemBag
trunkBagRaw ItemBag -> ItemId -> ItemQuant
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid))
(SingleItemSlots -> [ItemId]
forall k a. EnumMap k a -> [a]
EM.elems SingleItemSlots
lSlotsRaw)
generationTrunk :: EnumMap ItemId Int
generationTrunk = GenerationAnalytics
generationAn GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
STrunk
(trunkBag :: ItemBag
trunkBag, lSlots :: SingleItemSlots
lSlots) =
if Bool
sexposeActors
then let generationBag :: ItemBag
generationBag = (Int -> ItemQuant) -> EnumMap ItemId Int -> ItemBag
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (\k :: Int
k -> (-Int
k, [])) EnumMap ItemId Int
generationTrunk
bag :: ItemBag
bag = ItemBag
killedBag ItemBag -> ItemBag -> ItemBag
forall k a. EnumMap k a -> EnumMap k a -> EnumMap k a
`EM.union` ItemBag
generationBag
slots :: SingleItemSlots
slots = [(SlotChar, ItemId)] -> SingleItemSlots
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromDistinctAscList ([(SlotChar, ItemId)] -> SingleItemSlots)
-> [(SlotChar, ItemId)] -> SingleItemSlots
forall a b. (a -> b) -> a -> b
$ [SlotChar] -> [ItemId] -> [(SlotChar, ItemId)]
forall a b. [a] -> [b] -> [(a, b)]
zip [SlotChar]
allSlots ([ItemId] -> [(SlotChar, ItemId)])
-> [ItemId] -> [(SlotChar, ItemId)]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys ItemBag
bag
in (ItemBag
bag, SingleItemSlots
slots)
else (ItemBag
killedBag, SingleItemSlots
lSlotsRaw)
total :: Int
total = [Int] -> Int
forall a. Num a => [a] -> a
sum ([Int] -> Int) -> [Int] -> Int
forall a b. (a -> b) -> a -> b
$ (Int -> Bool) -> [Int] -> [Int]
forall a. (a -> Bool) -> [a] -> [a]
filter (Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0) ([Int] -> [Int]) -> [Int] -> [Int]
forall a b. (a -> b) -> a -> b
$ (ItemQuant -> Int) -> [ItemQuant] -> [Int]
forall a b. (a -> b) -> [a] -> [b]
map ItemQuant -> Int
forall a b. (a, b) -> a
fst ([ItemQuant] -> [Int]) -> [ItemQuant] -> [Int]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [ItemQuant]
forall k a. EnumMap k a -> [a]
EM.elems ItemBag
trunkBag
promptFun :: ItemId -> ItemFull-> Int -> Text
promptFun :: ItemId -> ItemFull -> Int -> Text
promptFun iid :: ItemId
iid _ k :: Int
k =
let n :: Int
n = EnumMap ItemId Int
generationTrunk EnumMap ItemId Int -> ItemId -> Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid
in [Part] -> Text
makePhrase [ "You recall the adversary, which you killed on"
, Int -> Part -> Part
MU.CarWs (Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 0 Int
k) "occasion", "while reports mention"
, Int -> Part -> Part
MU.CarWs Int
n "individual", "in total:" ]
prompt :: Text
prompt =
[Part] -> Text
makeSentence ["your team vanquished", Int -> Part -> Part
MU.CarWs Int
total "adversary"]
Text -> Text -> Text
<+> (if Bool
sexposeActors
then "Non-positive count means none killed but this many reported."
else "")
examItem :: Int -> SingleItemSlots -> m Bool
examItem = ItemBag
-> Int
-> (ItemId -> ItemFull -> Int -> Text)
-> Int
-> SingleItemSlots
-> m Bool
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ItemBag
-> Int
-> (ItemId -> ItemFull -> Int -> Text)
-> Int
-> SingleItemSlots
-> m Bool
displayItemLore ItemBag
trunkBag 0 ItemId -> ItemFull -> Int -> Text
promptFun
[Char]
-> SingleItemSlots
-> ItemBag
-> Text
-> (Int -> SingleItemSlots -> m Bool)
-> Bool
-> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
[Char]
-> SingleItemSlots
-> ItemBag
-> Text
-> (Int -> SingleItemSlots -> m Bool)
-> Bool
-> m KM
viewLoreItems "GameOverAnalytics" SingleItemSlots
lSlots ItemBag
trunkBag Text
prompt Int -> SingleItemSlots -> m Bool
examItem Bool
False
displayGameOverLore :: (MonadClient m, MonadClientUI m)
=> SLore -> Bool -> GenerationAnalytics -> m K.KM
displayGameOverLore :: SLore -> Bool -> GenerationAnalytics -> m KM
displayGameOverLore slore :: SLore
slore exposeCount :: Bool
exposeCount generationAn :: GenerationAnalytics
generationAn = do
let generationLore :: EnumMap ItemId Int
generationLore = GenerationAnalytics
generationAn GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
slore
generationBag :: ItemBag
generationBag = (Int -> ItemQuant) -> EnumMap ItemId Int -> ItemBag
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (\k :: Int
k -> (if Bool
exposeCount then Int
k else 1, []))
EnumMap ItemId Int
generationLore
total :: Int
total = [Int] -> Int
forall a. Num a => [a] -> a
sum ([Int] -> Int) -> [Int] -> Int
forall a b. (a -> b) -> a -> b
$ (ItemQuant -> Int) -> [ItemQuant] -> [Int]
forall a b. (a -> b) -> [a] -> [b]
map ItemQuant -> Int
forall a b. (a, b) -> a
fst ([ItemQuant] -> [Int]) -> [ItemQuant] -> [Int]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [ItemQuant]
forall k a. EnumMap k a -> [a]
EM.elems ItemBag
generationBag
slots :: SingleItemSlots
slots = [(SlotChar, ItemId)] -> SingleItemSlots
forall k a. Enum k => [(k, a)] -> EnumMap k a
EM.fromDistinctAscList ([(SlotChar, ItemId)] -> SingleItemSlots)
-> [(SlotChar, ItemId)] -> SingleItemSlots
forall a b. (a -> b) -> a -> b
$ [SlotChar] -> [ItemId] -> [(SlotChar, ItemId)]
forall a b. [a] -> [b] -> [(a, b)]
zip [SlotChar]
allSlots ([ItemId] -> [(SlotChar, ItemId)])
-> [ItemId] -> [(SlotChar, ItemId)]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys ItemBag
generationBag
promptFun :: ItemId -> ItemFull-> Int -> Text
promptFun :: ItemId -> ItemFull -> Int -> Text
promptFun _ _ k :: Int
k =
[Part] -> Text
makeSentence
[ "this", Text -> Part
MU.Text (SLore -> Text
ppSLore SLore
slore), "manifested during your quest"
, Int -> Part -> Part
MU.CarWs Int
k "time" ]
verb :: Part
verb = if SLore
slore SLore -> [SLore] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [SLore
SCondition, SLore
SBlast]
then "experienced"
else "saw"
prompt :: Text
prompt | Int
total Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0 =
[Part] -> Text
makeSentence [ "you didn't experience any"
, Part -> Part
MU.Ws (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (SLore -> Text
headingSLore SLore
slore)
, "this time" ]
| Bool
otherwise =
[Part] -> Text
makeSentence [ "you", Part
verb, "the following variety of"
, Int -> Part -> Part
MU.CarWs Int
total (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (SLore -> Text
headingSLore SLore
slore) ]
examItem :: Int -> SingleItemSlots -> m Bool
examItem = ItemBag
-> Int
-> (ItemId -> ItemFull -> Int -> Text)
-> Int
-> SingleItemSlots
-> m Bool
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ItemBag
-> Int
-> (ItemId -> ItemFull -> Int -> Text)
-> Int
-> SingleItemSlots
-> m Bool
displayItemLore ItemBag
generationBag 0 ItemId -> ItemFull -> Int -> Text
promptFun
displayRanged :: Bool
displayRanged = SLore
slore SLore -> [SLore] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`notElem` [SLore
SOrgan, SLore
STrunk]
[Char]
-> SingleItemSlots
-> ItemBag
-> Text
-> (Int -> SingleItemSlots -> m Bool)
-> Bool
-> m KM
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
[Char]
-> SingleItemSlots
-> ItemBag
-> Text
-> (Int -> SingleItemSlots -> m Bool)
-> Bool
-> m KM
viewLoreItems ("GameOverLore" [Char] -> [Char] -> [Char]
forall a. [a] -> [a] -> [a]
++ SLore -> [Char]
forall a. Show a => a -> [Char]
show SLore
slore)
SingleItemSlots
slots ItemBag
generationBag Text
prompt Int -> SingleItemSlots -> m Bool
examItem Bool
displayRanged
discover :: (MonadClient m, MonadClientUI m) => Container -> ItemId -> m ()
discover :: Container -> ItemId -> m ()
discover c :: Container
c iid :: ItemId
iid = do
COps{ContentData ItemKind
coitem :: ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
LevelId
lid <- (State -> LevelId) -> m LevelId
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
c
Time
globalTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Time
stime
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
ItemBag
bag <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ Container -> State -> ItemBag
getContainerBag Container
c
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
(noMsg :: Bool
noMsg, nameWhere :: [Part]
nameWhere) <- case Container
c of
CActor aidOwner :: ActorId
aidOwner storeOwner :: CStore
storeOwner -> do
Actor
bOwner <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aidOwner
[Part]
name <- if Actor -> Bool
bproj Actor
bOwner
then [Part] -> m [Part]
forall (m :: * -> *) a. Monad m => a -> m a
return []
else (ActorId -> m Part) -> Bool -> Container -> m [Part]
forall (m :: * -> *).
MonadClientUI m =>
(ActorId -> m Part) -> Bool -> Container -> m [Part]
ppContainerWownW ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader Bool
True Container
c
let arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
inMetaGame :: Bool
inMetaGame = Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.MetaGame AspectRecord
arItem
isOurOrgan :: Bool
isOurOrgan = Actor -> FactionId
bfid Actor
bOwner FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
Bool -> Bool -> Bool
&& CStore
storeOwner CStore -> CStore -> Bool
forall a. Eq a => a -> a -> Bool
== CStore
COrgan
Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
inMetaGame
(Bool, [Part]) -> m (Bool, [Part])
forall (m :: * -> *) a. Monad m => a -> m a
return (Bool
isOurOrgan, [Part]
name)
CTrunk _ _ p :: Point
p | Point
p Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Point
originPoint -> (Bool, [Part]) -> m (Bool, [Part])
forall (m :: * -> *) a. Monad m => a -> m a
return (Bool
True, [])
_ -> (Bool, [Part]) -> m (Bool, [Part])
forall (m :: * -> *) a. Monad m => a -> m a
return (Bool
False, [])
let kit :: ItemQuant
kit = ItemQuant -> ItemId -> ItemBag -> ItemQuant
forall k a. Enum k => a -> k -> EnumMap k a -> a
EM.findWithDefault ItemQuant
quantSingle ItemId
iid ItemBag
bag
knownName :: Text
knownName = [Part] -> Text
makePhrase
[Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemMediumAW Int
rwidth FactionId
side FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
kit]
flav :: Text
flav = Flavour -> Text
flavourToName (Flavour -> Text) -> Flavour -> Text
forall a b. (a -> b) -> a -> b
$ Item -> Flavour
jflavour (Item -> Flavour) -> Item -> Flavour
forall a b. (a -> b) -> a -> b
$ ItemFull -> Item
itemBase ItemFull
itemFull
(object1 :: Part
object1, object2 :: Part
object2) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShortest Int
rwidth FactionId
side FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
kit
name1 :: Text
name1 = [Part] -> Text
makePhrase [Part
object1, Part
object2]
(ikObvious :: Bool
ikObvious, itemKind :: ContentId ItemKind
itemKind) = case Item -> ItemIdentity
jkind (Item -> ItemIdentity) -> Item -> ItemIdentity
forall a b. (a -> b) -> a -> b
$ ItemFull -> Item
itemBase ItemFull
itemFull of
IdentityObvious ik :: ContentId ItemKind
ik -> (Bool
True, ContentId ItemKind
ik)
IdentityCovered _ix :: ItemKindIx
_ix ik :: ContentId ItemKind
ik -> (Bool
False, ContentId ItemKind
ik)
name2 :: Text
name2 = ItemKind -> Text
IK.iname (ItemKind -> Text) -> ItemKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
itemKind
name :: Text
name = if Bool
ikObvious Bool -> Bool -> Bool
&& [Text] -> Text
T.unwords ([Text] -> [Text]
forall a. [a] -> [a]
tail (Text -> [Text]
T.words Text
knownName)) Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
/= Text
name1
then Text
name1
else Text
name2
unknownName :: Part
unknownName = [Part] -> Part
MU.Phrase ([Part] -> Part) -> [Part] -> Part
forall a b. (a -> b) -> a -> b
$ [Text -> Part
MU.Text Text
flav, Text -> Part
MU.Text Text
name] [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
nameWhere
msg :: Text
msg = [Part] -> Text
makeSentence
[ "the"
, Part -> Part -> Part
MU.SubjectVerbSg Part
unknownName "turn out to be"
, Text -> Part
MU.Text Text
knownName ]
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Bool
noMsg Bool -> Bool -> Bool
|| Time
globalTime Time -> Time -> Bool
forall a. Eq a => a -> a -> Bool
== Time
timeZero) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgItemDiscovery Text
msg
ppHearMsg :: MonadClientUI m => Maybe Int -> HearMsg -> m Text
ppHearMsg :: Maybe Int -> HearMsg -> m Text
ppHearMsg distance :: Maybe Int
distance hearMsg :: HearMsg
hearMsg = case HearMsg
hearMsg of
HearUpd cmd :: UpdAtomic
cmd -> do
COps{TileSpeedup
coTileSpeedup :: COps -> TileSpeedup
coTileSpeedup :: TileSpeedup
coTileSpeedup} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
let sound :: Part
sound = case UpdAtomic
cmd of
UpdDestroyActor{} -> "shriek"
UpdCreateItem{} -> "clatter"
UpdTrajectory{} -> "thud"
UpdAlterTile _ _ fromTile :: ContentId TileKind
fromTile toTile :: ContentId TileKind
toTile ->
if | TileSpeedup -> ContentId TileKind -> Bool
Tile.isOpenable TileSpeedup
coTileSpeedup ContentId TileKind
fromTile
Bool -> Bool -> Bool
&& TileSpeedup -> ContentId TileKind -> Bool
Tile.isClosable TileSpeedup
coTileSpeedup ContentId TileKind
toTile
Bool -> Bool -> Bool
|| TileSpeedup -> ContentId TileKind -> Bool
Tile.isClosable TileSpeedup
coTileSpeedup ContentId TileKind
fromTile
Bool -> Bool -> Bool
&& TileSpeedup -> ContentId TileKind -> Bool
Tile.isOpenable TileSpeedup
coTileSpeedup ContentId TileKind
toTile -> "creaking sound"
| TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable TileSpeedup
coTileSpeedup ContentId TileKind
fromTile
Bool -> Bool -> Bool
&& TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable TileSpeedup
coTileSpeedup ContentId TileKind
toTile -> "splash"
| Bool
otherwise -> "rumble"
UpdAlterExplorable _ k :: Int
k ->
if Int
k Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0 then "grinding noise" else "fizzing noise"
_ -> [Char] -> Part
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> Part) -> [Char] -> Part
forall a b. (a -> b) -> a -> b
$ "" [Char] -> UpdAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` UpdAtomic
cmd
adjective :: Part
adjective = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Maybe Int -> Text
ppHearDistanceAdjective Maybe Int
distance
msg :: Text
msg = [Part] -> Text
makeSentence ["you hear", Part -> Part
MU.AW (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Part
MU.Phrase [Part
adjective, Part
sound]]
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! Text
msg
HearStrike ik :: ContentId ItemKind
ik -> do
COps{ContentData ItemKind
coitem :: ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
let verb :: Text
verb = ItemKind -> Text
IK.iverbHit (ItemKind -> Text) -> ItemKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
ik
adverb :: Part
adverb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Maybe Int -> Text
ppHearDistanceAdverb Maybe Int
distance
msg :: Text
msg = [Part] -> Text
makeSentence [ "you", Part
adverb, "hear something"
, Text -> Part
MU.Text Text
verb, "someone" ]
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! Text
msg
HearSummon isProj :: Bool
isProj grp :: GroupName ItemKind
grp p :: Dice
p -> do
let verb :: Part
verb = if Bool
isProj then "something lure" else "somebody summon"
part :: Part
part = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> Text
forall a. GroupName a -> Text
fromGroupName GroupName ItemKind
grp
object :: Part
object = if Dice
p Dice -> Dice -> Bool
forall a. Eq a => a -> a -> Bool
== 1
then Part -> Part
MU.AW Part
part
else Part -> Part
MU.Ws Part
part
adverb :: Part
adverb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Maybe Int -> Text
ppHearDistanceAdverb Maybe Int
distance
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! [Part] -> Text
makeSentence ["you", Part
adverb, "hear", Part
verb, Part
object]
HearCollideTile -> do
let adverb :: Part
adverb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Maybe Int -> Text
ppHearDistanceAdverb Maybe Int
distance
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! [Part] -> Text
makeSentence ["you", Part
adverb, "hear someone crash into something"]
HearTaunt t :: Text
t -> do
let adverb :: Part
adverb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Maybe Int -> Text
ppHearDistanceAdverb Maybe Int
distance
Text -> m Text
forall (m :: * -> *) a. Monad m => a -> m a
return (Text -> m Text) -> Text -> m Text
forall a b. (a -> b) -> a -> b
$! [Part] -> Text
makePhrase ["You", Part
adverb, "overhear", Text -> Part
MU.Text Text
t]
ppHearDistanceAdjective :: Maybe Int -> Text
ppHearDistanceAdjective :: Maybe Int -> Text
ppHearDistanceAdjective Nothing = "indistinct"
ppHearDistanceAdjective (Just 0) = "very close"
ppHearDistanceAdjective (Just 1) = "close"
ppHearDistanceAdjective (Just 2) = ""
ppHearDistanceAdjective (Just 3) = "remote"
ppHearDistanceAdjective (Just 4) = "distant"
ppHearDistanceAdjective (Just _) = "far-off"
ppHearDistanceAdverb :: Maybe Int -> Text
ppHearDistanceAdverb :: Maybe Int -> Text
ppHearDistanceAdverb Nothing = "indistinctly"
ppHearDistanceAdverb (Just 0) = "very clearly"
ppHearDistanceAdverb (Just 1) = "clearly"
ppHearDistanceAdverb (Just 2) = ""
ppHearDistanceAdverb (Just 3) = "remotely"
ppHearDistanceAdverb (Just 4) = "distantly"
ppHearDistanceAdverb (Just _) = "barely"
displayRespSfxAtomicUI :: (MonadClient m, MonadClientUI m) => SfxAtomic -> m ()
{-# INLINE displayRespSfxAtomicUI #-}
displayRespSfxAtomicUI :: SfxAtomic -> m ()
displayRespSfxAtomicUI sfx :: SfxAtomic
sfx = case SfxAtomic
sfx of
SfxStrike source :: ActorId
source target :: ActorId
target iid :: ItemId
iid ->
Bool -> ActorId -> ActorId -> ItemId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> ActorId -> ActorId -> ItemId -> m ()
strike Bool
False ActorId
source ActorId
target ItemId
iid
SfxRecoil source :: ActorId
source target :: ActorId
target iid :: ItemId
iid -> do
Bool
sourceSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
source (ActorDict -> Bool) -> (State -> ActorDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ActorDict
sactorD
if Bool -> Bool
not Bool
sourceSeen then do
Actor
tb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
target
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
tb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Animation
blockMiss (Actor -> Point
bpos Actor
tb, Actor -> Point
bpos Actor
tb)
else do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
Actor
tb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
source
Part
tpart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
target
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime (Actor -> LevelId
blid Actor
tb)
ItemFull
itemFullWeapon <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let kitWeapon :: ItemQuant
kitWeapon = ItemQuant
quantSingle
(weaponName :: Part
weaponName, _) = Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShort Int
rwidth FactionId
side FactionDict
factionD
Time
localTime ItemFull
itemFullWeapon ItemQuant
kitWeapon
weaponNameOwn :: Part
weaponNameOwn = Int
-> FactionId
-> FactionDict
-> Part
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemShortWownW Int
rwidth FactionId
side FactionDict
factionD Part
spart
Time
localTime ItemFull
itemFullWeapon ItemQuant
kitWeapon
verb :: Part
verb = if Actor -> Bool
bproj Actor
sb then "deflect" else "fend off"
objects :: [Part]
objects | ItemId
iid ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> ItemId
btrunk Actor
sb = ["the", Part
spart]
| ItemId
iid ItemId -> ItemBag -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` Actor -> ItemBag
borgan Actor
sb = ["the", Part
weaponNameOwn]
| Bool
otherwise = ["the", Part
weaponName, "of", Part
spart]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgActionMajor (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$ Part -> Part -> Part
MU.SubjectVerbSg Part
tpart Part
verb Part -> [Part] -> [Part]
forall a. a -> [a] -> [a]
: [Part]
objects
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
tb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Animation
blockMiss (Actor -> Point
bpos Actor
tb, Actor -> Point
bpos Actor
sb)
SfxSteal source :: ActorId
source target :: ActorId
target iid :: ItemId
iid ->
Bool -> ActorId -> ActorId -> ItemId -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
Bool -> ActorId -> ActorId -> ItemId -> m ()
strike Bool
True ActorId
source ActorId
target ItemId
iid
SfxRelease source :: ActorId
source target :: ActorId
target _ -> do
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
source
Part
tpart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
target
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgActionMajor (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
spart "release", Part
tpart]
SfxProject aid :: ActorId
aid iid :: ItemId
iid ->
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU MsgClassShowAndSave
MsgActionMajor ActorId
aid "fling" ItemId
iid (Int -> Either Int Int
forall a b. a -> Either a b
Left 1)
SfxReceive aid :: ActorId
aid iid :: ItemId
iid ->
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU MsgClassShowAndSave
MsgActionMajor ActorId
aid "receive" ItemId
iid (Int -> Either Int Int
forall a b. a -> Either a b
Left 1)
SfxApply aid :: ActorId
aid iid :: ItemId
iid -> do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{EnumMap Char Text
rapplyVerbMap :: ScreenContent -> EnumMap Char Text
rapplyVerbMap :: EnumMap Char Text
rapplyVerbMap}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
ItemFull{ItemKind
itemKind :: ItemKind
itemKind :: ItemFull -> ItemKind
itemKind} <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let actionPart :: Part
actionPart = case Char -> EnumMap Char Text -> Maybe Text
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup (ItemKind -> Char
IK.isymbol ItemKind
itemKind) EnumMap Char Text
rapplyVerbMap of
Just verb :: Text
verb -> Text -> Part
MU.Text Text
verb
Nothing -> "trigger"
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU MsgClassShowAndSave
MsgActionMajor ActorId
aid Part
actionPart ItemId
iid (Int -> Either Int Int
forall a b. a -> Either a b
Left 1)
SfxCheck aid :: ActorId
aid iid :: ItemId
iid ->
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Either Int Int -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Either Int Int -> m ()
itemAidVerbMU MsgClassShowAndSave
MsgActionMajor ActorId
aid "recover" ItemId
iid (Int -> Either Int Int
forall a b. a -> Either a b
Left 1)
SfxTrigger _ _ _ fromTile :: ContentId TileKind
fromTile -> do
COps{ContentData TileKind
cotile :: ContentData TileKind
cotile :: COps -> ContentData TileKind
cotile} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
let subject :: Part
subject = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ TileKind -> Text
TK.tname (TileKind -> Text) -> TileKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile ContentId TileKind
fromTile
verb :: Part
verb = "shake"
msg :: Text
msg = [Part] -> Text
makeSentence ["the", Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgNeutralEvent Text
msg
SfxShun aid :: ActorId
aid _ _ _ ->
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgActionMajor ActorId
aid "shun it"
SfxEffect fidSource :: FactionId
fidSource aid :: ActorId
aid iid :: ItemId
iid effect :: Effect
effect hpDelta :: Int64
hpDelta -> do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
ActorUI
bUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
aid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
ItemDict
itemD <- (State -> ItemDict) -> m ItemDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ItemDict
sitemD
let fid :: FactionId
fid = Actor -> FactionId
bfid Actor
b
isOurCharacter :: Bool
isOurCharacter = FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
b)
isAlive :: Bool
isAlive = Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0
isOurAlive :: Bool
isOurAlive = Bool
isOurCharacter Bool -> Bool -> Bool
&& Bool
isAlive
isOurLeader :: Bool
isOurLeader = ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== Maybe ActorId
mleader
feelLookHPBad :: Text -> Text -> m ()
feelLookHPBad bigAdj :: Text
bigAdj projAdj :: Text
projAdj = do
MsgClassShowAndSave -> MsgClassShowAndSave -> Text -> Text -> m ()
feelLook MsgClassShowAndSave
MsgBadMiscEvent MsgClassShowAndSave
MsgGoodMiscEvent Text
bigAdj Text
projAdj
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
isOurCharacter (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "You took damage of a different kind than the normal piercing hit, which means you armor didn't block any part of it. Normally, your HP (hit points, health) do not regenerate, so losing them is a big deal. Apply healing concoctions or take a long sleep to replenish your HP (but in this hectic environment not even uninterrupted resting that leads to sleep is easy)."
feelLookHPGood :: Text -> Text -> m ()
feelLookHPGood = MsgClassShowAndSave -> MsgClassShowAndSave -> Text -> Text -> m ()
feelLook MsgClassShowAndSave
MsgGoodMiscEvent MsgClassShowAndSave
MsgBadMiscEvent
feelLookCalm :: Text -> Text -> m ()
feelLookCalm bigAdj :: Text
bigAdj projAdj :: Text
projAdj = Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
isAlive (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> MsgClassShowAndSave -> Text -> Text -> m ()
feelLook MsgClassShowAndSave
MsgEffectMinor MsgClassShowAndSave
MsgEffectMinor Text
bigAdj Text
projAdj
feelLook :: MsgClassShowAndSave -> MsgClassShowAndSave -> Text -> Text -> m ()
feelLook msgClassOur :: MsgClassShowAndSave
msgClassOur msgClassTheir :: MsgClassShowAndSave
msgClassTheir bigAdj :: Text
bigAdj projAdj :: Text
projAdj =
let (verb :: Text
verb, adjective :: Text
adjective) =
if Actor -> Bool
bproj Actor
b
then ("get", Text
projAdj)
else ( if Bool
isOurCharacter then "feel" else "look"
, if Bool
isAlive then Text
bigAdj else Text
projAdj )
msgClass :: MsgClassShowAndSave
msgClass = if | Actor -> Bool
bproj Actor
b -> MsgClassShowAndSave
MsgEffectMinor
| Bool
isOurCharacter -> MsgClassShowAndSave
msgClassOur
| Bool
otherwise -> MsgClassShowAndSave
msgClassTheir
in MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
msgClass ActorId
aid (Part -> m ()) -> Part -> m ()
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Text
verb Text -> Text -> Text
<+> Text
adjective
case Effect
effect of
IK.Burn{} -> do
Text -> Text -> m ()
feelLookHPBad "burned" "scorched"
let ps :: (Point, Point)
ps = (Actor -> Point
bpos Actor
b, Actor -> Point
bpos Actor
b)
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
b) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Color -> Color -> Animation
twirlSplash (Point, Point)
ps Color
Color.BrRed Color
Color.Brown
IK.Explode{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.RefillHP p :: Int
p | Int
p Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1 -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.RefillHP p :: Int
p | Int
p Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== -1 -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.RefillHP{} | Int64
hpDelta Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0 -> do
Text -> Text -> m ()
feelLookHPGood "healthier" "mended"
let ps :: (Point, Point)
ps = (Actor -> Point
bpos Actor
b, Actor -> Point
bpos Actor
b)
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
b) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Color -> Color -> Animation
twirlSplash (Point, Point)
ps Color
Color.BrGreen Color
Color.Green
IK.RefillHP{} -> do
Text -> Text -> m ()
feelLookHPBad "wounded" "broken"
let ps :: (Point, Point)
ps = (Actor -> Point
bpos Actor
b, Actor -> Point
bpos Actor
b)
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
b) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Color -> Color -> Animation
twirlSplash (Point, Point)
ps Color
Color.BrRed Color
Color.Red
IK.RefillCalm{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.RefillCalm{} | Actor -> Bool
bproj Actor
b -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.RefillCalm p :: Int
p | Int
p Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1 -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.RefillCalm p :: Int
p | Int
p Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0 -> Text -> Text -> m ()
feelLookCalm "calmer" "stabilized"
IK.RefillCalm _ -> Text -> Text -> m ()
feelLookCalm "agitated" "wobbly"
IK.Dominate | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Dominate -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
bUI
if FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
fidSource then do
if Actor -> Int64
bcalm Actor
b Int64 -> Int64 -> Bool
forall a. Eq a => a -> a -> Bool
== 0
then MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMinor ActorId
aid "yield, under extreme pressure"
else do
let verb :: Part
verb = if Bool
isOurAlive
then "black out, dominated by foes"
else "decide abruptly to switch allegiance"
msuffix :: Maybe Part
msuffix = if ItemId
iid ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> ItemId
btrunk Actor
b Bool -> Bool -> Bool
|| ItemId
iid ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.notMember` ItemDict
itemD
then Maybe Part
forall a. Maybe a
Nothing
else Part -> Maybe Part
forall a. a -> Maybe a
Just (Part -> Maybe Part) -> Part -> Maybe Part
forall a b. (a -> b) -> a -> b
$ if Bool
isOurAlive
then "through"
else "under the influence of"
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMinor ActorId
aid Part
verb ItemId
iid Maybe Part
msuffix
Text
fidNameRaw <- (State -> Text) -> m Text
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Text) -> m Text) -> (State -> Text) -> m Text
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname (Faction -> Text) -> (State -> Faction) -> State -> Text
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let fidName :: Text
fidName = [Text] -> Text
T.unwords ([Text] -> Text) -> [Text] -> Text
forall a b. (a -> b) -> a -> b
$ [Text] -> [Text]
forall a. [a] -> [a]
tail ([Text] -> [Text]) -> [Text] -> [Text]
forall a b. (a -> b) -> a -> b
$ Text -> [Text]
T.words Text
fidNameRaw
verb :: Part
verb = "be no longer controlled by"
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgLnAdd MsgClassShowAndSave
MsgEffectMajor (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence
[Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb, Text -> Part
MU.Text Text
fidName]
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
isOurAlive (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMoreKeep ColorMode
ColorFull ""
else do
Text
fidSourceNameRaw <- (State -> Text) -> m Text
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Text) -> m Text) -> (State -> Text) -> m Text
forall a b. (a -> b) -> a -> b
$ Faction -> Text
gname (Faction -> Text) -> (State -> Faction) -> State -> Text
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fidSource) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
let fidSourceName :: Text
fidSourceName = [Text] -> Text
T.unwords ([Text] -> Text) -> [Text] -> Text
forall a b. (a -> b) -> a -> b
$ [Text] -> [Text]
forall a. [a] -> [a]
tail ([Text] -> [Text]) -> [Text] -> [Text]
forall a b. (a -> b) -> a -> b
$ Text -> [Text]
T.words Text
fidSourceNameRaw
verb :: Part
verb = "be now under"
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMajor (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence
[Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb, Text -> Part
MU.Text Text
fidSourceName, "control"]
IK.Impress | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Impress -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMinor ActorId
aid "be awestruck"
IK.PutToSleep | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.PutToSleep -> do
let verb :: Part
verb = "be put to sleep"
msuffix :: Maybe Part
msuffix = Part -> Maybe Part
forall a. a -> Maybe a
Just (Part -> Maybe Part) -> Part -> Maybe Part
forall a b. (a -> b) -> a -> b
$ if FactionId
fidSource FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> FactionId
bfid Actor
b then "due to" else "by"
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMajor ActorId
aid Part
verb ItemId
iid Maybe Part
msuffix
IK.Yell | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Yell -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgMiscellanous ActorId
aid "start"
IK.Summon grp :: GroupName ItemKind
grp p :: Dice
p -> do
let verbBase :: Part
verbBase = if Actor -> Bool
bproj Actor
b then "lure" else "summon"
part :: Part
part = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> Text
forall a. GroupName a -> Text
fromGroupName GroupName ItemKind
grp
object :: Part
object = if Dice
p Dice -> Dice -> Bool
forall a. Eq a => a -> a -> Bool
== 1
then Part -> Part
MU.AW Part
part
else Part -> Part
MU.Ws Part
part
verb :: Part
verb = [Part] -> Part
MU.Phrase [Part
verbBase, Part
object]
msuffix :: Maybe Part
msuffix = Part -> Maybe Part
forall a. a -> Maybe a
Just "with"
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMajor ActorId
aid Part
verb ItemId
iid Maybe Part
msuffix
IK.Ascend{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Ascend up :: Bool
up -> do
COps{ContentData CaveKind
cocave :: ContentData CaveKind
cocave :: COps -> ContentData CaveKind
cocave} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMajor ActorId
aid (Part -> m ()) -> Part -> m ()
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$
"find a way" Text -> Text -> Text
<+> if Bool
up then "upstairs" else "downstairs"
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
isOurLeader (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
[(LevelId, Point)]
destinations <- (State -> [(LevelId, Point)]) -> m [(LevelId, Point)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(LevelId, Point)]) -> m [(LevelId, Point)])
-> (State -> [(LevelId, Point)]) -> m [(LevelId, Point)]
forall a b. (a -> b) -> a -> b
$ LevelId -> Point -> Bool -> Dungeon -> [(LevelId, Point)]
whereTo (Actor -> LevelId
blid Actor
b) (Actor -> Point
bpos Actor
b) Bool
up
(Dungeon -> [(LevelId, Point)])
-> (State -> Dungeon) -> State -> [(LevelId, Point)]
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> Dungeon
sdungeon
case [(LevelId, Point)]
destinations of
(lid :: LevelId
lid, _) : _ -> do
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
let desc :: Text
desc = CaveKind -> Text
cdesc (CaveKind -> Text) -> CaveKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave (ContentId CaveKind -> CaveKind) -> ContentId CaveKind -> CaveKind
forall a b. (a -> b) -> a -> b
$ Level -> ContentId CaveKind
lkind Level
lvl
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Text -> Bool
T.null Text
desc) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgBackdropInfo (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ Text
desc Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "\n"
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "New floor is new opportunities, though the old level is still there and others may roam it after you left. Viewing all floors, without moving between them, can be done using the '<' and '>' keys."
[] -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Escape{} | Bool
isOurCharacter -> do
[(ActorId, Actor)]
ours <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ FactionId -> State -> [(ActorId, Actor)]
fidActorNotProjGlobalAssocs FactionId
side
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when ([(ActorId, Actor)] -> Int
forall a. [a] -> Int
length [(ActorId, Actor)]
ours Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
(_, total :: Int
total) <- (State -> (ItemBag, Int)) -> m (ItemBag, Int)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> (ItemBag, Int)) -> m (ItemBag, Int))
-> (State -> (ItemBag, Int)) -> m (ItemBag, Int)
forall a b. (a -> b) -> a -> b
$ FactionId -> State -> (ItemBag, Int)
calculateTotal FactionId
side
if Int
total Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0
then MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgFactionIntel (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
"The team joins" Text -> Text -> Text
<+> [Part] -> Text
makePhrase [ActorUI -> Part
partActor ActorUI
bUI]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> ", forms a perimeter and leaves triumphant."
else MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgItemCreation (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
"The team joins" Text -> Text -> Text
<+> [Part] -> Text
makePhrase [ActorUI -> Part
partActor ActorUI
bUI]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> ", forms a perimeter, repacks its belongings and leaves triumphant."
IK.Escape{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Paralyze{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Paralyze{} ->
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "be paralyzed" ItemId
iid (Part -> Maybe Part
forall a. a -> Maybe a
Just "with")
IK.ParalyzeInWater{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.ParalyzeInWater{} ->
MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMinor ActorId
aid "move with difficulty"
IK.InsertMove{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.InsertMove d :: Dice
d ->
if Dice -> Int
Dice.supDice Dice
d Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= 10
then MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "act with extreme speed"
else MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMinor ActorId
aid "move swiftly"
IK.Teleport t :: Dice
t | Dice -> Int
Dice.supDice Dice
t Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 9 -> do
let msuffix :: Maybe Part
msuffix = if ItemId
iid ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.notMember` ItemDict
itemD
then Maybe Part
forall a. Maybe a
Nothing
else Part -> Maybe Part
forall a. a -> Maybe a
Just "due to"
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMinor ActorId
aid "blink" ItemId
iid Maybe Part
msuffix
IK.Teleport{} -> do
let msuffix :: Maybe Part
msuffix = if ItemId
iid ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.notMember` ItemDict
itemD
then Maybe Part
forall a. Maybe a
Nothing
else Part -> Maybe Part
forall a. a -> Maybe a
Just "propelled by"
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "teleport" ItemId
iid Maybe Part
msuffix
IK.CreateItem{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.DestroyItem{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.ConsumeItems{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.DropItem _ _ COrgan _ -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.DropItem{} ->
MsgClassShowAndSave
-> ActorId -> Part -> ItemId -> Maybe Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> ItemId -> Maybe Part -> m ()
mitemAidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "be stripped" ItemId
iid (Part -> Maybe Part
forall a. a -> Maybe a
Just "with")
IK.Recharge{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Recharge{} -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "heat up"
IK.Discharge{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.Discharge{} -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "cool down"
IK.PolyItem -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
let ppstore :: Part
ppstore = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ CStore -> Text
ppCStoreIn CStore
CGround
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMedium (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence
[ Part -> Part -> Part
MU.SubjectVerbSg Part
subject "repurpose", "what lies", Part
ppstore
, "to a common item of the current level" ]
IK.RerollItem -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
let ppstore :: Part
ppstore = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ CStore -> Text
ppCStoreIn CStore
CGround
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMedium (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence
[ Part -> Part -> Part
MU.SubjectVerbSg Part
subject "reshape", "what lies", Part
ppstore
, "striving for the highest possible standards" ]
IK.DupItem -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
let ppstore :: Part
ppstore = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ CStore -> Text
ppCStoreIn CStore
CGround
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMedium (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence
[Part -> Part -> Part
MU.SubjectVerbSg Part
subject "multiply", "what lies", Part
ppstore]
IK.Identify -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
Part
pronoun <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partPronounLeader ActorId
aid
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMinor (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence
[ Part -> Part -> Part
MU.SubjectVerbSg Part
subject "look at"
, Part -> Part -> Part
MU.WownW Part
pronoun (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text "inventory"
, "intensely" ]
IK.Detect d :: DetectKind
d _ -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime (LevelId -> State -> Time) -> LevelId -> State -> Time
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
b
let verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ DetectKind -> Text
detectToVerb DetectKind
d
object :: Part
object = Part -> Part
MU.Ws (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ DetectKind -> Text
detectToObject DetectKind
d
(periodic :: Bool
periodic, itemFull :: ItemFull
itemFull) <-
if ItemId
iid ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` ItemDict
itemD then do
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
(Bool, ItemFull) -> m (Bool, ItemFull)
forall (m :: * -> *) a. Monad m => a -> m a
return (Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Periodic AspectRecord
arItem, ItemFull
itemFull)
else do
#ifdef WITH_EXPENSIVE_ASSERTIONS
let !_A :: ()
_A = if FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side
then ()
else [Char] -> ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> ()) -> [Char] -> ()
forall a b. (a -> b) -> a -> b
$ "item never seen by the affected actor"
[Char]
-> (ActorId, Actor, ActorUI, Part, ItemId, SfxAtomic) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ActorId
aid, Actor
b, ActorUI
bUI, Part
verb, ItemId
iid, SfxAtomic
sfx)
#endif
(Bool, ItemFull) -> m (Bool, ItemFull)
forall (m :: * -> *) a. Monad m => a -> m a
return (Bool
False, ItemFull
forall a. (?callStack::CallStack) => a
undefined)
let iidDesc :: Text
iidDesc =
let (name1 :: Part
name1, powers :: Part
powers) = Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShort Int
rwidth FactionId
side FactionDict
factionD Time
localTime
ItemFull
itemFull ItemQuant
quantSingle
in [Part] -> Text
makePhrase ["the", Part
name1, Part
powers]
means :: [Part]
means = [Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ "(via" Text -> Text -> Text
<+> Text
iidDesc Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> ")" | Bool
periodic]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMinor (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$ [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb] [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part
object] [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
means
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
side Bool -> Bool -> Bool
|| DetectKind
d DetectKind -> [DetectKind] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [DetectKind
IK.DetectHidden, DetectKind
IK.DetectExit]) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
ColorMode -> Text -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
ColorMode -> Text -> m ()
displayMore ColorMode
ColorFull ""
IK.SendFlying{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.SendFlying{} -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "be sent flying"
IK.PushActor{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.PushActor{} -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "be pushed"
IK.PullActor{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.PullActor{} -> MsgClassShowAndSave -> ActorId -> Part -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ActorId -> Part -> m ()
aidVerbMU MsgClassShowAndSave
MsgEffectMedium ActorId
aid "be pulled"
IK.ApplyPerfume ->
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMinor
"The fragrance quells all scents in the vicinity."
IK.AtMostOneOf{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.OneOf{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.OnSmash{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.OnCombine{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.OnUser{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.NopEffect -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.AndEffect{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.OrEffect{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.SeqEffect{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.When{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.Unless{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.IfThenElse{} -> [Char] -> m ()
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> SfxAtomic -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` SfxAtomic
sfx
IK.VerbNoLonger{} | Bool -> Bool
not Bool
isAlive -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
IK.VerbNoLonger verb :: Text
verb ending :: Text
ending -> do
let msgClass :: MsgClassShowAndSave
msgClass = if FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
then MsgClassShowAndSave
MsgStatusStopUs
else MsgClassShowAndSave
MsgStatusStopThem
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makePhrase [Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Part -> Part -> Part
MU.SubjectVerbSg Part
subject (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text Text
verb]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
ending
IK.VerbMsg verb :: Text
verb ending :: Text
ending -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgEffectMedium (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makePhrase [Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Part -> Part -> Part
MU.SubjectVerbSg Part
subject (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text Text
verb]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
ending
IK.VerbMsgFail verb :: Text
verb ending :: Text
ending -> do
Part
subject <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgActionWarning (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makePhrase [Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Part -> Part -> Part
MU.SubjectVerbSg Part
subject (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text Text
verb]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
ending
SfxItemApplied iid :: ItemId
iid c :: Container
c ->
MsgClassSave -> ItemId -> ItemQuant -> Part -> Container -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> ItemId -> ItemQuant -> Part -> Container -> m ()
itemVerbMU MsgClassSave
MsgInnerWorkSpam ItemId
iid (1, []) "have been triggered" Container
c
SfxMsgFid _ sfxMsg :: SfxMsg
sfxMsg -> do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
case Maybe ActorId
mleader of
Just{} -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Nothing -> do
LevelId
lidV <- m LevelId
forall (m :: * -> *). MonadClientUI m => m LevelId
viewedLevelUI
LevelId -> m ()
forall (m :: * -> *). MonadClientUI m => LevelId -> m ()
markDisplayNeeded LevelId
lidV
m ()
forall (m :: * -> *). MonadClientUI m => m ()
recordHistory
Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
mmsg <- SfxMsg
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
SfxMsg
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
ppSfxMsg SfxMsg
sfxMsg
case Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
mmsg of
Just (Left (msgClass :: MsgClassShowAndSave
msgClass, msg :: Text
msg)) -> MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass Text
msg
Just (Right (msgClass :: MsgClassDistinct
msgClass, (t1 :: Text
t1, t2 :: Text
t2))) -> do
let dotsIfShorter :: Text
dotsIfShorter = if Text
t1 Text -> Text -> Bool
forall a. Eq a => a -> a -> Bool
== Text
t2 then "" else ".."
MsgClassDistinct -> (Text, Text) -> m ()
forall (m :: * -> *).
(MonadClient m, MonadClientUI m) =>
MsgClassDistinct -> (Text, Text) -> m ()
msgAddDistinct MsgClassDistinct
msgClass (Text
t1 Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
dotsIfShorter, Text
t2)
Nothing -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
SfxRestart -> Bool -> m ()
forall (m :: * -> *). MonadClientUI m => Bool -> m ()
fadeOutOrIn Bool
True
SfxCollideTile source :: ActorId
source pos :: Point
pos -> do
COps{ContentData TileKind
cotile :: ContentData TileKind
cotile :: COps -> ContentData TileKind
cotile} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel (LevelId -> m Level) -> LevelId -> m Level
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
sb
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
source
let object :: Part
object = Part -> Part
MU.AW (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ TileKind -> Text
TK.tname (TileKind -> Text) -> TileKind -> Text
forall a b. (a -> b) -> a -> b
$ ContentData TileKind -> ContentId TileKind -> TileKind
forall a. ContentData a -> ContentId a -> a
okind ContentData TileKind
cotile (ContentId TileKind -> TileKind) -> ContentId TileKind -> TileKind
forall a b. (a -> b) -> a -> b
$ Level
lvl Level -> Point -> ContentId TileKind
`at` Point
pos
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgNeutralEvent (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$! [Part] -> Text
makeSentence
[Part -> Part -> Part
MU.SubjectVerbSg Part
spart "collide", "painfully with", Part
object]
SfxTaunt voluntary :: Bool
voluntary aid :: ActorId
aid -> do
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Actor -> Bool
bproj Actor
b Bool -> Bool -> Bool
&& Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
aid
(_heardSubject :: Text
_heardSubject, verb :: Text
verb) <- Bool
-> (Rnd (Text, Text) -> m (Text, Text))
-> ActorId
-> m (Text, Text)
forall (m :: * -> *).
MonadStateRead m =>
Bool
-> (Rnd (Text, Text) -> m (Text, Text))
-> ActorId
-> m (Text, Text)
displayTaunt Bool
voluntary Rnd (Text, Text) -> m (Text, Text)
forall (m :: * -> *) a. MonadClientUI m => Rnd a -> m a
rndToActionUI ActorId
aid
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgMiscellanous (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$!
[Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
spart (Text -> Part
MU.Text Text
verb)]
returnJustLeft :: MonadClientUI m
=> (MsgClassShowAndSave, Text)
-> m (Maybe (Either (MsgClassShowAndSave, Text)
(MsgClassDistinct, (Text, Text))))
returnJustLeft :: (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft = Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))))
-> ((MsgClassShowAndSave, Text)
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
-> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Either (MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. a -> Maybe a
Just (Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
-> ((MsgClassShowAndSave, Text)
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> (MsgClassShowAndSave, Text)
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (MsgClassShowAndSave, Text)
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
forall a b. a -> Either a b
Left
ppSfxMsg :: MonadClientUI m
=> SfxMsg -> m (Maybe (Either (MsgClassShowAndSave, Text)
(MsgClassDistinct, (Text, Text))))
ppSfxMsg :: SfxMsg
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
ppSfxMsg sfxMsg :: SfxMsg
sfxMsg = case SfxMsg
sfxMsg of
SfxUnexpected reqFailure :: ReqFailure
reqFailure -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "Unexpected problem:" Text -> Text -> Text
<+> ReqFailure -> Text
showReqFailure ReqFailure
reqFailure Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
SfxExpected itemName :: Text
itemName reqFailure :: ReqFailure
reqFailure -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "The" Text -> Text -> Text
<+> Text
itemName Text -> Text -> Text
<+> "is not triggered:"
Text -> Text -> Text
<+> ReqFailure -> Text
showReqFailure ReqFailure
reqFailure Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
SfxExpectedEmbed iid :: ItemId
iid lid :: LevelId
lid reqFailure :: ReqFailure
reqFailure -> do
Bool
iidSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ItemId
iid (ItemDict -> Bool) -> (State -> ItemDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ItemDict
sitemD
if Bool
iidSeen then do
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
let (object1 :: Part
object1, object2 :: Part
object2) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShortest Int
forall a. Bounded a => a
maxBound FactionId
side FactionDict
factionD Time
localTime
ItemFull
itemFull ItemQuant
quantSingle
name :: Text
name = [Part] -> Text
makePhrase [Part
object1, Part
object2]
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "The" Text -> Text -> Text
<+> "embedded" Text -> Text -> Text
<+> Text
name Text -> Text -> Text
<+> "is not activated:"
Text -> Text -> Text
<+> ReqFailure -> Text
showReqFailure ReqFailure
reqFailure Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
else Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
SfxFizzles iid :: ItemId
iid c :: Container
c -> do
Text
msg <- Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
forall (m :: * -> *).
MonadClientUI m =>
Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
itemVerbMUGeneral Bool
True ItemId
iid (1, []) "do not work" Container
c
Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall a b. (a -> b) -> a -> b
$ Either (MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. a -> Maybe a
Just (Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a b. (a -> b) -> a -> b
$ (MsgClassDistinct, (Text, Text))
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
forall a b. b -> Either a b
Right (MsgClassDistinct
MsgStatusWarning, ("It didn't work.", Text
msg))
SfxNothingHappens iid :: ItemId
iid c :: Container
c -> do
Text
msg <- Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
forall (m :: * -> *).
MonadClientUI m =>
Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
itemVerbMUGeneral Bool
True ItemId
iid (1, []) "do nothing, predictably" Container
c
Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall a b. (a -> b) -> a -> b
$ Either (MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. a -> Maybe a
Just (Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a b. (a -> b) -> a -> b
$ (MsgClassDistinct, (Text, Text))
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
forall a b. b -> Either a b
Right (MsgClassDistinct
MsgStatusBenign, ("Nothing happens.", Text
msg))
SfxNoItemsForTile toolsToAlterWith :: [[(Int, GroupName ItemKind)]]
toolsToAlterWith -> do
HumanCmd -> KM
revCmd <- m (HumanCmd -> KM)
forall (m :: * -> *). MonadClientUI m => m (HumanCmd -> KM)
revCmdMap
let km :: KM
km = HumanCmd -> KM
revCmd HumanCmd
HumanCmd.AlterDir
tItems :: Text
tItems = [[(Int, GroupName ItemKind)]] -> Text
describeToolsAlternative [[(Int, GroupName ItemKind)]]
toolsToAlterWith
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft ( MsgClassShowAndSave
MsgActionWarning
, "To transform the terrain, prepare the following items on the ground or in equipment:"
Text -> Text -> Text
<+> Text
tItems
Text -> Text -> Text
<+> "and use the '"
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> [Char] -> Text
T.pack (KM -> [Char]
K.showKM KM
km)
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "' terrain modification command."
)
SfxVoidDetection d :: DetectKind
d -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgMiscellanous
, [Part] -> Text
makeSentence ["no new", Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ DetectKind -> Text
detectToObject DetectKind
d, "detected"] )
SfxUnimpressed aid :: ActorId
aid -> do
Maybe ActorUI
msbUI <- (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI))
-> (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDictUI -> Maybe ActorUI
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (ActorDictUI -> Maybe ActorUI)
-> (SessionUI -> ActorDictUI) -> SessionUI -> Maybe ActorUI
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> ActorDictUI
sactorUI
case Maybe ActorUI
msbUI of
Nothing -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
Just sbUI :: ActorUI
sbUI -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
sbUI
verb :: Part
verb = "be unimpressed"
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft ( MsgClassShowAndSave
MsgActionWarning
, [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb] )
SfxSummonLackCalm aid :: ActorId
aid -> do
Maybe ActorUI
msbUI <- (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI))
-> (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDictUI -> Maybe ActorUI
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (ActorDictUI -> Maybe ActorUI)
-> (SessionUI -> ActorDictUI) -> SessionUI -> Maybe ActorUI
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> ActorDictUI
sactorUI
case Maybe ActorUI
msbUI of
Nothing -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
Just sbUI :: ActorUI
sbUI -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
sbUI
verb :: Part
verb = "lack Calm to summon"
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft ( MsgClassShowAndSave
MsgActionWarning
, [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb] )
SfxSummonTooManyOwn aid :: ActorId
aid -> do
Maybe ActorUI
msbUI <- (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI))
-> (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDictUI -> Maybe ActorUI
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (ActorDictUI -> Maybe ActorUI)
-> (SessionUI -> ActorDictUI) -> SessionUI -> Maybe ActorUI
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> ActorDictUI
sactorUI
case Maybe ActorUI
msbUI of
Nothing -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
Just sbUI :: ActorUI
sbUI -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
sbUI
verb :: Part
verb = "can't keep track of their numerous friends, let alone summon any more"
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft (MsgClassShowAndSave
MsgActionWarning, [Part] -> Text
makeSentence [Part
subject, Part
verb])
SfxSummonTooManyAll aid :: ActorId
aid -> do
Maybe ActorUI
msbUI <- (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI))
-> (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDictUI -> Maybe ActorUI
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (ActorDictUI -> Maybe ActorUI)
-> (SessionUI -> ActorDictUI) -> SessionUI -> Maybe ActorUI
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> ActorDictUI
sactorUI
case Maybe ActorUI
msbUI of
Nothing -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
Just sbUI :: ActorUI
sbUI -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
sbUI
verb :: Part
verb = "can't keep track of everybody around, let alone summon anyone else"
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft (MsgClassShowAndSave
MsgActionWarning, [Part] -> Text
makeSentence [Part
subject, Part
verb])
SfxSummonFailure aid :: ActorId
aid -> do
Maybe ActorUI
msbUI <- (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI))
-> (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDictUI -> Maybe ActorUI
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (ActorDictUI -> Maybe ActorUI)
-> (SessionUI -> ActorDictUI) -> SessionUI -> Maybe ActorUI
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> ActorDictUI
sactorUI
case Maybe ActorUI
msbUI of
Nothing -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
Just sbUI :: ActorUI
sbUI -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
sbUI
verb :: Part
verb = "fail to summon anything"
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft ( MsgClassShowAndSave
MsgActionWarning
, [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb] )
SfxLevelNoMore -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "No more levels in this direction.")
SfxLevelPushed -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "You notice somebody pushed to another level.")
SfxBracedImmune aid :: ActorId
aid -> do
Maybe ActorUI
msbUI <- (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI))
-> (SessionUI -> Maybe ActorUI) -> m (Maybe ActorUI)
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDictUI -> Maybe ActorUI
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (ActorDictUI -> Maybe ActorUI)
-> (SessionUI -> ActorDictUI) -> SessionUI -> Maybe ActorUI
forall b c a. (b -> c) -> (a -> b) -> a -> c
. SessionUI -> ActorDictUI
sactorUI
case Maybe ActorUI
msbUI of
Nothing -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
Just sbUI :: ActorUI
sbUI -> do
let subject :: Part
subject = ActorUI -> Part
partActor ActorUI
sbUI
verb :: Part
verb = "be braced and so immune to translocation"
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft ( MsgClassShowAndSave
MsgMiscellanous
, [Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
subject Part
verb] )
SfxEscapeImpossible -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "Escaping outside is unthinkable for members of this faction." )
SfxStasisProtects -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgMiscellanous
, "Paralysis and speed surge require recovery time." )
SfxWaterParalysisResisted -> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
SfxTransImpossible -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Translocation not possible.")
SfxIdentifyNothing -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Nothing to identify.")
SfxPurposeNothing -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "The purpose of repurpose cannot be availed without an item"
Text -> Text -> Text
<+> CStore -> Text
ppCStoreIn CStore
CGround Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
SfxPurposeTooFew maxCount :: Int
maxCount itemK :: Int
itemK -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "The purpose of repurpose is served by" Text -> Text -> Text
<+> Int -> Text
forall a. Show a => a -> Text
tshow Int
maxCount
Text -> Text -> Text
<+> "pieces of this item, not by" Text -> Text -> Text
<+> Int -> Text
forall a. Show a => a -> Text
tshow Int
itemK Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
SfxPurposeUnique -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Unique items can't be repurposed.")
SfxPurposeNotCommon -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Only ordinary common items can be repurposed.")
SfxRerollNothing -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "The shape of reshape cannot be assumed without an item"
Text -> Text -> Text
<+> CStore -> Text
ppCStoreIn CStore
CGround Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
SfxRerollNotRandom -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Only items of variable shape can be reshaped.")
SfxDupNothing -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgActionWarning
, "Mutliplicity won't rise above zero without an item"
Text -> Text -> Text
<+> CStore -> Text
ppCStoreIn CStore
CGround Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "." )
SfxDupUnique -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Unique items can't be multiplied.")
SfxDupValuable -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
(MsgClassShowAndSave
MsgActionWarning, "Valuable items can't be multiplied.")
SfxColdFish -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgMiscellanous
, "Healing attempt from another faction is thwarted by your cold fish attitude." )
SfxReadyGoods -> (MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgMiscellanous
, "Crafting is alien to you, accustomed to buying ready goods all your life." )
SfxTimerExtended aid :: ActorId
aid iid :: ItemId
iid cstore :: CStore
cstore delta :: Delta Time
delta -> do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Bool
aidSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
aid (ActorDict -> Bool) -> (State -> ActorDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ActorDict
sactorD
Bool
iidSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ItemId
iid (ItemDict -> Bool) -> (State -> ItemDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ItemDict
sitemD
if Bool
aidSeen Bool -> Bool -> Bool
&& Bool
iidSeen then do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
ActorUI
bUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
aid
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime (Actor -> LevelId
blid Actor
b)
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
ItemBag
bag <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ Actor -> CStore -> State -> ItemBag
getBodyStoreBag Actor
b CStore
cstore
let (name :: Part
name, powers :: Part
powers) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItem Int
rwidth (Actor -> FactionId
bfid Actor
b) FactionDict
factionD Time
localTime ItemFull
itemFull ItemQuant
quantSingle
total :: Delta Time
total = case ItemBag
bag ItemBag -> ItemId -> ItemQuant
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid of
(_, []) -> [Char] -> Delta Time
forall a. (?callStack::CallStack) => [Char] -> a
error ([Char] -> Delta Time) -> [Char] -> Delta Time
forall a b. (a -> b) -> a -> b
$ "" [Char] -> (ItemBag, ItemId, ActorId, CStore, Delta Time) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ItemBag
bag, ItemId
iid, ActorId
aid, CStore
cstore, Delta Time
delta)
(_, t :: ItemTimer
t:_) -> Time -> ItemTimer -> Delta Time
deltaOfItemTimer Time
localTime ItemTimer
t
[Part]
storeOwn <- (ActorId -> m Part) -> Bool -> Container -> m [Part]
forall (m :: * -> *).
MonadClientUI m =>
(ActorId -> m Part) -> Bool -> Container -> m [Part]
ppContainerWownW ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partPronounLeader Bool
True (ActorId -> CStore -> Container
CActor ActorId
aid CStore
cstore)
let cond :: [Part]
cond = [ "condition"
| Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Condition (AspectRecord -> Bool) -> AspectRecord -> Bool
forall a b. (a -> b) -> a -> b
$ ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull ]
usShow :: [Part]
usShow =
["the", Part
name, Part
powers] [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
cond
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
storeOwn [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ ["will now last longer"]
usSave :: [Part]
usSave =
["the", Part
name, Part
powers] [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
cond
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
storeOwn [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ ["will now last"]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Delta Time -> Text
timeDeltaInSecondsText Delta Time
delta Text -> Text -> Text
<+> "longer"]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ "(total:" Text -> Text -> Text
<+> Delta Time -> Text
timeDeltaInSecondsText Delta Time
total Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> ")"]
themShow :: [Part]
themShow =
[Int
-> FactionId
-> FactionDict
-> Part
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemShortWownW Int
rwidth FactionId
side FactionDict
factionD (ActorUI -> Part
partActor ActorUI
bUI) Time
localTime
ItemFull
itemFull ItemQuant
quantSingle]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
cond [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ ["is extended"]
themSave :: [Part]
themSave =
[Int
-> FactionId
-> FactionDict
-> Part
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemShortWownW Int
rwidth FactionId
side FactionDict
factionD (ActorUI -> Part
partActor ActorUI
bUI) Time
localTime
ItemFull
itemFull ItemQuant
quantSingle]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
cond [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ ["is extended by"]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ Delta Time -> Text
timeDeltaInSecondsText Delta Time
delta]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ "(total:" Text -> Text -> Text
<+> Delta Time -> Text
timeDeltaInSecondsText Delta Time
total Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> ")"]
(msgClass :: MsgClassDistinct
msgClass, parts1 :: [Part]
parts1, parts2 :: [Part]
parts2) =
if Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
then (MsgClassDistinct
MsgStatusLongerUs, [Part]
usShow, [Part]
usSave)
else (MsgClassDistinct
MsgStatusLongThem, [Part]
themShow, [Part]
themSave)
Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall a b. (a -> b) -> a -> b
$ Either (MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. a -> Maybe a
Just (Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
-> Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a b. (a -> b) -> a -> b
$ (MsgClassDistinct, (Text, Text))
-> Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))
forall a b. b -> Either a b
Right
(MsgClassDistinct
msgClass, ([Part] -> Text
makeSentence [Part]
parts1, [Part] -> Text
makeSentence [Part]
parts2))
else Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
SfxCollideActor source :: ActorId
source target :: ActorId
target -> do
Bool
sourceSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
source (ActorDict -> Bool) -> (State -> ActorDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ActorDict
sactorD
Bool
targetSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
target (ActorDict -> Bool) -> (State -> ActorDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ActorDict
sactorD
if Bool
sourceSeen Bool -> Bool -> Bool
&& Bool
targetSeen then do
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
source
Part
tpart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
target
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft
( MsgClassShowAndSave
MsgSpecialEvent
, [Part] -> Text
makeSentence
[Part -> Part -> Part
MU.SubjectVerbSg Part
spart "collide", "awkwardly with", Part
tpart] )
else Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
SfxItemYield iid :: ItemId
iid k :: Int
k lid :: LevelId
lid -> do
Bool
iidSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ItemId -> ItemDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ItemId
iid (ItemDict -> Bool) -> (State -> ItemDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ItemDict
sitemD
if Bool
iidSeen then do
let fakeKit :: ItemQuant
fakeKit = ItemQuant
quantSingle
fakeC :: Container
fakeC = LevelId -> Point -> Container
CFloor LevelId
lid Point
originPoint
verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ "yield" Text -> Text -> Text
<+> [Part] -> Text
makePhrase [Int -> Part -> Part
MU.CardinalAWs Int
k "item"]
Text
msg <- Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
forall (m :: * -> *).
MonadClientUI m =>
Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text
itemVerbMUGeneral Bool
False ItemId
iid ItemQuant
fakeKit Part
verb Container
fakeC
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *).
MonadClientUI m =>
(MsgClassShowAndSave, Text)
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
returnJustLeft (MsgClassShowAndSave
MsgSpecialEvent, Text
msg)
else Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
-> m (Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text))))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe
(Either
(MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))
forall a. Maybe a
Nothing
strike :: (MonadClient m, MonadClientUI m)
=> Bool -> ActorId -> ActorId -> ItemId -> m ()
strike :: Bool -> ActorId -> ActorId -> ItemId -> m ()
strike catch :: Bool
catch source :: ActorId
source target :: ActorId
target iid :: ItemId
iid = Bool -> m () -> m ()
forall a. (?callStack::CallStack) => Bool -> a -> a
assert (ActorId
source ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId
target) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool
sourceSeen <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorDict -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
source (ActorDict -> Bool) -> (State -> ActorDict) -> State -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> ActorDict
sactorD
if Bool -> Bool
not Bool
sourceSeen then do
Actor
tb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
target
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
tb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Animation
blockMiss (Actor -> Point
bpos Actor
tb, Actor -> Point
bpos Actor
tb)
else do
CCUI{coscreen :: CCUI -> ScreenContent
coscreen=ScreenContent{Int
rwidth :: Int
rwidth :: ScreenContent -> Int
rwidth}} <- (SessionUI -> CCUI) -> m CCUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession SessionUI -> CCUI
sccui
Actor
tb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
target
Int
hurtMult <- (State -> Int) -> m Int
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Int) -> m Int) -> (State -> Int) -> m Int
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorId -> State -> Int
armorHurtBonus ActorId
source ActorId
target
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
Skills
sMaxSk <- (State -> Skills) -> m Skills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Skills) -> m Skills) -> (State -> Skills) -> m Skills
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Skills
getActorMaxSkills ActorId
source
Part
spart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
source
Part
tpart <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partActorLeader ActorId
target
Part
spronoun <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partPronounLeader ActorId
source
Part
tpronoun <- ActorId -> m Part
forall (m :: * -> *). MonadClientUI m => ActorId -> m Part
partPronounLeader ActorId
target
ActorUI
tbUI <- (SessionUI -> ActorUI) -> m ActorUI
forall (m :: * -> *) a. MonadClientUI m => (SessionUI -> a) -> m a
getsSession ((SessionUI -> ActorUI) -> m ActorUI)
-> (SessionUI -> ActorUI) -> m ActorUI
forall a b. (a -> b) -> a -> b
$ ActorId -> SessionUI -> ActorUI
getActorUI ActorId
target
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime (Actor -> LevelId
blid Actor
tb)
ItemFull
itemFullWeapon <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let kitWeapon :: ItemQuant
kitWeapon = ItemQuant
quantSingle
FactionId
side <- (StateClient -> FactionId) -> m FactionId
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
FactionDict
factionD <- (State -> FactionDict) -> m FactionDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> FactionDict
sfactionD
Faction
tfact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
tb) (FactionDict -> Faction)
-> (State -> FactionDict) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> FactionDict
sfactionD
[(ItemId, ItemFullKit)]
eqpOrgKit <- (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)])
-> (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall a b. (a -> b) -> a -> b
$ ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)]
kitAssocs ActorId
target [CStore
CEqp, CStore
COrgan]
[(ItemId, ItemFullKit)]
orgKit <- (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)])
-> (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall a b. (a -> b) -> a -> b
$ ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)]
kitAssocs ActorId
target [CStore
COrgan]
let isCond :: (a, (ItemFull, b)) -> Bool
isCond (_, (itemFullArmor :: ItemFull
itemFullArmor, _)) =
Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Condition (AspectRecord -> Bool) -> AspectRecord -> Bool
forall a b. (a -> b) -> a -> b
$ ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFullArmor
isOrdinaryCond :: (a, (ItemFull, b)) -> Bool
isOrdinaryCond ikit :: (a, (ItemFull, b))
ikit@(_, (itemFullArmor :: ItemFull
itemFullArmor, _)) =
Bool -> Bool
not (Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.MetaGame (ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFullArmor))
Bool -> Bool -> Bool
&& (a, (ItemFull, b)) -> Bool
forall a b. (a, (ItemFull, b)) -> Bool
isCond (a, (ItemFull, b))
ikit
relevantSkArmor :: Skill
relevantSkArmor =
if Actor -> Bool
bproj Actor
sb then Skill
Ability.SkArmorRanged else Skill
Ability.SkArmorMelee
rateArmor :: (ItemId, ItemFullKit) -> (Int, (ItemId, ItemFull))
rateArmor (iidArmor :: ItemId
iidArmor, (itemFullArmor :: ItemFull
itemFullArmor, (k :: Int
k, _))) =
( Int
k Int -> Int -> Int
forall a. Num a => a -> a -> a
* Skill -> AspectRecord -> Int
IA.getSkill Skill
relevantSkArmor (ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFullArmor)
, ( ItemId
iidArmor
, ItemFull
itemFullArmor ) )
abs15 :: (a, b) -> Bool
abs15 (v :: a
v, _) = a -> a
forall a. Num a => a -> a
abs a
v a -> a -> Bool
forall a. Ord a => a -> a -> Bool
>= 15
condArmor :: [(Int, (ItemId, ItemFull))]
condArmor = ((Int, (ItemId, ItemFull)) -> Bool)
-> [(Int, (ItemId, ItemFull))] -> [(Int, (ItemId, ItemFull))]
forall a. (a -> Bool) -> [a] -> [a]
filter (Int, (ItemId, ItemFull)) -> Bool
forall a b. (Ord a, Num a) => (a, b) -> Bool
abs15 ([(Int, (ItemId, ItemFull))] -> [(Int, (ItemId, ItemFull))])
-> [(Int, (ItemId, ItemFull))] -> [(Int, (ItemId, ItemFull))]
forall a b. (a -> b) -> a -> b
$ ((ItemId, ItemFullKit) -> (Int, (ItemId, ItemFull)))
-> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFull))]
forall a b. (a -> b) -> [a] -> [b]
map (ItemId, ItemFullKit) -> (Int, (ItemId, ItemFull))
rateArmor ([(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFull))])
-> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFull))]
forall a b. (a -> b) -> a -> b
$ ((ItemId, ItemFullKit) -> Bool)
-> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ItemId, ItemFullKit) -> Bool
forall a b. (a, (ItemFull, b)) -> Bool
isOrdinaryCond [(ItemId, ItemFullKit)]
orgKit
fstGt0 :: (a, b) -> Bool
fstGt0 (v :: a
v, _) = a
v a -> a -> Bool
forall a. Ord a => a -> a -> Bool
> 0
wornArmor :: [(Int, (ItemId, ItemFull))]
wornArmor =
((Int, (ItemId, ItemFull)) -> Bool)
-> [(Int, (ItemId, ItemFull))] -> [(Int, (ItemId, ItemFull))]
forall a. (a -> Bool) -> [a] -> [a]
filter (Int, (ItemId, ItemFull)) -> Bool
forall a b. (Ord a, Num a) => (a, b) -> Bool
fstGt0 ([(Int, (ItemId, ItemFull))] -> [(Int, (ItemId, ItemFull))])
-> [(Int, (ItemId, ItemFull))] -> [(Int, (ItemId, ItemFull))]
forall a b. (a -> b) -> a -> b
$ ((ItemId, ItemFullKit) -> (Int, (ItemId, ItemFull)))
-> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFull))]
forall a b. (a -> b) -> [a] -> [b]
map (ItemId, ItemFullKit) -> (Int, (ItemId, ItemFull))
rateArmor ([(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFull))])
-> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFull))]
forall a b. (a -> b) -> a -> b
$ ((ItemId, ItemFullKit) -> Bool)
-> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Bool -> Bool
not (Bool -> Bool)
-> ((ItemId, ItemFullKit) -> Bool) -> (ItemId, ItemFullKit) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (ItemId, ItemFullKit) -> Bool
forall a b. (a, (ItemFull, b)) -> Bool
isCond) [(ItemId, ItemFullKit)]
eqpOrgKit
Maybe (ItemId, ItemFull)
mblockArmor <- case [(Int, (ItemId, ItemFull))]
wornArmor of
[] -> Maybe (ItemId, ItemFull) -> m (Maybe (ItemId, ItemFull))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe (ItemId, ItemFull)
forall a. Maybe a
Nothing
_ -> (ItemId, ItemFull) -> Maybe (ItemId, ItemFull)
forall a. a -> Maybe a
Just
((ItemId, ItemFull) -> Maybe (ItemId, ItemFull))
-> m (ItemId, ItemFull) -> m (Maybe (ItemId, ItemFull))
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Rnd (ItemId, ItemFull) -> m (ItemId, ItemFull)
forall (m :: * -> *) a. MonadClientUI m => Rnd a -> m a
rndToActionUI (Frequency (ItemId, ItemFull) -> Rnd (ItemId, ItemFull)
forall a. Show a => Frequency a -> Rnd a
frequency (Frequency (ItemId, ItemFull) -> Rnd (ItemId, ItemFull))
-> Frequency (ItemId, ItemFull) -> Rnd (ItemId, ItemFull)
forall a b. (a -> b) -> a -> b
$ Text -> [(Int, (ItemId, ItemFull))] -> Frequency (ItemId, ItemFull)
forall a. Text -> [(Int, a)] -> Frequency a
toFreq "msg armor" [(Int, (ItemId, ItemFull))]
wornArmor)
let (blockWithWhat :: [Part]
blockWithWhat, blockWithWeapon :: Bool
blockWithWeapon) = case Maybe (ItemId, ItemFull)
mblockArmor of
Just (iidArmor :: ItemId
iidArmor, itemFullArmor :: ItemFull
itemFullArmor) | ItemId
iidArmor ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
/= Actor -> ItemId
btrunk Actor
tb ->
let (object1 :: Part
object1, object2 :: Part
object2) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShortest Int
rwidth (Actor -> FactionId
bfid Actor
tb) FactionDict
factionD Time
localTime
ItemFull
itemFullArmor ItemQuant
quantSingle
name :: Part
name = [Part] -> Part
MU.Phrase [Part
object1, Part
object2]
in ( ["with", Part -> Part -> Part
MU.WownW Part
tpronoun Part
name]
, Dice -> Int
Dice.supDice (ItemKind -> Dice
IK.idamage (ItemKind -> Dice) -> ItemKind -> Dice
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFullArmor) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0 )
_ -> ([], Bool
False)
verb :: Part
verb = Text -> Part
MU.Text (Text -> Part) -> Text -> Part
forall a b. (a -> b) -> a -> b
$ ItemKind -> Text
IK.iverbHit (ItemKind -> Text) -> ItemKind -> Text
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFullWeapon
partItemChoice :: ItemFull -> ItemQuant -> Part
partItemChoice =
if ItemId
iid ItemId -> ItemBag -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` Actor -> ItemBag
borgan Actor
sb
then Int
-> FactionId
-> FactionDict
-> Part
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemShortWownW Int
rwidth FactionId
side FactionDict
factionD Part
spronoun Time
localTime
else Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> Part
partItemShortAW Int
rwidth FactionId
side FactionDict
factionD Time
localTime
weaponNameWith :: [Part]
weaponNameWith = if ItemId
iid ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> ItemId
btrunk Actor
sb
then []
else ["with", ItemFull -> ItemQuant -> Part
partItemChoice ItemFull
itemFullWeapon ItemQuant
kitWeapon]
sleepy :: Part
sleepy = if Actor -> Watchfulness
bwatch Actor
tb Watchfulness -> [Watchfulness] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Watchfulness
WSleep, Watchfulness
WWake]
Bool -> Bool -> Bool
&& Part
tpart Part -> Part -> Bool
forall a. Eq a => a -> a -> Bool
/= "you"
Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
tb Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0
then "the sleepy"
else ""
unBurn :: Effect -> Maybe Dice
unBurn (IK.Burn d :: Dice
d) = Dice -> Maybe Dice
forall a. a -> Maybe a
Just Dice
d
unBurn _ = Maybe Dice
forall a. Maybe a
Nothing
unRefillHP :: Effect -> Maybe Int
unRefillHP (IK.RefillHP n :: Int
n) | Int
n Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< 0 = Int -> Maybe Int
forall a. a -> Maybe a
Just (-Int
n)
unRefillHP _ = Maybe Int
forall a. Maybe a
Nothing
kineticDmg :: Int64
kineticDmg =
let dmg :: Int
dmg = Dice -> Int
Dice.supDice (Dice -> Int) -> Dice -> Int
forall a b. (a -> b) -> a -> b
$ ItemKind -> Dice
IK.idamage (ItemKind -> Dice) -> ItemKind -> Dice
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFullWeapon
rawDeltaHP :: Int64
rawDeltaHP = Int -> Int64
forall a b.
(Integral a, Integral b, IsIntSubType a b ~ 'True) =>
a -> b
intCast Int
sHurt Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
* Int -> Int64
xM Int
dmg Int64 -> Int64 -> Int64
forall a. Integral a => a -> a -> a
`divUp` 100
in case Actor -> Maybe ([Vector], Speed)
btrajectory Actor
sb of
Just (_, speed :: Speed
speed) | Actor -> Bool
bproj Actor
sb ->
- Int64 -> Speed -> Int64
modifyDamageBySpeed Int64
rawDeltaHP Speed
speed
_ -> - Int64
rawDeltaHP
burnDmg :: Int
burnDmg = - ([Int] -> Int
forall a. Num a => [a] -> a
sum ([Int] -> Int) -> [Int] -> Int
forall a b. (a -> b) -> a -> b
$ (Dice -> Int) -> [Dice] -> [Int]
forall a b. (a -> b) -> [a] -> [b]
map Dice -> Int
Dice.supDice
([Dice] -> [Int]) -> [Dice] -> [Int]
forall a b. (a -> b) -> a -> b
$ (Effect -> Maybe Dice) -> [Effect] -> [Dice]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe Effect -> Maybe Dice
unBurn ([Effect] -> [Dice]) -> [Effect] -> [Dice]
forall a b. (a -> b) -> a -> b
$ ItemKind -> [Effect]
IK.ieffects (ItemKind -> [Effect]) -> ItemKind -> [Effect]
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFullWeapon)
fillDmg :: Int
fillDmg =
- ([Int] -> Int
forall a. Num a => [a] -> a
sum ([Int] -> Int) -> [Int] -> Int
forall a b. (a -> b) -> a -> b
$ (Effect -> Maybe Int) -> [Effect] -> [Int]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe Effect -> Maybe Int
unRefillHP ([Effect] -> [Int]) -> [Effect] -> [Int]
forall a b. (a -> b) -> a -> b
$ ItemKind -> [Effect]
IK.ieffects (ItemKind -> [Effect]) -> ItemKind -> [Effect]
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFullWeapon)
sHurt :: Int
sHurt = Bool -> Skills -> Skills -> Int
armorHurtCalculation (Actor -> Bool
bproj Actor
sb) Skills
sMaxSk Skills
Ability.zeroSkills
nonPiercingDmg :: Int
nonPiercingDmg = Int
burnDmg Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
fillDmg
sDamage :: Int64
sDamage = Int64 -> Int64 -> Int64
forall a. Ord a => a -> a -> a
min 0 (Int64 -> Int64) -> Int64 -> Int64
forall a b. (a -> b) -> a -> b
$ Int64
kineticDmg Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
+ Int -> Int64
xM Int
nonPiercingDmg
deadliness :: Int64
deadliness = 1000 Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
* (- Int64
sDamage) Int64 -> Int64 -> Int64
forall a. Integral a => a -> a -> a
`div` Int64 -> Int64 -> Int64
forall a. Ord a => a -> a -> a
max 1 (Actor -> Int64
bhp Actor
tb)
strongly :: Part
strongly
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 10000 = "artfully"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 5000 = "madly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 2000 = "mercilessly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 1000 = "murderously"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 700 = "devastatingly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 500 = "vehemently"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 400 = "forcefully"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 350 = "sturdily"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 300 = "accurately"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 20 = ""
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 10 = "cautiously"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 5 = "guardedly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 3 = "hesitantly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 2 = "clumsily"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 1 = "haltingly"
| Bool
otherwise = "feebly"
blockHowWell :: Part
blockHowWell
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 90 = "incompetently"
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 80 = "too late"
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 70 = "too slowly"
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 20 Bool -> Bool -> Bool
|| Int
nonPiercingDmg Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< 0 =
if | Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 2000 -> "marginally"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 1000 -> "partially"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 100 -> "partly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 50 -> "to an extent"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 20 -> "to a large extent"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 5 -> "for the major part"
| Bool
otherwise -> "for the most part"
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1 = if | Actor -> Bool
actorWaits Actor
tb -> "doggedly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 50 -> "easily"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 20 -> "effortlessly"
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 5 -> "nonchalantly"
| Bool
otherwise -> "bemusedly"
| Bool
otherwise = "almost completely"
avertVerb :: Part
avertVerb = if Actor -> Bool
actorWaits Actor
tb then "avert it" else "ward it off"
blockPhrase :: Part
blockPhrase =
let (subjectBlock :: Part
subjectBlock, verbBlock :: Part
verbBlock) =
if | Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ Actor -> Bool
bproj Actor
sb ->
(Part
tpronoun, if Bool
blockWithWeapon
then "parry"
else "block")
| Part
tpronoun Part -> Part -> Bool
forall a. Eq a => a -> a -> Bool
== "it"
Bool -> Bool -> Bool
|| Bool
projectileHitsWeakly Bool -> Bool -> Bool
&& Part
tpronoun Part -> Part -> Bool
forall a. Eq a => a -> a -> Bool
/= "you" ->
(ActorUI -> Part
partActor ActorUI
tbUI, Part
avertVerb)
| Bool
otherwise -> (Part
tpronoun, Part
avertVerb)
in Part -> Part -> Part
MU.SubjectVerbSg Part
subjectBlock Part
verbBlock
surprisinglyGoodDefense :: Bool
surprisinglyGoodDefense = Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 20 Bool -> Bool -> Bool
&& Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 70
surprisinglyBadDefense :: Bool
surprisinglyBadDefense = Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< 20 Bool -> Bool -> Bool
&& Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 70
yetButAnd :: Text
yetButAnd
| Bool
surprisinglyGoodDefense = ", but"
| Bool
surprisinglyBadDefense = ", yet"
| Bool
otherwise = " and"
projectileHitsWeakly :: Bool
projectileHitsWeakly = Actor -> Bool
bproj Actor
sb Bool -> Bool -> Bool
&& Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< 20
msgArmor :: Text
msgArmor = if Bool -> Bool
not Bool
projectileHitsWeakly
Bool -> Bool -> Bool
&& Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 90
Bool -> Bool -> Bool
&& ([(Int, (ItemId, ItemFull))] -> Bool
forall a. [a] -> Bool
null [(Int, (ItemId, ItemFull))]
condArmor Bool -> Bool -> Bool
|| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
< 100)
Bool -> Bool -> Bool
|| [Part] -> Bool
forall a. [a] -> Bool
null [Part]
blockWithWhat
Bool -> Bool -> Bool
|| Int64
kineticDmg Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= -1000
then ""
else Text
yetButAnd
Text -> Text -> Text
<+> [Part] -> Text
makePhrase ([Part
blockPhrase, Part
blockHowWell]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
blockWithWhat)
ps :: (Point, Point)
ps = (Actor -> Point
bpos Actor
tb, Actor -> Point
bpos Actor
sb)
basicAnim :: Animation
basicAnim
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 70 = (Point, Point) -> Color -> Color -> Animation
twirlSplash (Point, Point)
ps Color
Color.BrRed Color
Color.Red
| Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 1 = if Int
nonPiercingDmg Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= 0
then (Point, Point) -> Color -> Color -> Animation
blockHit (Point, Point)
ps Color
Color.BrRed Color
Color.Red
else (Point, Point) -> Animation
blockMiss (Point, Point)
ps
| Bool
otherwise = (Point, Point) -> Animation
blockMiss (Point, Point)
ps
targetIsFoe :: Bool
targetIsFoe = Actor -> FactionId
bfid Actor
sb FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
Bool -> Bool -> Bool
&& FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
tb) Faction
tfact FactionId
side
targetIsFriend :: Bool
targetIsFriend = FactionId -> Faction -> FactionId -> Bool
isFriend (Actor -> FactionId
bfid Actor
tb) Faction
tfact FactionId
side
msgClassMelee :: MsgClassShowAndSave
msgClassMelee =
if Bool
targetIsFriend then MsgClassShowAndSave
MsgMeleeNormalUs else MsgClassShowAndSave
MsgMeleeOthers
msgClassRanged :: MsgClassShowAndSave
msgClassRanged =
if Bool
targetIsFriend then MsgClassShowAndSave
MsgRangedNormalUs else MsgClassShowAndSave
MsgRangedOthers
animateAlive :: LevelId -> Animation -> m ()
animateAlive lid :: LevelId
lid anim :: Animation
anim =
if Actor -> Int64
bhp Actor
tb Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0
then LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate LevelId
lid Animation
anim
else LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate LevelId
lid (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Color -> Color -> Animation
twirlSplashShort (Point, Point)
ps Color
Color.BrRed Color
Color.Red
if | Bool
catch -> do
let msg :: Text
msg = [Part] -> Text
makeSentence
[Part -> Part -> Part
MU.SubjectVerbSg Part
spart "catch", Part
tpart, "skillfully"]
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgSpecialEvent Text
msg
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
sb FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "You managed to catch a projectile, thanks to being braced and hitting it exactly when it was at arm's reach. The obtained item has been put into the shared stash of the party."
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
tb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Color -> Color -> Animation
blockHit (Point, Point)
ps Color
Color.BrGreen Color
Color.Green
| Bool -> Bool
not (Time -> ItemQuant -> Bool
hasCharge Time
localTime ItemQuant
kitWeapon) -> do
let msg :: Text
msg = if Actor -> Bool
bproj Actor
sb
then [Part] -> Text
makePhrase
[Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Part -> Part -> Part
MU.SubjectVerbSg Part
spart "connect"]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> ", but it may be completely discharged."
else [Part] -> Text
makePhrase
([ Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ Part -> Part -> Part
MU.SubjectVerbSg Part
spart "try"
, "to"
, Part
verb
, Part
tpart ]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
weaponNameWith)
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> if [Part] -> Bool
forall a. [a] -> Bool
null [Part]
weaponNameWith
then ", but there are no charges left."
else ", but it may be not readied yet."
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgSpecialEvent Text
msg
| Actor -> Bool
bproj Actor
sb Bool -> Bool -> Bool
&& Actor -> Bool
bproj Actor
tb -> do
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgSpecialEvent (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$
[Part] -> Text
makeSentence [Part -> Part -> Part
MU.SubjectVerbSg Part
spart "intercept", Part
tpart]
LevelId -> Animation -> m ()
animateAlive (Actor -> LevelId
blid Actor
tb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Color -> Color -> Animation
blockHit (Point, Point)
ps Color
Color.BrBlue Color
Color.Blue
| Int64
kineticDmg Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= -1000
Bool -> Bool -> Bool
&& Int
nonPiercingDmg Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= 0 -> do
let adverb :: Part
adverb | ItemFull -> Bool
itemSuspect ItemFull
itemFullWeapon Bool -> Bool -> Bool
&& Actor -> FactionId
bfid Actor
sb FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side =
"tentatively"
| Actor -> Bool
bproj Actor
sb = "lightly"
| Bool
otherwise = "delicately"
msg :: Text
msg = [Part] -> Text
makeSentence ([Part] -> Text) -> [Part] -> Text
forall a b. (a -> b) -> a -> b
$
[Part -> Part -> Part
MU.SubjectVerbSg Part
spart Part
verb, Part
tpart, Part
adverb]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ if Actor -> Bool
bproj Actor
sb then [] else [Part]
weaponNameWith
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClassMelee Text
msg
LevelId -> Animation -> m ()
forall (m :: * -> *).
MonadClientUI m =>
LevelId -> Animation -> m ()
animate (Actor -> LevelId
blid Actor
tb) (Animation -> m ()) -> Animation -> m ()
forall a b. (a -> b) -> a -> b
$ (Point, Point) -> Animation
subtleHit (Point, Point)
ps
| Actor -> Bool
bproj Actor
sb -> do
let msgRangedPowerful :: MsgClassShowAndSave
msgRangedPowerful | Bool
targetIsFoe = MsgClassShowAndSave
MsgRangedMightyWe
| Bool
targetIsFriend = MsgClassShowAndSave
MsgRangedMightyUs
| Bool
otherwise = MsgClassShowAndSave
msgClassRanged
(attackParts :: [Part]
attackParts, msgRanged :: MsgClassShowAndSave
msgRanged)
| Bool
projectileHitsWeakly =
( [Part -> Part -> Part
MU.SubjectVerbSg Part
spart "connect"]
, MsgClassShowAndSave
msgClassRanged )
| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 300 =
( [Part -> Part -> Part
MU.SubjectVerbSg Part
spart Part
verb, Part
tpart, "powerfully"]
, if Bool
targetIsFriend Bool -> Bool -> Bool
|| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 700
then MsgClassShowAndSave
msgRangedPowerful
else MsgClassShowAndSave
msgClassRanged )
| Bool
otherwise =
( [Part -> Part -> Part
MU.SubjectVerbSg Part
spart Part
verb, Part
tpart]
, MsgClassShowAndSave
msgClassRanged )
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgRanged (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makePhrase [Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Part
MU.Phrase [Part]
attackParts]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
msgArmor Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "."
LevelId -> Animation -> m ()
animateAlive (Actor -> LevelId
blid Actor
tb) Animation
basicAnim
| Actor -> Bool
bproj Actor
tb -> do
let attackParts :: [Part]
attackParts =
[Part -> Part -> Part
MU.SubjectVerbSg Part
spart Part
verb, Part
tpart] [Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
weaponNameWith
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgMeleeOthers (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makeSentence [Part]
attackParts
LevelId -> Animation -> m ()
animateAlive (Actor -> LevelId
blid Actor
tb) Animation
basicAnim
| Bool
otherwise -> do
let msgMeleeInteresting :: MsgClassShowAndSave
msgMeleeInteresting | Bool
targetIsFoe = MsgClassShowAndSave
MsgMeleeComplexWe
| Bool
targetIsFriend = MsgClassShowAndSave
MsgMeleeComplexUs
| Bool
otherwise = MsgClassShowAndSave
msgClassMelee
msgMeleePowerful :: MsgClassShowAndSave
msgMeleePowerful | Bool
targetIsFoe = MsgClassShowAndSave
MsgMeleeMightyWe
| Bool
targetIsFriend = MsgClassShowAndSave
MsgMeleeMightyUs
| Bool
otherwise = MsgClassShowAndSave
msgClassMelee
attackParts :: [Part]
attackParts =
[Part -> Part -> Part
MU.SubjectVerbSg Part
spart Part
verb, Part
sleepy, Part
tpart, Part
strongly]
[Part] -> [Part] -> [Part]
forall a. [a] -> [a] -> [a]
++ [Part]
weaponNameWith
(tmpInfluenceBlurb :: Text
tmpInfluenceBlurb, msgClassInfluence :: MsgClassShowAndSave
msgClassInfluence) =
if [(Int, (ItemId, ItemFull))] -> Bool
forall a. [a] -> Bool
null [(Int, (ItemId, ItemFull))]
condArmor Bool -> Bool -> Bool
|| Text -> Bool
T.null Text
msgArmor
then ("", MsgClassShowAndSave
msgClassMelee)
else
let (armor :: Int
armor, (_, itemFullArmor :: ItemFull
itemFullArmor)) =
((Int, (ItemId, ItemFull))
-> (Int, (ItemId, ItemFull)) -> Ordering)
-> [(Int, (ItemId, ItemFull))] -> (Int, (ItemId, ItemFull))
forall (t :: * -> *) a.
Foldable t =>
(a -> a -> Ordering) -> t a -> a
maximumBy (((Int, (ItemId, ItemFull)) -> Int)
-> (Int, (ItemId, ItemFull))
-> (Int, (ItemId, ItemFull))
-> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
comparing (((Int, (ItemId, ItemFull)) -> Int)
-> (Int, (ItemId, ItemFull))
-> (Int, (ItemId, ItemFull))
-> Ordering)
-> ((Int, (ItemId, ItemFull)) -> Int)
-> (Int, (ItemId, ItemFull))
-> (Int, (ItemId, ItemFull))
-> Ordering
forall a b. (a -> b) -> a -> b
$ Int -> Int
forall a. Num a => a -> a
abs (Int -> Int)
-> ((Int, (ItemId, ItemFull)) -> Int)
-> (Int, (ItemId, ItemFull))
-> Int
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (Int, (ItemId, ItemFull)) -> Int
forall a b. (a, b) -> a
fst) [(Int, (ItemId, ItemFull))]
condArmor
(object1 :: Part
object1, object2 :: Part
object2) =
Int
-> FactionId
-> FactionDict
-> Time
-> ItemFull
-> ItemQuant
-> (Part, Part)
partItemShortest Int
rwidth (Actor -> FactionId
bfid Actor
tb) FactionDict
factionD Time
localTime
ItemFull
itemFullArmor ItemQuant
quantSingle
name :: Text
name = [Part] -> Text
makePhrase [Part
object1, Part
object2]
msgText :: Text
msgText =
if Int
hurtMult Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 70
then (if Int
armor Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= -15
then ", due to being"
else Bool -> Text -> Text
forall a. (?callStack::CallStack) => Bool -> a -> a
assert (Int
armor Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= 15) ", regardless of being")
Text -> Text -> Text
<+> Text
name
else (if Int
armor Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= 15
then ", thanks to being"
else Bool -> Text -> Text
forall a. (?callStack::CallStack) => Bool -> a -> a
assert (Int
armor Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= -15) ", despite being")
Text -> Text -> Text
<+> Text
name
in (Text
msgText, MsgClassShowAndSave
msgMeleeInteresting)
msgClass :: MsgClassShowAndSave
msgClass = if Bool
targetIsFriend Bool -> Bool -> Bool
&& Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 300
Bool -> Bool -> Bool
|| Int64
deadliness Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
>= 2000
then MsgClassShowAndSave
msgMeleePowerful
else MsgClassShowAndSave
msgClassInfluence
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
msgClass (Text -> m ()) -> Text -> m ()
forall a b. (a -> b) -> a -> b
$ [Part] -> Text
makePhrase [Part -> Part
MU.Capitalize (Part -> Part) -> Part -> Part
forall a b. (a -> b) -> a -> b
$ [Part] -> Part
MU.Phrase [Part]
attackParts]
Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
msgArmor Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> Text
tmpInfluenceBlurb Text -> Text -> Text
forall a. Semigroup a => a -> a -> a
<> "."
ActorMaxSkills
actorMaxSkills <- (State -> ActorMaxSkills) -> m ActorMaxSkills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ActorMaxSkills
sactorMaxSkills
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Actor -> FactionId
bfid Actor
sb FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
side
Bool -> Bool -> Bool
&& Bool -> Bool
not (ActorMaxSkills -> ActorId -> Actor -> Bool
actorCanMeleeToHarm ActorMaxSkills
actorMaxSkills ActorId
target Actor
tb)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
MsgClassShowAndSave -> Text -> m ()
forall (m :: * -> *) a.
(MonadClient m, MonadClientUI m, MsgShared a) =>
a -> Text -> m ()
msgAdd MsgClassShowAndSave
MsgTutorialHint "This enemy can't harm you. Left alone could it possibly be of some use?"
LevelId -> Animation -> m ()
animateAlive (Actor -> LevelId
blid Actor
tb) Animation
basicAnim