-- | The main loop of the server, processing human and computer player -- moves turn by turn. module Game.LambdaHack.Server.EndServer ( endOrLoop, dieSer ) where import Control.Monad import qualified Data.EnumMap.Strict as EM import Data.Maybe import Game.LambdaHack.Atomic import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.State import Game.LambdaHack.Server.CommonServer import Game.LambdaHack.Server.HandleEffectServer import Game.LambdaHack.Server.ItemServer import Game.LambdaHack.Server.MonadServer import Game.LambdaHack.Server.State -- | Continue or exit or restart the game. endOrLoop :: (MonadAtomic m, MonadServer m) => m () -> m () -> m () -> m () -> m () endOrLoop loop restart gameExit gameSave = do factionD <- getsState sfactionD let inGame fact = case gquit fact of Nothing -> True Just Status{stOutcome=Camping} -> True _ -> False gameOver = not $ any inGame $ EM.elems factionD let getQuitter fact = case gquit fact of Just Status{stOutcome=Restart, stNewGame} -> stNewGame _ -> Nothing quitters = mapMaybe getQuitter $ EM.elems factionD let isCamper fact = case gquit fact of Just Status{stOutcome=Camping} -> True _ -> False campers = filter (isCamper . snd) $ EM.assocs factionD -- Wipe out the quit flag for the savegame files. mapM_ (\(fid, fact) -> execUpdAtomic $ UpdQuitFaction fid Nothing (gquit fact) Nothing) campers bkpSave <- getsServer swriteSave when bkpSave $ do modifyServer $ \ser -> ser {swriteSave = False} gameSave case (quitters, campers) of (gameMode : _, _) -> do modifyServer $ \ser -> ser {sdebugNxt = (sdebugNxt ser) {sgameMode = Just gameMode}} restart _ | gameOver -> restart ([], []) -> loop -- continue current game ([], _ : _) -> gameExit -- don't call @loop@, that is, quit the game loop dieSer :: (MonadAtomic m, MonadServer m) => ActorId -> Actor -> Bool -> m () dieSer aid b hit = do -- TODO: clients don't see the death of their last standing actor; -- modify Draw.hs and Client.hs to handle that if bproj b then do dropAllItems aid b hit b2 <- getsState $ getActorBody aid execUpdAtomic $ UpdDestroyActor aid b2 [] else do discoKind <- getsServer sdiscoKind trunk <- getsState $ getItemBody $ btrunk b let ikind = discoKind EM.! jkindIx trunk execUpdAtomic $ UpdRecordKill aid ikind 1 electLeader (bfid b) (blid b) aid dropAllItems aid b False b2 <- getsState $ getActorBody aid execUpdAtomic $ UpdDestroyActor aid b2 [] deduceKilled b -- | Drop all actor's items. dropAllItems :: (MonadAtomic m, MonadServer m) => ActorId -> Actor -> Bool -> m () dropAllItems aid b hit = do fact <- getsState $ (EM.! bfid b) . sfactionD -- A faction that is defeated, leaderless or with temporarlity no member -- drops all items from the faction stash, too. -- Projectiles can't drop stash, because they are blind and so the faction -- would not see the actor that drops the stash, leading to a crash. -- But this is OK --- projectiles can't be leaders, so stash dropped earlier. when (not (bproj b) && isNothing (gleader fact)) $ mapActorCStore_ CSha (dropCStoreItem CSha aid b hit) b mapActorCStore_ CInv (dropCStoreItem CInv aid b hit) b mapActorCStore_ CEqp (dropCStoreItem CEqp aid b hit) b