module Game.LambdaHack.Client.UI.RunClient
( continueRun
) where
import Control.Exception.Assert.Sugar
import Control.Monad
import qualified Data.ByteString.Char8 as BS
import qualified Data.EnumMap.Strict as EM
import Data.Function
import Data.List
import Data.Maybe
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import qualified Game.LambdaHack.Common.Kind as Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Msg
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.Request
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Vector
import qualified Game.LambdaHack.Content.TileKind as TK
continueRun :: MonadClient m
=> LevelId -> RunParams
-> m (Either Msg RequestAnyAbility)
continueRun arena paramOld = case paramOld of
RunParams{ runMembers = []
, runStopMsg = Just stopMsg } -> return $ Left stopMsg
RunParams{ runMembers = []
, runStopMsg = Nothing } ->
return $ Left "selected actors no longer there"
RunParams{ runLeader
, runMembers = r : rs
, runInitial
, runStopMsg } -> do
let runInitialNew = runInitial && r /= runLeader
paramIni = paramOld {runInitial = runInitialNew}
onLevel <- getsState $ memActor r arena
onLevelLeader <- getsState $ memActor runLeader arena
if not onLevel then do
let paramNew = paramIni {runMembers = rs }
continueRun arena paramNew
else if not onLevelLeader then do
let paramNew = paramIni {runLeader = r}
continueRun arena paramNew
else do
mdirOrRunStopMsgCurrent <- continueRunDir paramOld
let runStopMsgCurrent =
either Just (const Nothing) mdirOrRunStopMsgCurrent
runStopMsgNew = runStopMsg `mplus` runStopMsgCurrent
runMembersNew = if isJust runStopMsgNew then rs else rs ++ [r]
paramNew = paramIni { runMembers = runMembersNew
, runStopMsg = runStopMsgNew }
case mdirOrRunStopMsgCurrent of
Left _ -> continueRun arena paramNew
Right dir -> do
s <- getState
modifyClient $ updateLeader r s
modifyClient $ \cli -> cli {srunning = Just paramNew}
return $ Right $ RequestAnyAbility $ ReqMove dir
continueRunDir :: MonadClient m
=> RunParams -> m (Either Msg Vector)
continueRunDir params = case params of
RunParams{ runMembers = [] } -> assert `failure` params
RunParams{ runLeader
, runMembers = aid : _
, runInitial } -> do
sreport <- getsClient sreport
let boringMsgs = map BS.pack [ "You hear a distant"
, "reveals that the" ]
boring repLine = any (`BS.isInfixOf` repLine) boringMsgs
msgShown = isJust $ findInReport (not . boring) sreport
if msgShown then return $ Left "message shown"
else do
cops@Kind.COps{cotile} <- getsState scops
rbody <- getsState $ getActorBody runLeader
let rposHere = bpos rbody
rposLast = boldpos rbody
dir = rposHere `vectorToFrom` rposLast
body <- getsState $ getActorBody aid
let lid = blid body
lvl <- getLevel lid
let posHere = bpos body
posThere = posHere `shift` dir
actorsThere <- getsState $ posToActors posThere lid
let openableLast = Tile.isOpenable cotile (lvl `at` (posHere `shift` dir))
check
| not $ null actorsThere = return $ Left "actor in the way"
| accessibleDir cops lvl posHere dir =
if runInitial && aid /= runLeader
then return $ Right dir
else checkAndRun aid dir
| not (runInitial && aid == runLeader) = return $ Left "blocked"
| openableLast = return $ Left "blocked by a closed door"
| otherwise =
tryTurning aid
check
tryTurning :: MonadClient m
=> ActorId -> m (Either Msg Vector)
tryTurning aid = do
cops@Kind.COps{cotile} <- getsState scops
body <- getsState $ getActorBody aid
let lid = blid body
lvl <- getLevel lid
let posHere = bpos body
posLast = boldpos body
dirLast = posHere `vectorToFrom` posLast
let openableDir dir = Tile.isOpenable cotile (lvl `at` (posHere `shift` dir))
dirEnterable dir = accessibleDir cops lvl posHere dir || openableDir dir
dirNearby dir1 dir2 = euclidDistSqVector dir1 dir2 `elem` [1, 2]
dirSimilar dir = dirNearby dirLast dir && dirEnterable dir
dirsSimilar = filter dirSimilar moves
case dirsSimilar of
[] -> return $ Left "dead end"
d1 : ds | all (dirNearby d1) ds ->
case sortBy (compare `on` euclidDistSqVector dirLast)
$ filter (accessibleDir cops lvl posHere) $ d1 : ds of
[] ->
return $ Left "blocked and all similar directions are closed doors"
d : _ -> checkAndRun aid d
_ -> return $ Left "blocked and many distant similar directions found"
checkAndRun :: MonadClient m
=> ActorId -> Vector -> m (Either Msg Vector)
checkAndRun aid dir = do
Kind.COps{cotile=cotile@Kind.Ops{okind}} <- getsState scops
body <- getsState $ getActorBody aid
smarkSuspect <- getsClient smarkSuspect
let lid = blid body
lvl <- getLevel lid
let posHere = bpos body
posHasItems pos = EM.member pos $ lfloor lvl
posThere = posHere `shift` dir
actorsThere <- getsState $ posToActors posThere lid
let posLast = boldpos body
dirLast = posHere `vectorToFrom` posLast
anglePos :: Point -> Vector -> RadianAngle -> Point
anglePos pos d angle = shift pos (rotate angle d)
tileLast = lvl `at` posLast
tileHere = lvl `at` posHere
tileThere = lvl `at` posThere
leftPsLast = map (anglePos posHere dirLast) [pi/2, 3*pi/4]
++ map (anglePos posHere dir) [pi/2, 3*pi/4]
rightPsLast = map (anglePos posHere dirLast) [pi/2, 3*pi/4]
++ map (anglePos posHere dir) [pi/2, 3*pi/4]
leftForwardPosHere = anglePos posHere dir (pi/4)
rightForwardPosHere = anglePos posHere dir (pi/4)
leftTilesLast = map (lvl `at`) leftPsLast
rightTilesLast = map (lvl `at`) rightPsLast
leftForwardTileHere = lvl `at` leftForwardPosHere
rightForwardTileHere = lvl `at` rightForwardPosHere
featAt = TK.actionFeatures smarkSuspect . okind
terrainChangeMiddle = null (Tile.causeEffects cotile tileThere)
&& featAt tileThere
`notElem` map featAt [tileLast, tileHere]
terrainChangeLeft = featAt leftForwardTileHere
`notElem` map featAt leftTilesLast
terrainChangeRight = featAt rightForwardTileHere
`notElem` map featAt rightTilesLast
itemChangeLeft = posHasItems leftForwardPosHere
`notElem` map posHasItems leftPsLast
itemChangeRight = posHasItems rightForwardPosHere
`notElem` map posHasItems rightPsLast
check
| not $ null actorsThere = return $ Left "actor in the way"
| terrainChangeLeft = return $ Left "terrain change on the left"
| terrainChangeRight = return $ Left "terrain change on the right"
| itemChangeLeft = return $ Left "item change on the left"
| itemChangeRight = return $ Left "item change on the right"
| terrainChangeMiddle = return $ Left "terrain change in the middle"
| otherwise = return $ Right dir
check