{-# LANGUAGE GeneralizedNewtypeDeriving #-} -- | Actors in the game: heroes, monsters, etc. No operation in this module -- involves the 'State' or 'Action' type. module Game.LambdaHack.Common.Actor ( -- * Actor identifiers and related operations ActorId, monsterGenChance, partActor, partPronoun -- * The@ Acto@r type , Actor(..), ResDelta(..) , deltaSerious, deltaMild, xM, minusM, minusTwoM, oneM , bspeed, actorTemplate, timeShiftFromSpeed, braced, waitedLastTurn , actorDying, actorNewBorn, hpTooLow, unoccupied -- * Assorted , ActorDict, smellTimeout, checkAdjacent , mapActorItems_, ppCStore, ppContainer ) where import Control.Exception.Assert.Sugar import Data.Binary import qualified Data.EnumMap.Strict as EM import Data.Int (Int64) import Data.Ratio import Data.Text (Text) import qualified NLP.Miniutter.English as MU import qualified Game.LambdaHack.Common.Color as Color import qualified Game.LambdaHack.Common.Effect as Effect import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.ItemStrongest import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Vector -- | Actor properties that are changing throughout the game. -- If they are dublets of properties from @ActorKind@, -- they are usually modified temporarily, but tend to return -- to the original value from @ActorKind@ over time. E.g., HP. data Actor = Actor { -- The trunk of the actor's body (present also in @borgan@ or @beqp@) btrunk :: !ItemId -- Presentation , bsymbol :: !Char -- ^ individual map symbol , bname :: !Text -- ^ individual name , bpronoun :: !Text -- ^ individual pronoun , bcolor :: !Color.Color -- ^ individual map color -- Resources , btime :: !Time -- ^ absolute time of next action , bhp :: !Int64 -- ^ current hit points * 1M , bhpDelta :: !ResDelta -- ^ HP delta this turn * 1M , bcalm :: !Int64 -- ^ current calm * 1M , bcalmDelta :: !ResDelta -- ^ calm delta this turn * 1M -- Location , bpos :: !Point -- ^ current position , boldpos :: !Point -- ^ previous position , blid :: !LevelId -- ^ current level , boldlid :: !LevelId -- ^ previous level , bfid :: !FactionId -- ^ faction the actor belongs to , boldfid :: !FactionId -- ^ previous faction of the actor , btrajectory :: !(Maybe ([Vector], Speed)) -- ^ trajectory the actor must -- travel and his travel speed -- Items , borgan :: !ItemBag -- ^ organs , beqp :: !ItemBag -- ^ personal equipment , binv :: !ItemBag -- ^ personal inventory -- Assorted , bwait :: !Bool -- ^ is the actor waiting right now? , bproj :: !Bool -- ^ is a projectile? (shorthand only, -- this can be deduced from bkind) } deriving (Show, Eq) data ResDelta = ResDelta { resCurrentTurn :: !Int64 -- ^ resource change this player turn , resPreviousTurn :: !Int64 -- ^ resource change last player turn } deriving (Show, Eq) deltaSerious :: ResDelta -> Bool deltaSerious ResDelta{..} = resCurrentTurn < minusM || resPreviousTurn < minusM deltaMild :: ResDelta -> Bool deltaMild ResDelta{..} = resCurrentTurn == minusM || resPreviousTurn == minusM xM :: Int -> Int64 xM k = fromIntegral k * 1000000 minusM, minusTwoM, oneM :: Int64 minusM = xM (-1) minusTwoM = xM (-2) oneM = xM 1 -- | Chance that a new monster is generated. Currently depends on the -- number of monsters already present, and on the level. In the future, -- the strength of the character and the strength of the monsters present -- could further influence the chance, and the chance could also affect -- which monster is generated. How many and which monsters are generated -- will also depend on the cave kind used to build the level. monsterGenChance :: AbsDepth -> AbsDepth -> Int -> Int -> Rnd Bool monsterGenChance (AbsDepth n) (AbsDepth depth) numMonsters actorCoeff = assert (depth > 0) -- Mimics @castDice@. On level 1, First 2 monsters appear fast. $ let scaledDepth = 5 * n `div` depth in chance $ 1%(fromIntegral $ (10 * actorCoeff * (numMonsters - scaledDepth)) `max` actorCoeff) -- | The part of speech describing the actor. partActor :: Actor -> MU.Part partActor b = MU.Text $ bname b -- | The part of speech containing the actor pronoun. partPronoun :: Actor -> MU.Part partPronoun b = MU.Text $ bpronoun b -- Actor operations -- | A template for a new actor. actorTemplate :: ItemId -> Char -> Text -> Text -> Color.Color -> Int64 -> Int64 -> Point -> LevelId -> Time -> FactionId -> Actor actorTemplate btrunk bsymbol bname bpronoun bcolor bhp bcalm bpos blid btime bfid = let btrajectory = Nothing boldpos = Point 0 0 -- make sure /= bpos, to tell it didn't switch level boldlid = blid beqp = EM.empty binv = EM.empty borgan = EM.empty bwait = False boldfid = bfid bhpDelta = ResDelta 0 0 bcalmDelta = ResDelta 0 0 bproj = False in Actor{..} bspeed :: Actor -> [ItemFull] -> Speed bspeed b activeItems = case btrajectory b of Nothing -> toSpeed $ max 1 -- avoid infinite wait $ sumSlotNoFilter Effect.EqpSlotAddSpeed activeItems Just (_, speed) -> speed -- | Add time taken by a single step at the actor's current speed. timeShiftFromSpeed :: Actor -> [ItemFull] -> Time -> Time timeShiftFromSpeed b activeItems time = let speed = bspeed b activeItems delta = ticksPerMeter speed in timeShift time delta -- | Whether an actor is braced for combat this clip. braced :: Actor -> Bool braced b = bwait b -- | The actor waited last turn. waitedLastTurn :: Actor -> Bool waitedLastTurn b = bwait b actorDying :: Actor -> Bool actorDying b = if bproj b then bhp b < 0 || maybe True (null . fst) (btrajectory b) else bhp b <= 0 actorNewBorn :: Actor -> Bool actorNewBorn b = boldpos b == Point 0 0 && not (waitedLastTurn b) && not (btime b < timeTurn) hpTooLow :: Actor -> [ItemFull] -> Bool hpTooLow b activeItems = let maxHP = sumSlotNoFilter Effect.EqpSlotAddMaxHP activeItems in bhp b <= oneM || 5 * bhp b < xM maxHP -- | Checks for the presence of actors in a position. -- Does not check if the tile is walkable. unoccupied :: [Actor] -> Point -> Bool unoccupied actors pos = all (\b -> bpos b /= pos) actors -- | How long until an actor's smell vanishes from a tile. smellTimeout :: Delta Time smellTimeout = timeDeltaScale (Delta timeTurn) 100 -- | All actors on the level, indexed by actor identifier. type ActorDict = EM.EnumMap ActorId Actor checkAdjacent :: Actor -> Actor -> Bool checkAdjacent sb tb = blid sb == blid tb && adjacent (bpos sb) (bpos tb) mapActorItems_ :: Monad m => (ItemId -> Int -> m a) -> Actor -> m () mapActorItems_ f Actor{binv, beqp, borgan} = do let is = EM.assocs beqp ++ EM.assocs binv ++ EM.assocs borgan mapM_ (uncurry f) is ppCStore :: CStore -> Text ppCStore CGround = "on the ground" ppCStore COrgan = "among organs" ppCStore CEqp = "in equipment" ppCStore CInv = "in inventory" ppCStore CSha = "in shared stash" ppContainer :: Container -> Text ppContainer CFloor{} = "nearby" ppContainer (CActor _ cstore) = ppCStore cstore ppContainer CTrunk{} = "in our possession" instance Binary Actor where put Actor{..} = do put btrunk put bsymbol put bname put bpronoun put bcolor put bhp put bhpDelta put bcalm put bcalmDelta put btrajectory put bpos put boldpos put blid put boldlid put binv put beqp put borgan put btime put bwait put bfid put boldfid put bproj get = do btrunk <- get bsymbol <- get bname <- get bpronoun <- get bcolor <- get bhp <- get bhpDelta <- get bcalm <- get bcalmDelta <- get btrajectory <- get bpos <- get boldpos <- get blid <- get boldlid <- get binv <- get beqp <- get borgan <- get btime <- get bwait <- get bfid <- get boldfid <- get bproj <- get return $! Actor{..} instance Binary ResDelta where put ResDelta{..} = do put resCurrentTurn put resPreviousTurn get = do resCurrentTurn <- get resPreviousTurn <- get return $! ResDelta{..}