-- | The type of kinds of terrain tiles. module Game.LambdaHack.Content.TileKind ( TileKind(..), validateSingleTileKind, validateAllTileKind, actionFeatures ) where import Control.Exception.Assert.Sugar import Data.Hashable (hash) import qualified Data.IntSet as IS import qualified Data.Map.Strict as M import Data.Maybe import Data.Text (Text) import Game.LambdaHack.Common.Color import qualified Game.LambdaHack.Common.Feature as F import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Msg -- | The type of kinds of terrain tiles. See @Tile.hs@ for explanation -- of the absence of a corresponding type @Tile@ that would hold -- particular concrete tiles in the dungeon. data TileKind = TileKind { tsymbol :: !Char -- ^ map symbol , tname :: !Text -- ^ short description , tfreq :: !Freqs -- ^ frequency within groups , tcolor :: !Color -- ^ map color , tcolor2 :: !Color -- ^ map color when not in FOV , tfeature :: ![F.Feature] -- ^ properties } deriving Show -- No Eq and Ord to make extending it logically sound -- TODO: (spans multiple contents) check that all posible solid place -- fences have hidden counterparts. -- | Validate a single tile kind. validateSingleTileKind :: TileKind -> [Text] validateSingleTileKind TileKind{..} = [ "suspect tile is walkable" | F.Walkable `elem` tfeature && F.Suspect `elem` tfeature ] -- TODO: verify that OpenTo, CloseTo and ChangeTo are assigned as specified. -- | Validate all tile kinds. -- -- If tiles look the same on the map, the description and the substantial -- features should be the same, too. Otherwise, the player has to inspect -- manually all the tiles of that kind, or even experiment with them, -- to see if any is special. This would be tedious. Note that iiles may freely -- differ wrt dungeon generation, AI preferences, etc. validateAllTileKind :: [TileKind] -> [Text] validateAllTileKind lt = let listVis f = map (\kt -> ( ( tsymbol kt , F.Suspect `elem` tfeature kt , f kt ) , [kt] ) ) lt mapVis :: (TileKind -> Color) -> M.Map (Char, Bool, Color) [TileKind] mapVis f = M.fromListWith (++) $ listVis f namesUnequal [] = assert `failure` "no TileKind content" `twith` lt namesUnequal (hd : tl) = -- Catch if at least one is different. any (/= tname hd) (map tname tl) -- TODO: calculate actionFeatures only once for each tile kind || any (/= actionFeatures True hd) (map (actionFeatures True) tl) confusions f = filter namesUnequal $ M.elems $ mapVis f in case confusions tcolor ++ confusions tcolor2 of [] -> [] cfs -> ["tile confusions detected:" <+> tshow cfs] -- | Features of tiles that differentiate them substantially from one another. -- By tile content validation condition, this means the player -- can tell such tile apart, and only looking at the map, not tile name. -- So if running uses this function, it won't stop at places that the player -- can't himself tell from other places, and so running does not confer -- any advantages, except UI convenience. Hashes are accurate enough -- for our purpose, given that we use arbitrary heuristics anyway. actionFeatures :: Bool -> TileKind -> IS.IntSet actionFeatures markSuspect t = let f feat = case feat of F.Cause{} -> Just feat F.OpenTo{} -> Just $ F.OpenTo "" -- if needed, remove prefix/suffix F.CloseTo{} -> Just $ F.CloseTo "" F.ChangeTo{} -> Just $ F.ChangeTo "" F.Walkable -> Just feat F.Clear -> Just feat F.Suspect -> if markSuspect then Just feat else Nothing F.Aura{} -> Just feat F.Impenetrable -> Just feat F.Trail -> Just feat -- doesn't affect tile behaviour, but important F.HideAs{} -> Nothing F.RevealAs{} -> Nothing F.Dark -> Nothing -- not important any longer, after FOV computed F.OftenItem -> Nothing F.OftenActor -> Nothing F.NoItem -> Nothing F.NoActor -> Nothing in IS.fromList $ map hash $ mapMaybe f $ tfeature t