module Game.LambdaHack.Server.HandleAtomicM
( cmdAtomicSemSer
#ifdef EXPOSE_INTERNAL
, invalidateArenas, updateSclear, updateSlit
, invalidateLucidLid, invalidateLucidAid
, actorHasShine, itemAffectsShineRadius, itemAffectsPerRadius
, addPerActor, addPerActorAny, deletePerActor, deletePerActorAny
, invalidatePerActor, reconsiderPerActor, invalidatePerLid
#endif
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Game.LambdaHack.Atomic
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.Kind as Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.PointArray as PointArray
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Content.TileKind (TileKind)
import Game.LambdaHack.Server.Fov
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.State
cmdAtomicSemSer :: MonadServer m => State -> UpdAtomic -> m ()
cmdAtomicSemSer oldState cmd = case cmd of
UpdCreateActor aid b _ -> do
actorAspect <- getsState sactorAspect
when (actorHasShine actorAspect aid) $ invalidateLucidLid $ blid b
addPerActor aid b
UpdDestroyActor aid b _ -> do
let actorAspectOld = sactorAspect oldState
when (actorHasShine actorAspectOld aid) $ invalidateLucidLid $ blid b
deletePerActor actorAspectOld aid b
modifyServer $ \ser ->
ser {sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(sactorTime ser)}
UpdCreateItem iid _ _ (CFloor lid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdCreateItem iid _ _ (CActor aid store) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdDestroyItem iid _ _ (CFloor lid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdDestroyItem iid _ _ (CActor aid store) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdSpotActor aid b _ -> do
actorAspect <- getsState sactorAspect
when (actorHasShine actorAspect aid) $ invalidateLucidLid $ blid b
addPerActor aid b
UpdLoseActor aid b _ -> do
let actorAspectOld = sactorAspect oldState
when (actorHasShine actorAspectOld aid) $ invalidateLucidLid $ blid b
deletePerActor actorAspectOld aid b
modifyServer $ \ser ->
ser {sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(sactorTime ser)}
UpdSpotItem _ iid _ _ (CFloor lid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdSpotItem _ iid _ _ (CActor aid store) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdLoseItem _ iid _ _ (CFloor lid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdLoseItem _ iid _ _ (CActor aid store) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdSpotItemBag (CFloor lid _) bag _ais -> do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (\iid -> itemAffectsShineRadius discoAspect iid []) iids) $
invalidateLucidLid lid
UpdSpotItemBag (CActor aid store) bag _ais -> do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (\iid -> itemAffectsShineRadius discoAspect iid [store]) iids) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $
when (any (itemAffectsPerRadius discoAspect) iids) $
reconsiderPerActor aid
UpdLoseItemBag (CFloor lid _) bag _ais -> do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (\iid -> itemAffectsShineRadius discoAspect iid []) iids) $
invalidateLucidLid lid
UpdLoseItemBag (CActor aid store) bag _ais -> do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (\iid -> itemAffectsShineRadius discoAspect iid [store]) iids) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $
when (any (itemAffectsPerRadius discoAspect) iids) $
reconsiderPerActor aid
UpdMoveActor aid _ _ -> do
actorAspect <- getsState sactorAspect
when (actorHasShine actorAspect aid) $ invalidateLucidAid aid
invalidatePerActor aid
UpdDisplaceActor aid1 aid2 -> do
actorAspect <- getsState sactorAspect
when (actorHasShine actorAspect aid1 || actorHasShine actorAspect aid2) $
invalidateLucidAid aid1
invalidatePerActor aid1
invalidatePerActor aid2
UpdMoveItem iid _k aid s1 s2 -> do
discoAspect <- getsState sdiscoAspect
let itemAffectsPer = itemAffectsPerRadius discoAspect iid
invalidatePer = when itemAffectsPer $ reconsiderPerActor aid
itemAffectsShine = itemAffectsShineRadius discoAspect iid [s1, s2]
invalidateLucid = when itemAffectsShine $ invalidateLucidAid aid
case s1 of
CEqp -> case s2 of
COrgan -> return ()
_ -> do
invalidateLucid
invalidatePer
COrgan -> case s2 of
CEqp -> return ()
_ -> do
invalidateLucid
invalidatePer
_ -> do
invalidateLucid
when (s2 `elem` [CEqp, COrgan]) invalidatePer
UpdRefillCalm aid _ -> do
AspectRecord{aSight} <- getsState $ getActorAspect aid
body <- getsState $ getActorBody aid
let oldBody = getActorBody aid oldState
radiusOld = boundSightByCalm aSight (bcalm oldBody)
radiusNew = boundSightByCalm aSight (bcalm body)
when (radiusOld /= radiusNew) $ invalidatePerActor aid
UpdLeadFaction{} -> invalidateArenas
UpdRecordKill{} -> invalidateArenas
UpdAlterTile lid pos fromTile toTile -> do
clearChanged <- updateSclear lid pos fromTile toTile
litChanged <- updateSlit lid pos fromTile toTile
when (clearChanged || litChanged) $ invalidateLucidLid lid
when clearChanged $ invalidatePerLid lid
_ -> return ()
invalidateArenas :: MonadServer m => m ()
invalidateArenas = modifyServer $ \ser -> ser {svalidArenas = False}
updateSclear :: MonadServer m
=> LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind
-> m Bool
updateSclear lid pos fromTile toTile = do
Kind.COps{coTileSpeedup} <- getsState scops
let fromClear = Tile.isClear coTileSpeedup fromTile
toClear = Tile.isClear coTileSpeedup toTile
if fromClear == toClear then return False else do
let f FovClear{fovClear} =
FovClear $ fovClear PointArray.// [(pos, toClear)]
modifyServer $ \ser ->
ser {sfovClearLid = EM.adjust f lid $ sfovClearLid ser}
return True
updateSlit :: MonadServer m
=> LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind -> m Bool
updateSlit lid pos fromTile toTile = do
Kind.COps{coTileSpeedup} <- getsState scops
let fromLit = Tile.isLit coTileSpeedup fromTile
toLit = Tile.isLit coTileSpeedup toTile
if fromLit == toLit then return False else do
let f (FovLit set) =
FovLit $ if toLit then ES.insert pos set else ES.delete pos set
modifyServer $ \ser -> ser {sfovLitLid = EM.adjust f lid $ sfovLitLid ser}
return True
invalidateLucidLid :: MonadServer m => LevelId -> m ()
invalidateLucidLid lid =
modifyServer $ \ser ->
ser { sfovLucidLid = EM.insert lid FovInvalid $ sfovLucidLid ser
, sperValidFid = EM.map (EM.insert lid False) $ sperValidFid ser }
invalidateLucidAid :: MonadServer m => ActorId -> m ()
invalidateLucidAid aid = do
lid <- getsState $ blid . getActorBody aid
invalidateLucidLid lid
actorHasShine :: ActorAspect -> ActorId -> Bool
actorHasShine actorAspect aid = case EM.lookup aid actorAspect of
Just AspectRecord{aShine} -> aShine > 0
Nothing -> error $ "" `showFailure` aid
itemAffectsShineRadius :: DiscoveryAspect -> ItemId -> [CStore] -> Bool
itemAffectsShineRadius discoAspect iid stores =
(null stores || not (null $ intersect stores [CEqp, COrgan, CGround]))
&& case EM.lookup iid discoAspect of
Just AspectRecord{aShine} -> aShine /= 0
Nothing -> error $ "" `showFailure` iid
itemAffectsPerRadius :: DiscoveryAspect -> ItemId -> Bool
itemAffectsPerRadius discoAspect iid =
case EM.lookup iid discoAspect of
Just AspectRecord{aSight, aSmell, aNocto} ->
aSight /= 0 || aSmell /= 0 || aNocto /= 0
Nothing -> error $ "" `showFailure` iid
addPerActor :: MonadServer m => ActorId -> Actor -> m ()
addPerActor aid b = do
AspectRecord{..} <- getsState $ getActorAspect aid
unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ addPerActorAny aid b
addPerActorAny :: MonadServer m => ActorId -> Actor -> m ()
addPerActorAny aid b = do
let fid = bfid b
lid = blid b
f PerceptionCache{perActor} = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.insert aid FovInvalid perActor }
modifyServer $ \ser ->
ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
, sperValidFid = EM.adjust (EM.insert lid False) fid
$ sperValidFid ser }
deletePerActor :: MonadServer m => ActorAspect -> ActorId -> Actor -> m ()
deletePerActor actorAspectOld aid b = do
let AspectRecord{..} = actorAspectOld EM.! aid
unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ deletePerActorAny aid b
deletePerActorAny :: MonadServer m => ActorId -> Actor -> m ()
deletePerActorAny aid b = do
let fid = bfid b
lid = blid b
f PerceptionCache{perActor} = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.delete aid perActor }
modifyServer $ \ser ->
ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
, sperValidFid = EM.adjust (EM.insert lid False) fid
$ sperValidFid ser }
invalidatePerActor :: MonadServer m => ActorId -> m ()
invalidatePerActor aid = do
AspectRecord{..} <- getsState $ getActorAspect aid
unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ do
b <- getsState $ getActorBody aid
addPerActorAny aid b
reconsiderPerActor :: MonadServer m => ActorId -> m ()
reconsiderPerActor aid = do
b <- getsState $ getActorBody aid
AspectRecord{..} <- getsState $ getActorAspect aid
if aSight <= 0 && aNocto <= 0 && aSmell <= 0
then do
perCacheFid <- getsServer sperCacheFid
when (EM.member aid $ perActor ((perCacheFid EM.! bfid b) EM.! blid b)) $
deletePerActorAny aid b
else addPerActorAny aid b
invalidatePerLid :: MonadServer m => LevelId -> m ()
invalidatePerLid lid = do
let f pc@PerceptionCache{perActor}
| EM.null perActor = pc
| otherwise = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.map (const FovInvalid) perActor }
modifyServer $ \ser ->
let perCacheFidNew = EM.map (EM.adjust f lid) $ sperCacheFid ser
g fid valid |
ptotal ((perCacheFidNew EM.! fid) EM.! lid) == FovInvalid =
EM.insert lid False valid
g _ valid = valid
in ser { sperCacheFid = perCacheFidNew
, sperValidFid = EM.mapWithKey g $ sperValidFid ser }