-- | Server operations used when ending game and deciding whether to end. module Game.LambdaHack.Server.EndM ( endOrLoop, dieSer, writeSaveAll #ifdef EXPOSE_INTERNAL -- * Internal operations , gameExit, dropAllItems #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import Game.LambdaHack.Atomic import Game.LambdaHack.Client 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.Content.ModeKind import Game.LambdaHack.Server.CommonM import Game.LambdaHack.Server.Fov import Game.LambdaHack.Server.HandleEffectM import Game.LambdaHack.Server.ItemM import Game.LambdaHack.Server.MonadServer import Game.LambdaHack.Server.ProtocolM import Game.LambdaHack.Server.ServerOptions import Game.LambdaHack.Server.State -- | Continue or exit or restart the game. endOrLoop :: (MonadServerAtomic m, MonadServerReadRequest m) => m () -> (Maybe (GroupName ModeKind) -> m ()) -> m () -> m () endOrLoop loop restart 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 restartNeeded = gameOver || not (null quitters) 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 (gquit fact) Nothing) campers swriteSave <- getsServer swriteSave when (swriteSave && not restartNeeded) $ do modifyServer $ \ser -> ser {swriteSave = False} gameSave if | restartNeeded -> restart (listToMaybe quitters) | not $ null campers -> gameExit -- and @loop@ is not called | otherwise -> loop -- continue current game gameExit :: (MonadServerAtomic m, MonadServerReadRequest m) => m () gameExit = do -- Verify that the not saved caches are equal to future reconstructed. -- Otherwise, save/restore would change game state. -- debugPossiblyPrint "Verifying all perceptions." sperCacheFid <- getsServer sperCacheFid sperValidFid <- getsServer sperValidFid sactorAspect2 <- getsState sactorAspect sfovLucidLid <- getsServer sfovLucidLid sfovClearLid <- getsServer sfovClearLid sfovLitLid <- getsServer sfovLitLid sperFid <- getsServer sperFid actorAspect <- getsState actorAspectInDungeon ( fovLitLid, fovClearLid, fovLucidLid ,perValidFid, perCacheFid, perFid ) <- getsState perFidInDungeon let !_A7 = assert (sfovLitLid == fovLitLid `blame` "wrong accumulated sfovLitLid" `swith` (sfovLitLid, fovLitLid)) () !_A6 = assert (sfovClearLid == fovClearLid `blame` "wrong accumulated sfovClearLid" `swith` (sfovClearLid, fovClearLid)) () !_A5 = assert (sactorAspect2 == actorAspect `blame` "wrong accumulated sactorAspect" `swith` (sactorAspect2, actorAspect)) () !_A4 = assert (sfovLucidLid == fovLucidLid `blame` "wrong accumulated sfovLucidLid" `swith` (sfovLucidLid, fovLucidLid)) () !_A3 = assert (sperValidFid == perValidFid `blame` "wrong accumulated sperValidFid" `swith` (sperValidFid, perValidFid)) () !_A2 = assert (sperCacheFid == perCacheFid `blame` "wrong accumulated sperCacheFid" `swith` (sperCacheFid, perCacheFid)) () !_A1 = assert (sperFid == perFid `blame` "wrong accumulated perception" `swith` (sperFid, perFid)) () -- Kill all clients, including those that did not take part -- in the current game. -- Clients exit not now, but after they print all ending screens. -- debugPrint "Server kills clients" -- debugPossiblyPrint "Killing all clients." killAllClients -- debugPossiblyPrint "All clients killed." return () dieSer :: MonadServerAtomic m => ActorId -> Actor -> m () dieSer aid b = do unless (bproj b) $ do discoKind <- getsState sdiscoKind trunk <- getsState $ getItemBody $ btrunk b let KindMean{kmKind} = discoKind EM.! jkindIx trunk execUpdAtomic $ UpdRecordKill aid kmKind 1 -- At this point the actor's body exists and his items are not dropped. deduceKilled aid electLeader (bfid b) (blid b) aid fact <- getsState $ (EM.! bfid b) . sfactionD -- Prevent faction's stash from being lost in case they are not spawners. -- 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 (isNothing $ gleader fact) $ moveStores False aid CSha CInv -- If the actor was a projectile and no effect was triggered by hitting -- an enemy, the item still exists and @OnSmash@ effects will be triggered: dropAllItems aid b b2 <- getsState $ getActorBody aid execUpdAtomic $ UpdDestroyActor aid b2 [] -- | Drop all actor's items. dropAllItems :: MonadServerAtomic m => ActorId -> Actor -> m () dropAllItems aid b = do mapActorCStore_ CInv (dropCStoreItem False CInv aid b maxBound) b mapActorCStore_ CEqp (dropCStoreItem False CEqp aid b maxBound) b -- | Save game on server and all clients. writeSaveAll :: MonadServerAtomic m => Bool -> m () writeSaveAll uiRequested = do bench <- getsServer $ sbenchmark . sclientOptions . soptions noConfirmsGame <- isNoConfirmsGame when (uiRequested || not bench && not noConfirmsGame) $ do execUpdAtomic UpdWriteSave saveServer