{-# LANGUAGE GADTs #-} -- | Ways for the client to use AI to produce server requests, based on -- the client's view of the game state. module Game.LambdaHack.Client.AI ( queryAI #ifdef EXPOSE_INTERNAL -- * Internal operations , pickActorAndAction #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import Game.LambdaHack.Client.AI.HandleAbilityM import Game.LambdaHack.Client.AI.PickActorM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.Request import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.State -- | Handle the move of an actor under AI control (regardless if the whole -- faction is under human or computer control). queryAI :: MonadClient m => ActorId -> m RequestAI queryAI aid = do -- @sleader@ may be different from @gleader@ due to @stopPlayBack@, -- but only leaders may change faction leader, so we fix that: side <- getsClient sside mleader <- getsState $ gleader . (EM.! side) . sfactionD mleaderCli <- getsClient sleader unless (Just aid == mleader || mleader == mleaderCli) $ -- @aid@ is not the leader, so he can't change leader modifyClient $ \cli -> cli {_sleader = mleader} (aidToMove, treq, oldFlee) <- pickActorAndAction Nothing aid (aidToMove2, treq2) <- case treq of RequestAnyAbility ReqWait | mleader == Just aid -> do -- Leader waits; a waste; try once to pick a yet different leader. -- Undo state changes in @pickAction@: modifyClient $ \cli -> cli { _sleader = mleader , sfleeD = case oldFlee of Just p -> EM.insert aidToMove p $ sfleeD cli Nothing -> EM.delete aidToMove $ sfleeD cli } (a, t, _) <- pickActorAndAction (Just (aidToMove, treq)) aid return (a, t) _ -> return (aidToMove, treq) return ( ReqAITimed treq2 , if aidToMove2 /= aid then Just aidToMove2 else Nothing ) -- | Pick an actor to move and an action for him to perform, given an optional -- previous candidate actor and action and the server-proposed actor. pickActorAndAction :: MonadClient m => Maybe (ActorId, RequestAnyAbility) -> ActorId -> m (ActorId, RequestAnyAbility, Maybe Point) -- This inline speeds up execution by 15% and decreases allocation by 15%, -- despite probably bloating executable: {-# INLINE pickActorAndAction #-} pickActorAndAction maid aid = do mleader <- getsClient sleader aidToMove <- if mleader == Just aid then pickActorToMove (fst <$> maid) else do setTargetFromTactics aid return aid oldFlee <- getsClient $ EM.lookup aidToMove . sfleeD treq <- case maid of Just (aidOld, treqOld) | aidToMove == aidOld -> return treqOld -- no better leader found _ -> pickAction aidToMove (isJust maid) return (aidToMove, treq, oldFlee)