-- | Handle atomic commands received by the client. module Game.LambdaHack.Client.HandleAtomicM ( MonadClientSetup(..) , cmdAtomicSemCli #ifdef EXPOSE_INTERNAL -- * Internal operations , wipeBfsIfItemAffectsSkills, tileChangeAffectsBfs, createActor, destroyActor , addItemToDiscoBenefit, perception , discoverKind, coverKind, discoverSeed, coverSeed , killExit #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Lazy as LEM import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import qualified Data.Map.Strict as M import Data.Ord import Game.LambdaHack.Atomic import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.BfsM import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.Preferences import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.ItemAspect as IA import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import qualified Game.LambdaHack.Content.CaveKind as CK import Game.LambdaHack.Content.ItemKind (ItemKind) import Game.LambdaHack.Content.ModeKind (ModeKind, fhasGender) import Game.LambdaHack.Content.TileKind (TileKind) -- | Client monad for saving and restarting games. class MonadClient m => MonadClientSetup m where saveClient :: m () restartClient :: m () -- | Effect of atomic actions on client state. It is calculated -- with the global state from after the command is executed -- (except where the supplied @oldState@ is used). cmdAtomicSemCli :: MonadClientSetup m => State -> UpdAtomic -> m () {-# INLINE cmdAtomicSemCli #-} cmdAtomicSemCli oldState cmd = case cmd of UpdCreateActor aid b ais -> createActor aid b ais UpdDestroyActor aid b _ -> destroyActor aid b True UpdCreateItem iid _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills [store] aid addItemToDiscoBenefit iid UpdCreateItem iid _ _ _ -> addItemToDiscoBenefit iid UpdDestroyItem _ _ _ (CActor aid store) -> wipeBfsIfItemAffectsSkills [store] aid UpdSpotActor aid b ais -> createActor aid b ais UpdLoseActor aid b _ -> destroyActor aid b False UpdSpotItem _ iid _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills [store] aid addItemToDiscoBenefit iid UpdSpotItem _ iid _ _ _ -> addItemToDiscoBenefit iid UpdLoseItem _ _ _ _ (CActor aid store) -> wipeBfsIfItemAffectsSkills [store] aid UpdSpotItemBag (CActor aid store) _bag ais -> do wipeBfsIfItemAffectsSkills [store] aid mapM_ (addItemToDiscoBenefit . fst) ais UpdSpotItemBag _ _ ais -> mapM_ (addItemToDiscoBenefit . fst) ais UpdLoseItemBag (CActor aid store) _bag _ais -> wipeBfsIfItemAffectsSkills [store] aid UpdMoveActor aid _ _ -> do invalidateBfsAid aid b <- getsState $ getActorBody aid recomputeInMelee (blid b) UpdDisplaceActor source target -> do invalidateBfsAid source invalidateBfsAid target b <- getsState $ getActorBody source recomputeInMelee (blid b) UpdMoveItem _ _ aid s1 s2 -> wipeBfsIfItemAffectsSkills [s1, s2] aid UpdLeadFaction fid source target -> do side <- getsClient sside when (side == fid) $ do mleader <- getsClient sleader let !_A = assert (mleader == source -- somebody changed the leader for us || mleader == target -- we changed the leader ourselves `blame` "unexpected leader" `swith` (cmd, mleader)) () modifyClient $ \cli -> cli {_sleader = target} UpdAutoFaction{} -> -- @condBFS@ depends on the setting we change here (e.g., smarkSuspect). invalidateBfsAll UpdTacticFaction{} -> do -- Clear all targets except the leader's. mleader <- getsClient sleader mtgt <- case mleader of Nothing -> return Nothing Just leader -> getsClient $ EM.lookup leader . stargetD modifyClient $ \cli -> cli { stargetD = case (mtgt, mleader) of (Just tgt, Just leader) -> EM.singleton leader tgt _ -> EM.empty } UpdAlterTile lid p fromTile toTile -> do updateSalter lid [(p, toTile)] cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState t = lvl `at` p let !_A = assert (t == fromTile) () when (tileChangeAffectsBfs cops fromTile toTile) $ invalidateBfsLid lid UpdSearchTile aid p toTile -> do COps{cotile} <- getsState scops b <- getsState $ getActorBody aid let lid = blid b updateSalter lid [(p, toTile)] cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState t = lvl `at` p let !_A = assert (Just t == Tile.hideAs cotile toTile) () -- The following check is needed even if we verity in content -- that searching doesn't change clarity and light of tiles, -- because it modifies skill needed to alter the tile and even -- walkability and changeability. when (tileChangeAffectsBfs cops t toTile) $ invalidateBfsLid lid UpdSpotTile lid ts -> do updateSalter lid ts cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState affects (p, toTile) = let fromTile = lvl `at` p in tileChangeAffectsBfs cops fromTile toTile bs = map affects ts when (or bs) $ invalidateBfsLid lid UpdLoseTile lid ts -> do updateSalter lid ts invalidateBfsLid lid -- from known to unknown tiles UpdDiscover c iid ik seed -> do item <- getsState $ getItemBody iid discoKind <- getsState sdiscoKind case jkind item of IdentityObvious _ik -> return () IdentityCovered ix _ik | ix `EM.notMember` discoKind -> discoverKind c ix ik IdentityCovered _ix _ik -> return () discoverSeed c iid seed UpdCover c iid ik seed -> do coverSeed c iid seed item <- getsState $ getItemBody iid discoKind <- getsState sdiscoKind case jkind item of IdentityObvious _ik -> return () IdentityCovered ix _ik | ix `EM.member` discoKind -> coverKind c ix ik IdentityCovered _ix _ik -> return () UpdDiscoverKind c ix ik -> discoverKind c ix ik UpdCoverKind c ix ik -> coverKind c ix ik UpdDiscoverSeed c iid seed -> discoverSeed c iid seed UpdCoverSeed c iid seed -> coverSeed c iid seed UpdPerception lid outPer inPer -> perception lid outPer inPer UpdRestart side sfper s scurChal soptions -> do COps{cocave, comode} <- getsState scops fact <- getsState $ (EM.! side) . sfactionD snxtChal <- getsClient snxtChal svictories <- getsClient svictories let f acc _p i _a = i : acc modes = zip [0..] $ ofoldlGroup' comode "campaign scenario" f [] g :: (Int, ContentId ModeKind) -> Int g (_, mode) = case EM.lookup mode svictories of Nothing -> 0 Just cm -> fromMaybe 0 (M.lookup snxtChal cm) (snxtScenario, _) = minimumBy (comparing g) modes h lvl = CK.cactorCoeff (okind cocave $ lkind lvl) > 150 && not (fhasGender $ gplayer fact) -- Not to burrow through a labyrinth instead of leaving it for -- the human player and to prevent AI losing time there instead -- of congregating at exits. sexplored = EM.keysSet $ EM.filter h $ sdungeon s cli = emptyStateClient side putClient cli { sexplored , sfper -- , sundo = [UpdAtomic cmd] , scurChal , snxtChal , snxtScenario , scondInMelee = LEM.fromAscList $ map (\lid -> (lid, False)) $ EM.keys (sdungeon s) , svictories , soptions } salter <- getsState createSalter modifyClient $ \cli1 -> cli1 {salter} restartClient UpdResume _fid sfperNew -> do #ifdef WITH_EXPENSIVE_ASSERTIONS sfperOld <- getsClient sfper let !_A = assert (sfperNew == sfperOld `blame` (sfperNew, sfperOld)) () #endif modifyClient $ \cli -> cli {sfper=sfperNew} salter <- getsState createSalter modifyClient $ \cli -> cli {salter} UpdKillExit _fid -> killExit UpdWriteSave -> saveClient _ -> return () -- This tweak is only needed in AI client, but it's lazy for each level -- and so fairly cheap. recomputeInMelee :: MonadClient m => LevelId -> m () recomputeInMelee lid = do side <- getsClient sside s <- getState modifyClient $ \cli -> cli {scondInMelee = LEM.insert lid (inMelee side lid s) (scondInMelee cli)} -- For now, only checking the stores. wipeBfsIfItemAffectsSkills :: MonadClient m => [CStore] -> ActorId -> m () wipeBfsIfItemAffectsSkills stores aid = unless (null $ intersect stores [CEqp, COrgan]) $ invalidateBfsAid aid tileChangeAffectsBfs :: COps -> ContentId TileKind -> ContentId TileKind -> Bool tileChangeAffectsBfs COps{coTileSpeedup} fromTile toTile = Tile.alterMinWalk coTileSpeedup fromTile /= Tile.alterMinWalk coTileSpeedup toTile createActor :: MonadClient m => ActorId -> Actor -> [(ItemId, Item)] -> m () createActor aid b ais = do side <- getsClient sside let newPermit = bfid b == side affect3 tap@TgtAndPath{..} = case tapTgt of TPoint (TEnemyPos a _) _ _ | a == aid -> TgtAndPath (TEnemy a newPermit) NoPath _ -> tap modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} mapM_ (addItemToDiscoBenefit . fst) ais recomputeInMelee (blid b) destroyActor :: MonadClient m => ActorId -> Actor -> Bool -> m () destroyActor aid b destroy = do when destroy $ modifyClient $ updateTarget aid (const Nothing) -- gc modifyClient $ \cli -> cli {sbfsD = EM.delete aid $ sbfsD cli} -- gc let affect tgt = case tgt of TEnemy a permit | a == aid -> if destroy then -- If *really* nothing more interesting, the actor will -- go to last known location to perhaps find other foes. TPoint TAny (blid b) (bpos b) else -- If enemy only hides (or we stepped behind obstacle) find him. TPoint (TEnemyPos a permit) (blid b) (bpos b) _ -> tgt affect3 TgtAndPath{..} = let newMPath = case tapPath of AndPath{pathGoal} | pathGoal /= bpos b -> NoPath _ -> tapPath -- foe slow enough, so old path good in TgtAndPath (affect tapTgt) newMPath modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} recomputeInMelee (blid b) addItemToDiscoBenefit :: MonadClient m => ItemId -> m () addItemToDiscoBenefit iid = do cops <- getsState scops discoBenefit <- getsClient sdiscoBenefit case EM.lookup iid discoBenefit of Just{} -> return () -- already there, with real or provisional aspects, -- but we haven't learned anything new about the item Nothing -> do side <- getsClient sside fact <- getsState $ (EM.! side) . sfactionD itemFull <- getsState $ itemToFull iid let benefit = totalUsefulness cops fact itemFull modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)} perception :: MonadClient m => LevelId -> Perception -> Perception -> m () perception lid outPer inPer = do -- Clients can't compute FOV on their own, because they don't know -- if unknown tiles are clear or not. Server would need to send -- info about properties of unknown tiles, which complicates -- and makes heavier the most bulky data set in the game: tile maps. -- Note we assume, but do not check that @outPer@ is contained -- in current perception and @inPer@ has no common part with it. -- It would make the already very costly operation even more expensive. {- perOld <- getPerFid lid -- Check if new perception is already set in @cmdAtomicFilterCli@ -- or if we are doing undo/redo, which does not involve filtering. -- The data structure is strict, so the cheap check can't be any simpler. let interAlready per = Just $ totalVisible per `ES.intersection` totalVisible perOld unset = maybe False ES.null (interAlready inPer) || maybe False (not . ES.null) (interAlready outPer) when unset $ do -} let adj Nothing = error $ "no perception to alter" `showFailure` lid adj (Just per) = Just $ addPer (diffPer per outPer) inPer f = EM.alter adj lid modifyClient $ \cli -> cli {sfper = f (sfper cli)} discoverKind :: MonadClient m => Container -> ItemKindIx -> ContentId ItemKind -> m () discoverKind _c ix _ik = do cops <- getsState scops -- Wipe out BFS, because the player could potentially learn that his items -- affect his actors' skills relevant to BFS. invalidateBfsAll side <- getsClient sside fact <- getsState $ (EM.! side) . sfactionD itemToF <- getsState $ flip itemToFull let benefit iid = let itemFull = itemToF iid in totalUsefulness cops fact itemFull itemIxMap <- getsState $ (EM.! ix) . sitemIxMap -- Possibly overwrite earlier, provisional benefits. forM_ (ES.elems itemIxMap) $ \iid -> modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid (benefit iid) (sdiscoBenefit cli)} coverKind :: Container -> ItemKindIx -> ContentId ItemKind -> m () coverKind _c _ix _ik = undefined discoverSeed :: MonadClient m => Container -> ItemId -> IA.ItemSeed -> m () discoverSeed _c iid _seed = do cops <- getsState scops -- Wipe out BFS, because the player could potentially learn that his items -- affect his actors' skills relevant to BFS. invalidateBfsAll side <- getsClient sside fact <- getsState $ (EM.! side) . sfactionD itemFull <- getsState $ itemToFull iid let benefit = totalUsefulness cops fact itemFull -- Possibly overwrite earlier, provisional benefits. modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)} coverSeed :: Container -> ItemId -> IA.ItemSeed -> m () coverSeed _c _iid _seed = undefined killExit :: MonadClient m => m () killExit = do side <- getsClient sside debugPossiblyPrint $ "Client" <+> tshow side <+> "quitting." modifyClient $ \cli -> cli {squit = True} -- Verify that the not saved caches are equal to future reconstructed. -- Otherwise, save/restore would change game state. sactorAspect2 <- getsState sactorAspect salter <- getsClient salter sbfsD <- getsClient sbfsD alter <- getsState createSalter actorAspect <- getsState actorAspectInDungeon let f aid = do (canMove, alterSkill) <- condBFS aid bfsArr <- createBfs canMove alterSkill aid let bfsPath = EM.empty return (aid, BfsAndPath{..}) actorD <- getsState sactorD lbfsD <- mapM f $ EM.keys actorD -- Some freshly generated bfses are not used for comparison, but at least -- we check they don't violate internal assertions themselves. Hence the bang. let bfsD = EM.fromDistinctAscList lbfsD g BfsInvalid !_ = True g _ BfsInvalid = False g bap1 bap2 = bfsArr bap1 == bfsArr bap2 subBfs = EM.isSubmapOfBy g let !_A1 = assert (salter == alter `blame` "wrong accumulated salter on side" `swith` (side, salter, alter)) () !_A2 = assert (sactorAspect2 == actorAspect `blame` "wrong accumulated sactorAspect on side" `swith` (side, sactorAspect2, actorAspect)) () !_A3 = assert (sbfsD `subBfs` bfsD `blame` "wrong accumulated sbfsD on side" `swith` (side, sbfsD, bfsD)) () return ()