{-# LANGUAGE TupleSections #-} -- | Operations on the 'Actor' type, and related, that need the 'State' type, -- but not our custom monad types. module Game.LambdaHack.Common.ActorState ( fidActorNotProjAssocs, actorAssocs , fidActorRegularAssocs, fidActorRegularIds , foeRegularAssocs, foeRegularList, friendRegularAssocs, friendRegularList , bagAssocs, bagAssocsK, posToAidsLvl, posToAids, posToAssocs , nearbyFreePoints, calculateTotal, itemPrice, mergeItemQuant, findIid , combinedInv, combinedEqp, combinedOrgan, combinedItems, combinedFromLore , getActorBody, getActorAspect, canTraverse , getCarriedAssocsAndTrunk, getCarriedIidCStore, getContainerBag , getFloorBag, getEmbedBag, getBodyStoreBag , mapActorItems_, getActorAssocs, getActorAssocsK , memActor, getLocalTime, regenCalmDelta, actorInAmbient, canDeAmbientList , actorSkills, dispEnemy, itemToFull, fullAssocs, kitAssocs , getItemKindId, getIidKindId, getItemKind, getIidKind , getItemKindIdServer, getIidKindIdServer, getItemKindServer, getIidKindServer , storeFromC, aidFromC, lidFromC, posFromC , isStair, anyFoeAdj, actorAdjacentAssocs , armorHurtBonus, inMelee ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Int (Int64) import GHC.Exts (inline) import qualified Game.LambdaHack.Common.Ability as Ability import Game.LambdaHack.Common.Actor 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.Point import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Vector import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Content.TileKind (TileKind) import qualified Game.LambdaHack.Content.TileKind as TK fidActorNotProjAssocs :: FactionId -> State -> [(ActorId, Actor)] fidActorNotProjAssocs fid s = let f (_, b) = not (bproj b) && bfid b == fid in filter f $ EM.assocs $ sactorD s actorAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] actorAssocs p lid s = let f (_, b) = blid b == lid && p (bfid b) in filter f $ EM.assocs $ sactorD s actorRegularAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] {-# INLINE actorRegularAssocs #-} actorRegularAssocs p lid s = let f (_, b) = not (bproj b) && blid b == lid && p (bfid b) && bhp b > 0 in filter f $ EM.assocs $ sactorD s fidActorRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] fidActorRegularAssocs fid lid s = actorRegularAssocs (== fid) lid s fidActorRegularIds :: FactionId -> LevelId -> State -> [ActorId] fidActorRegularIds fid lid s = map fst $ actorRegularAssocs (== fid) lid s foeRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] foeRegularAssocs fid lid s = let fact = (EM.! fid) . sfactionD $ s in actorRegularAssocs (inline isFoe fid fact) lid s foeRegularList :: FactionId -> LevelId -> State -> [Actor] foeRegularList fid lid s = let fact = (EM.! fid) . sfactionD $ s in map snd $ actorRegularAssocs (inline isFoe fid fact) lid s friendRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] friendRegularAssocs fid lid s = let fact = (EM.! fid) . sfactionD $ s in actorRegularAssocs (inline isFriend fid fact) lid s friendRegularList :: FactionId -> LevelId -> State -> [Actor] friendRegularList fid lid s = let fact = (EM.! fid) . sfactionD $ s in map snd $ actorRegularAssocs (inline isFriend fid fact) lid s bagAssocs :: State -> ItemBag -> [(ItemId, Item)] bagAssocs s bag = let iidItem iid = (iid, getItemBody iid s) in map iidItem $ EM.keys bag bagAssocsK :: State -> ItemBag -> [(ItemId, (Item, ItemQuant))] bagAssocsK s bag = let iidItem (iid, kit) = (iid, (getItemBody iid s, kit)) in map iidItem $ EM.assocs bag posToAidsLvl :: Point -> Level -> [ActorId] {-# INLINE posToAidsLvl #-} posToAidsLvl pos lvl = EM.findWithDefault [] pos $ lactor lvl posToAids :: Point -> LevelId -> State -> [ActorId] posToAids pos lid s = posToAidsLvl pos $ sdungeon s EM.! lid posToAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)] posToAssocs pos lid s = let l = posToAidsLvl pos $ sdungeon s EM.! lid in map (\aid -> (aid, getActorBody aid s)) l nearbyFreePoints :: (ContentId TileKind -> Bool) -> Point -> LevelId -> State -> [Point] nearbyFreePoints f start lid s = let lvl@Level{lxsize, lysize} = sdungeon s EM.! lid good p = f (lvl `at` p) && Tile.isWalkable (coTileSpeedup $ scops s) (lvl `at` p) && null (posToAidsLvl p lvl) ps = nub $ start : concatMap (vicinity lxsize lysize) ps in filter good ps -- | Calculate loot's worth for a given faction. calculateTotal :: FactionId -> State -> (ItemBag, Int) calculateTotal fid s = let bag = combinedItems fid s items = map (\(iid, (k, _)) -> (getItemBody iid s, k)) $ EM.assocs bag price (item, k) = itemPrice k $ getItemKind item s in (bag, sum $ map price items) -- | Price an item, taking count into consideration. itemPrice :: Int -> IK.ItemKind -> Int itemPrice jcount itemKind = case lookup "valuable" $ IK.ifreq itemKind of Just k -> jcount * k Nothing -> 0 mergeItemQuant :: ItemQuant -> ItemQuant -> ItemQuant mergeItemQuant (k2, it2) (k1, it1) = (k1 + k2, it1 ++ it2) findIid :: ActorId -> FactionId -> ItemId -> State -> [(ActorId, (Actor, CStore))] findIid leader fid iid s = let actors = fidActorNotProjAssocs fid s itemsOfActor (aid, b) = let itemsOfCStore store = let bag = getBodyStoreBag b store s in map (\iid2 -> (iid2, (aid, (b, store)))) (EM.keys bag) stores = [CInv, CEqp, COrgan] ++ [CSha | aid == leader] in concatMap itemsOfCStore stores items = concatMap itemsOfActor actors in map snd $ filter ((== iid) . fst) items combinedInv :: FactionId -> State -> ItemBag combinedInv fid s = let bs = inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ map (binv . snd) bs combinedEqp :: FactionId -> State -> ItemBag combinedEqp fid s = let bs = inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ map (beqp . snd) bs -- Trunk not considered (if stolen). combinedOrgan :: FactionId -> State -> ItemBag combinedOrgan fid s = let bs = inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ map (borgan . snd) bs -- Trunk not considered (if stolen). combinedItems :: FactionId -> State -> ItemBag combinedItems fid s = let shaBag = gsha $ sfactionD s EM.! fid bs = map snd $ inline fidActorNotProjAssocs fid s in EM.unionsWith mergeItemQuant $ map binv bs ++ map beqp bs ++ [shaBag] combinedFromLore :: SLore -> FactionId -> State -> ItemBag combinedFromLore slore fid s = case slore of SItem -> combinedItems fid s SOrgan -> combinedOrgan fid s STrunk -> combinedOrgan fid s STmp -> combinedOrgan fid s SBlast -> EM.empty SEmbed -> EM.empty getActorBody :: ActorId -> State -> Actor {-# INLINE getActorBody #-} getActorBody aid s = sactorD s EM.! aid getActorAspect :: ActorId -> State -> IA.AspectRecord {-# INLINE getActorAspect #-} getActorAspect aid s = sactorAspect s EM.! aid -- Check that the actor can move, also between levels and through doors. -- Otherwise, it's too awkward for human player to control, e.g., -- being stuck in a room with revolving doors closing after one turn -- and the player needing to micromanage opening such doors with -- another actor all the time. Completely immovable actors -- e.g., an impregnable surveillance camera in a crowded corridor, -- are less of a problem due to micromanagment, but more due to -- the constant disturbing of other actor's running, etc.. canTraverse :: ActorId -> State -> Bool canTraverse aid s = let actorMaxSk = IA.aSkills $ getActorAspect aid s in EM.findWithDefault 0 Ability.AbMove actorMaxSk > 0 && EM.findWithDefault 0 Ability.AbAlter actorMaxSk >= fromEnum TK.talterForStairs getCarriedAssocsAndTrunk :: Actor -> State -> [(ItemId, Item)] getCarriedAssocsAndTrunk b s = -- The trunk is important for a case of spotting a caught projectile -- with a stolen projecting item. This actually does happen. let trunk = EM.singleton (btrunk b) (1, []) in bagAssocs s $ EM.unionsWith const [binv b, beqp b, borgan b, trunk] getCarriedIidCStore :: Actor -> [(ItemId, CStore)] getCarriedIidCStore b = let bagCarried (cstore, bag) = map (,cstore) $ EM.keys bag in concatMap bagCarried [(CInv, binv b), (CEqp, beqp b), (COrgan, borgan b)] getContainerBag :: Container -> State -> ItemBag getContainerBag c s = case c of CFloor lid p -> getFloorBag lid p s CEmbed lid p -> getEmbedBag lid p s CActor aid cstore -> let b = getActorBody aid s in getBodyStoreBag b cstore s CTrunk{} -> error $ "" `showFailure` c getFloorBag :: LevelId -> Point -> State -> ItemBag getFloorBag lid p s = EM.findWithDefault EM.empty p $ lfloor (sdungeon s EM.! lid) getEmbedBag :: LevelId -> Point -> State -> ItemBag getEmbedBag lid p s = EM.findWithDefault EM.empty p $ lembed (sdungeon s EM.! lid) getBodyStoreBag :: Actor -> CStore -> State -> ItemBag getBodyStoreBag b cstore s = case cstore of CGround -> getFloorBag (blid b) (bpos b) s COrgan -> borgan b CEqp -> beqp b CInv -> binv b CSha -> gsha $ sfactionD s EM.! bfid b mapActorItems_ :: Monad m => (CStore -> ItemId -> ItemQuant -> m a) -> Actor -> State -> m () mapActorItems_ f b s = do let notProcessed = [CGround] sts = [minBound..maxBound] \\ notProcessed g cstore = do let bag = getBodyStoreBag b cstore s mapM_ (uncurry $ f cstore) $ EM.assocs bag mapM_ g sts getActorAssocs :: ActorId -> CStore -> State -> [(ItemId, Item)] getActorAssocs aid cstore s = let b = getActorBody aid s in bagAssocs s $ getBodyStoreBag b cstore s getActorAssocsK :: ActorId -> CStore -> State -> [(ItemId, (Item, ItemQuant))] getActorAssocsK aid cstore s = let b = getActorBody aid s in bagAssocsK s $ getBodyStoreBag b cstore s -- | Checks if the actor is present on the current level. -- The order of argument here and in other functions is set to allow -- -- > b <- getsState (memActor a) memActor :: ActorId -> LevelId -> State -> Bool memActor aid lid s = maybe False ((== lid) . blid) $ EM.lookup aid $ sactorD s -- | Get current time from the dungeon data. getLocalTime :: LevelId -> State -> Time getLocalTime lid s = ltime $ sdungeon s EM.! lid regenCalmDelta :: ActorId -> Actor -> State -> Int64 regenCalmDelta aid body s = let calmIncr = oneM -- normal rate of calm regen IA.AspectRecord{aMaxCalm} = getActorAspect aid s maxDeltaCalm = xM aMaxCalm - bcalm body fact = (EM.! bfid body) . sfactionD $ s -- Worry actor by (even projectile) enemies felt (even if not seen) -- on the level within 3 steps. Even dying, but not hiding in wait. isHeardFoe (!p, l) = -- In case of multiple projectiles on the same position, -- the following is not reliable, but that's OK (and fast). let b = case l of aid2 : _ -> getActorBody aid2 s [] -> error $ "" `showFailure` (aid, body, p) in inline chessDist p (bpos body) <= 3 && not (waitedLastTurn b) -- uncommon && inline isFoe (bfid body) fact (bfid b) -- costly in if any isHeardFoe $ EM.assocs $ lactor $ sdungeon s EM.! blid body then minusM -- even if all calmness spent, keep informing the client else min calmIncr (max 0 maxDeltaCalm) -- in case Calm is over max actorInAmbient :: Actor -> State -> Bool actorInAmbient b s = let lvl = (EM.! blid b) . sdungeon $ s in Tile.isLit (coTileSpeedup $ scops s) (lvl `at` bpos b) canDeAmbientList :: Actor -> State -> [Point] canDeAmbientList b s = let COps{coTileSpeedup} = scops s lvl = (EM.! blid b) . sdungeon $ s posDeAmbient p = let t = lvl `at` p in Tile.isWalkable coTileSpeedup t -- no time to waste altering && not (Tile.isLit coTileSpeedup t) in if Tile.isLit coTileSpeedup (lvl `at` bpos b) then filter posDeAmbient (vicinityUnsafe $ bpos b) else [] actorSkills :: Maybe ActorId -> ActorId -> State -> Ability.Skills actorSkills mleader aid s = let body = getActorBody aid s ar = getActorAspect aid s player = gplayer . (EM.! bfid body) . sfactionD $ s skillsFromTactic = Ability.tacticSkills $ ftactic player factionSkills | Just aid == mleader = Ability.zeroSkills | otherwise = fskillsOther player `Ability.addSkills` skillsFromTactic itemSkills = IA.aSkills ar in itemSkills `Ability.addSkills` factionSkills -- Check whether an actor can displace an enemy. We assume they are adjacent. -- If the actor is not, in fact, an enemy, we let it displace. dispEnemy :: ActorId -> ActorId -> Ability.Skills -> State -> Bool dispEnemy source target actorMaxSk s = let hasBackup b = let adjacentAssocs = actorAdjacentAssocs b s fact = sfactionD s EM.! bfid b friend (_, b2) = not (bproj b2) && isFriend (bfid b) fact (bfid b2) && bhp b2 > 0 in any friend adjacentAssocs sb = getActorBody source s tb = getActorBody target s tfact = sfactionD s EM.! bfid tb in bproj tb || not (isFoe (bfid tb) tfact (bfid sb)) || not (actorDying tb || braced tb || EM.findWithDefault 0 Ability.AbMove actorMaxSk <= 0 || hasBackup sb && hasBackup tb) -- solo actors are flexible itemToFull :: ItemId -> State -> ItemFull itemToFull iid s = itemToFull6 (scops s) (sdiscoKind s) (sdiscoAspect s) iid (getItemBody iid s) fullAssocs :: ActorId -> [CStore] -> State -> [(ItemId, ItemFull)] fullAssocs aid cstores s = let allAssocs = concatMap (\cstore -> getActorAssocsK aid cstore s) cstores iToFull (iid, (item, _kit)) = (iid, itemToFull6 (scops s) (sdiscoKind s) (sdiscoAspect s) iid item) in map iToFull allAssocs kitAssocs :: ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)] kitAssocs aid cstores s = let allAssocs = concatMap (\cstore -> getActorAssocsK aid cstore s) cstores iToFull (iid, (item, kit)) = (iid, ( itemToFull6 (scops s) (sdiscoKind s) (sdiscoAspect s) iid item , kit )) in map iToFull allAssocs getItemKindId :: Item -> State -> ContentId IK.ItemKind getItemKindId item s = case jkind item of IdentityObvious ik -> ik IdentityCovered ix ik -> fromMaybe ik $ EM.lookup ix $ sdiscoKind s getIidKindId :: ItemId -> State -> ContentId IK.ItemKind getIidKindId iid s = getItemKindId (getItemBody iid s) s getItemKind :: Item -> State -> IK.ItemKind getItemKind item s = okind (coitem $ scops s) $ getItemKindId item s getIidKind :: ItemId -> State -> IK.ItemKind getIidKind iid s = getItemKind (getItemBody iid s) s getItemKindIdServer :: Item -> State -> ContentId IK.ItemKind getItemKindIdServer item s = case jkind item of IdentityObvious ik -> ik IdentityCovered ix _ik -> fromJust $ EM.lookup ix $ sdiscoKind s getIidKindIdServer :: ItemId -> State -> ContentId IK.ItemKind getIidKindIdServer iid s = getItemKindIdServer (getItemBody iid s) s getItemKindServer :: Item -> State -> IK.ItemKind getItemKindServer item s = okind (coitem $ scops s) $ getItemKindIdServer item s getIidKindServer :: ItemId -> State -> IK.ItemKind getIidKindServer iid s = getItemKindServer (getItemBody iid s) s storeFromC :: Container -> CStore storeFromC c = case c of CFloor{} -> CGround CEmbed{} -> CGround CActor _ cstore -> cstore CTrunk{} -> error $ "" `showFailure` c aidFromC :: Container -> Maybe ActorId aidFromC CFloor{} = Nothing aidFromC CEmbed{} = Nothing aidFromC (CActor aid _) = Just aid aidFromC c@CTrunk{} = error $ "" `showFailure` c -- | Determine the dungeon level of the container. If the item is in a shared -- stash, the level depends on which actor asks. lidFromC :: Container -> State -> LevelId lidFromC (CFloor lid _) _ = lid lidFromC (CEmbed lid _) _ = lid lidFromC (CActor aid _) s = blid $ getActorBody aid s lidFromC c@CTrunk{} _ = error $ "" `showFailure` c posFromC :: Container -> State -> Point posFromC (CFloor _ pos) _ = pos posFromC (CEmbed _ pos) _ = pos posFromC (CActor aid _) s = bpos $ getActorBody aid s posFromC c@CTrunk{} _ = error $ "" `showFailure` c isStair :: LevelId -> Point -> State -> Bool isStair lid p s = let bag = getEmbedBag lid p s ks = map (flip getIidKind s) $ EM.keys bag in any (any IK.isEffAscend . IK.ieffects) ks -- | Require that any non-dying foe is adjacent. We include even -- projectiles that explode when stricken down, because they can be caught -- and then they don't explode, so it makes sense to focus on handling them. -- If there are many projectiles in a single adjacent position, we only test -- the first one, the one that would be hit in melee (this is not optimal -- if the actor would need to flee instead of meleeing, but fleeing -- with *many* projectiles adjacent is a possible waste of a move anyway). anyFoeAdj :: ActorId -> State -> Bool anyFoeAdj aid s = let body = getActorBody aid s lvl = (EM.! blid body) . sdungeon $ s fact = (EM.! bfid body) . sfactionD $ s f !mv = case posToAidsLvl (shift (bpos body) mv) lvl of [] -> False aid2 : _ -> g $ getActorBody aid2 s g !b = inline isFoe (bfid body) fact (bfid b) && bhp b > 0 -- uncommon in any f moves actorAdjacentAssocs :: Actor -> State -> [(ActorId, Actor)] {-# INLINE actorAdjacentAssocs #-} actorAdjacentAssocs body s = let lvl = (EM.! blid body) . sdungeon $ s f !mv = posToAidsLvl (shift (bpos body) mv) lvl g !aid = (aid, getActorBody aid s) in map g $ concatMap f moves armorHurtBonus :: ActorId -> ActorId -> State -> Int armorHurtBonus source target s = let sb = getActorBody source s tb = getActorBody target s trim200 n = min 200 $ max (-200) n block200 b n = min 200 $ max (-200) $ n + if braced tb then b else 0 sar = sactorAspect s EM.! source tar = sactorAspect s EM.! target itemBonus = trim200 (IA.aHurtMelee sar) - if bproj sb then block200 25 (IA.aArmorRanged tar) else block200 50 (IA.aArmorMelee tar) in 100 + min 99 (max (-99) itemBonus) -- at least 1% of damage gets through -- | Check if any non-dying foe (projectile or not) is adjacent -- to any of our normal actors (whether they can melee or just need to flee, -- in which case alert is needed so that they are not slowed down by others). -- This is needed only by AI and computed as lazily as possible. inMelee :: FactionId -> LevelId -> State -> Bool inMelee !fid !lid s = let fact = sfactionD s EM.! fid f !b = blid b == lid && inline isFoe fid fact (bfid b) -- costly && bhp b > 0 -- uncommon allFoes = filter f $ EM.elems $ sactorD s g !b = bfid b == fid && blid b == lid && not (bproj b) && bhp b > 0 allOurs = filter g $ EM.elems $ sactorD s -- We assume foes are less numerous, even though they may come -- from multiple factions and they contain projectiles, -- because we see all our actors, while many foes may be hidden. -- Consequently, we allocate the set of foe positions -- and avoid allocating ours, by iterating over our actors. -- This in O(mn) instead of O(m+n), but it allocates -- less and multiplicative constants are lower. -- We inspect adjacent locations of foe positions, not of ours, -- thus increasing allocation a bit, but not by much, because -- the set should be rather saturated. -- If there are no foes in sight, we don't iterate at all. setFoeVicinity = ES.fromList $ concatMap (vicinityUnsafe . bpos) allFoes in not (ES.null setFoeVicinity) -- shortcut && any (\b -> bpos b `ES.member` setFoeVicinity) allOurs