{-# LANGUAGE DeriveGeneric, GeneralizedNewtypeDeriving #-} -- | Weapons, treasure and all the other items in the game. module Game.LambdaHack.Common.Item ( ItemId, Item(..), ItemIdentity(..) , ItemKindIx, ItemDisco(..), ItemFull(..), ItemFullKit , DiscoveryKind, DiscoveryAspect, ItemIxMap, Benefit(..), DiscoveryBenefit , ItemTimer, ItemQuant, ItemBag, ItemDict , itemToFull6, aspectRecordFull , strongestSlot, hasCharge, strongestMelee, unknownMeleeBonus, tmpMeleeBonus #ifdef EXPOSE_INTERNAL -- * Internal operations , unknownAspect #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude import Data.Binary import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Hashable (Hashable) import qualified Data.Ix as Ix import qualified Data.Ord as Ord import GHC.Generics (Generic) import qualified Game.LambdaHack.Common.Dice as Dice import Game.LambdaHack.Common.Flavour import qualified Game.LambdaHack.Common.ItemAspect as IA import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Time import qualified Game.LambdaHack.Content.ItemKind as IK -- | A unique identifier of an item in the dungeon. newtype ItemId = ItemId Int deriving (Show, Eq, Ord, Enum, Binary) -- | Game items in actor possesion or strewn around the dungeon. -- The information contained in this time is available to the player -- from the moment the item is first seen and is never mutated. -- -- Some items are not created identified (@IdentityCovered@). -- Then they are presented as having a template kind that is really -- not their own, though usually close. Full kind information about -- item's kind is available through the @ItemKindIx@ index once the item -- is identified and full information about the value of item's aspects -- is available elsewhere (both @IdentityObvious@ and @IdentityCovered@ -- items may or may not need identification of their aspects). data Item = Item { jkind :: ItemIdentity -- ^ the kind of the item, or an indiretion , jlid :: LevelId -- ^ lowest level the item was created at , jfid :: Maybe FactionId -- ^ the faction that created the item, if any , jflavour :: Flavour -- ^ flavour, always the real one, not hidden; -- people may not recognize shape, but they -- remember colour and old vs fancy look } deriving (Show, Eq, Generic) instance Hashable Item instance Binary Item -- | Either the explicit obvious kind of the item or the kind it's hidden under, -- with the details covered under the index indirection. data ItemIdentity = IdentityObvious (ContentId IK.ItemKind) | IdentityCovered ItemKindIx (ContentId IK.ItemKind) deriving (Show, Eq, Generic) instance Hashable ItemIdentity instance Binary ItemIdentity -- | The map of item ids to item aspects. The full map is known by the server. type DiscoveryAspect = EM.EnumMap ItemId IA.AspectRecord -- | An index of the kind identifier of an item. Clients have partial knowledge -- how these idexes map to kind ids. They gain knowledge by identifying items. -- The indexes and kind identifiers are 1-1. newtype ItemKindIx = ItemKindIx Word16 deriving (Show, Eq, Ord, Enum, Ix.Ix, Hashable, Binary) -- | The secret part of the information about an item. If a faction -- knows the aspects of the item (the @kmConst@ flag is set or -- the @itemAspect@ field is @Left@), this is a complete secret information. -- Items that don't need second identification may be identified or not and both -- cases are OK (their display flavour will differ and that may be the point). -- -- The @itemAspect@ accessor it to be used unconditionally only on the server -- where it's guaranteed to be safe. data ItemDisco = ItemDiscoMean IA.KindMean | ItemDiscoFull {itemAspect :: IA.AspectRecord} deriving (Show, Eq, Ord) -- No speedup from making fields non-strict. -- | Full information about an item. data ItemFull = ItemFull { itemBase :: Item , itemKindId :: ContentId IK.ItemKind , itemKind :: IK.ItemKind , itemDisco :: ItemDisco , itemSuspect :: Bool } deriving Show type ItemFullKit = (ItemFull, ItemQuant) -- | The map of item kind indexes to item kind ids. -- The full map, as known by the server, is 1-1. -- Because it's sparse and changes, we don't represent it as an (unboxed) -- vector, until it becomes a bottleneck (if ever, likely on JS, where only -- vectors are fast). type DiscoveryKind = EM.EnumMap ItemKindIx (ContentId IK.ItemKind) -- | The map of item kind indexes to identifiers of items that have that kind. -- Used to update data about items when their kinds become known, e.g., -- AI item use benefit data. type ItemIxMap = EM.EnumMap ItemKindIx (ES.EnumSet ItemId) -- | Fields are intentionally kept non-strict, because they are recomputed -- often, but not used every time. The fields are, in order: -- 1. whether the item should be kept in equipment (not in pack nor stash) -- 2. the total benefit from picking the item up (to use or to put in equipment) -- 3. the benefit of applying the item to self -- 4. the (usually negative) benefit of hitting a foe in meleeing with the item -- 5. the (usually negative) benefit of flinging an item at an opponent data Benefit = Benefit { benInEqp :: ~Bool , benPickup :: ~Double , benApply :: ~Double , benMelee :: ~Double , benFling :: ~Double } deriving (Show, Generic) instance Binary Benefit type DiscoveryBenefit = EM.EnumMap ItemId Benefit type ItemTimer = [Time] -- | Number of items in a bag, together with recharging timer, in case of -- items that need recharging, exists only temporarily or auto-activate -- at regular intervals. type ItemQuant = (Int, ItemTimer) -- | A bag of items, e.g., one of the stores of an actor or the items -- on a particular floor position or embedded in a particular map tile. type ItemBag = EM.EnumMap ItemId ItemQuant -- | All items in the dungeon (including in actor inventories), -- indexed by item identifier. type ItemDict = EM.EnumMap ItemId Item itemToFull6 :: COps -> DiscoveryKind -> DiscoveryAspect -> ItemId -> Item -> ItemFull itemToFull6 COps{coitem, coItemSpeedup} discoKind discoAspect iid itemBase = let (itemKindId, itemSuspect) = case jkind itemBase of IdentityObvious ik -> (ik, False) IdentityCovered ix ik -> maybe (ik, True) (\ki -> (ki, False)) $ ix `EM.lookup` discoKind itemKind = okind coitem itemKindId km = IK.getKindMean itemKindId coItemSpeedup -- If the kind is not identified, we know nothing about the real -- aspects, so we at least assume they are variable. itemAspectMean | itemSuspect = km {IA.kmConst = False} | otherwise = km itemDisco = case EM.lookup iid discoAspect of Just itemAspect -> ItemDiscoFull itemAspect Nothing -> ItemDiscoMean itemAspectMean in ItemFull {..} aspectRecordFull :: ItemFull -> IA.AspectRecord aspectRecordFull itemFull = case itemDisco itemFull of ItemDiscoMean itemAspectMean -> IA.kmMean itemAspectMean ItemDiscoFull itemAspect -> itemAspect -- This ignores items that don't go into equipment, as determined in @inEqp@. -- They are removed from equipment elsewhere via @harmful@. strongestSlot :: DiscoveryBenefit -> IA.EqpSlot -> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFullKit))] strongestSlot discoBenefit eqpSlot is = let f (iid, (itemFull, kit)) = let Benefit{benInEqp, benPickup} = discoBenefit EM.! iid in if not benInEqp then Nothing else Just $ let ben = if eqpSlot == IA.EqpSlotWeapon -- For equipping/unequipping a weapon we take into -- account not only melee power, but also aspects, etc. then ceiling benPickup else IA.prEqpSlot eqpSlot $ aspectRecordFull itemFull in (ben, (iid, (itemFull, kit))) in sortBy (flip $ Ord.comparing fst) $ mapMaybe f is hasCharge :: Time -> ItemFull -> ItemQuant -> Bool hasCharge localTime itemFull (itemK, itemTimer) = let timeout = IA.aTimeout $ aspectRecordFull itemFull timeoutTurns = timeDeltaScale (Delta timeTurn) timeout charging startT = timeShift startT timeoutTurns > localTime it1 = filter charging itemTimer in length it1 < itemK strongestMelee :: Maybe DiscoveryBenefit -> Time -> [(ItemId, ItemFullKit)] -> [(Double, (ItemId, ItemFullKit))] strongestMelee _ _ [] = [] strongestMelee mdiscoBenefit localTime kitAss = -- For simplicity we assume, if weapon not recharged, all important effects, -- good and bad, are disabled and only raw damage remains. let f (iid, (itemFull, kit)) = let rawDmg = (IK.damageUsefulness $ itemKind itemFull, (iid, (itemFull, kit))) knownOrConstantAspects = case itemDisco itemFull of ItemDiscoMean IA.KindMean{kmConst} -> kmConst ItemDiscoFull{} -> True unIDedBonus | knownOrConstantAspects = 0 | otherwise = 1000 -- exceptionally strong weapon in case mdiscoBenefit of Just discoBenefit -> let Benefit{benMelee} = discoBenefit EM.! iid -- For fighting, as opposed to equipping, we value weapon -- only for its raw damage and harming effects. dmg = if hasCharge localTime itemFull kit then (- benMelee, (iid, (itemFull, kit))) else rawDmg in first (+ unIDedBonus) dmg Nothing -> rawDmg -- not interested about ID -- We can't filter out weapons that are not harmful to victim -- (@benMelee >= 0), because actors use them if nothing else available, -- e.g., geysers, bees. This is intended and fun. in sortBy (flip $ Ord.comparing fst) $ map f kitAss unknownAspect :: (IA.Aspect -> [Dice.Dice]) -> ItemFull -> Bool unknownAspect f ItemFull{itemKind=IK.ItemKind{iaspects}, ..} = case itemDisco of ItemDiscoMean IA.KindMean{kmConst} -> let unknown x = let (minD, maxD) = Dice.minmaxDice x in minD /= maxD in itemSuspect || not kmConst && or (concatMap (map unknown . f) iaspects) ItemDiscoFull{} -> False -- all known unknownMeleeBonus :: [ItemFull] -> Bool unknownMeleeBonus = let p (IA.AddHurtMelee k) = [k] p _ = [] f itemFull b = b || unknownAspect p itemFull in foldr f False tmpMeleeBonus :: [ItemFullKit] -> Int tmpMeleeBonus kitAss = let f (itemFull, (itemK, _)) k = itemK * IA.aHurtMelee (aspectRecordFull itemFull) + k in foldr f 0 $ filter (IK.isTmpCondition . itemKind . fst) kitAss