{-# LANGUAGE GeneralizedNewtypeDeriving #-} -- | Creation of items on the server. Types and operations that don't involve -- server state nor our custom monads. module Game.LambdaHack.Server.ItemRev ( ItemKnown, ItemRev, UniqueSet, buildItem, newItem -- * Item discovery types , DiscoveryKindRev, ItemSeedDict, emptyDiscoveryKindRev, serverDiscos -- * The @FlavourMap@ type , FlavourMap, emptyFlavourMap, dungeonFlavourMap ) 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 qualified Data.HashMap.Strict as HM import Data.Vector.Binary () import qualified Data.Vector.Unboxed as U import qualified Game.LambdaHack.Common.Color as Color import Game.LambdaHack.Common.ContentData import qualified Game.LambdaHack.Common.Dice as Dice import Game.LambdaHack.Common.Flavour import Game.LambdaHack.Common.Frequency import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.ItemAspect as IA import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.Time import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK -- | The essential item properties, used for the @ItemRev@ hash table -- from items to their ids, needed to assign ids to newly generated items. -- All the other meaningul properties can be derived from them. -- Note 1: @jlid@ is not meaningful; it gets forgotten if items from -- different levels roll the same random properties and so are merged. -- However, the first item generated by the server wins, which in case -- of normal items (not organs), is most of the time the lower absolute -- @jlid@ (shallower depth) item, which makes sense for the client. -- Note 2: @ItemSeed@ instead of @AspectRecord@ is not enough, -- becaused different seeds may result in the same @AspectRecord@ -- and we don't want such items to be distinct in UI and elsewhere. type ItemKnown = (ItemIdentity, IA.AspectRecord, Maybe FactionId) -- | Reverse item map, for item creation, to keep items and item identifiers -- in bijection. type ItemRev = HM.HashMap ItemKnown ItemId type UniqueSet = ES.EnumSet (ContentId ItemKind) -- | Build an item with the given stats. buildItem :: COps -> FlavourMap -> DiscoveryKindRev -> ContentId ItemKind -> ItemKind -> LevelId -> Item buildItem COps{coitem} (FlavourMap flavourMap) (DiscoveryKindRev discoRev) ikChosen kind jlid = let jkind = case IK.getHideAs kind of Just grp -> let kindHidden = ouniqGroup coitem grp in IdentityCovered (toEnum $ fromEnum $ discoRev U.! contentIdIndex ikChosen) kindHidden Nothing -> IdentityObvious ikChosen jfid = Nothing -- the default jflavour = toEnum $ fromEnum $ flavourMap U.! contentIdIndex ikChosen in Item{..} -- | Generate an item based on level. newItem :: COps -> FlavourMap -> DiscoveryKindRev -> UniqueSet -> Freqs ItemKind -> Int -> LevelId -> Dice.AbsDepth -> Dice.AbsDepth -> Rnd (Maybe (ItemKnown, ItemFullKit, IA.ItemSeed, GroupName ItemKind)) newItem cops@COps{coitem} flavourMap discoRev uniqueSet itemFreq lvlSpawned lid ldepth@(Dice.AbsDepth ldAbs) totalDepth@(Dice.AbsDepth depth) = do -- Effective generation depth of actors (not items) increases with spawns. let scaledDepth = ldAbs * 10 `div` depth numSpawnedCoeff = lvlSpawned `div` 2 ldSpawned = max ldAbs -- the first fast spawns are of the nominal level $ min depth $ ldAbs + numSpawnedCoeff - scaledDepth findInterval _ x1y1 [] = (x1y1, (11, 0)) findInterval !ld !x1y1 ((!x, !y) : rest) = if fromIntegral ld * 10 <= x * fromIntegral depth then (x1y1, (x, y)) else findInterval ld (x, y) rest linearInterpolation !ld !dataset = -- We assume @dataset@ is sorted and between 0 and 10. let ((x1, y1), (x2, y2)) = findInterval ld (0, 0) dataset in ceiling $ fromIntegral y1 + fromIntegral (y2 - y1) * (fromIntegral ld * 10 - x1 * fromIntegral depth) / ((x2 - x1) * fromIntegral depth) f _ _ acc _ ik _ | ik `ES.member` uniqueSet = acc f !itemGroup !q !acc !p !ik !kind = -- Don't consider lvlSpawned for uniques. let ld = if IK.Unique `elem` IK.ifeature kind then ldAbs else ldSpawned rarity = linearInterpolation ld (IK.irarity kind) in (q * p * rarity, ((ik, kind), itemGroup)) : acc g (itemGroup, q) = ofoldlGroup' coitem itemGroup (f itemGroup q) [] freqDepth = concatMap g itemFreq freq = toFreq ("newItem ('" <> tshow ldSpawned <> ")") freqDepth if nullFreq freq then return Nothing else do ((itemKindId, itemKind), itemGroup) <- frequency freq -- Number of new items/actors unaffected by number of spawned actors. itemN <- castDice ldepth totalDepth (IK.icount itemKind) seed <- toEnum <$> random let itemBase = buildItem cops flavourMap discoRev itemKindId itemKind lid itemIdentity = jkind itemBase itemK = max 1 itemN itemTimer = [timeZero | IK.Periodic `elem` IK.ifeature itemKind] -- delay first discharge of single organs itemSuspect = False itemDisco = ItemDiscoFull {..} -- Bonuses on items/actors unaffected by number of spawned actors. itemAspect = IA.seedToAspect seed (IK.iaspects itemKind) ldepth totalDepth itemFull = ItemFull {..} return $ Just ( (itemIdentity, itemAspect, jfid itemBase) , (itemFull, (itemK, itemTimer)) , seed , itemGroup ) -- | The reverse map to @DiscoveryKind@, needed for item creation. -- This is total and never changes, hence implemented as vector. -- Morally, it's indexed by @ContentId ItemKind@ and elements are @ItemKindIx@. newtype DiscoveryKindRev = DiscoveryKindRev (U.Vector Word16) deriving (Show, Binary) -- | The map of item ids to item seeds, needed for item creation. type ItemSeedDict = EM.EnumMap ItemId IA.ItemSeed emptyDiscoveryKindRev :: DiscoveryKindRev emptyDiscoveryKindRev = DiscoveryKindRev U.empty serverDiscos :: COps -> Rnd (DiscoveryKind, DiscoveryKindRev) serverDiscos COps{coitem} = do let ixs = [toEnum 0..toEnum (olength coitem - 1)] shuffle :: Eq a => [a] -> Rnd [a] shuffle [] = return [] shuffle l = do x <- oneOf l (x :) <$> shuffle (delete x l) shuffled <- shuffle ixs let f (!ikMap, !ikRev, ix : rest) kmKind _ = (EM.insert ix kmKind ikMap, EM.insert kmKind ix ikRev, rest) f (ikMap, _, []) ik _ = error $ "too short ixs" `showFailure` (ik, ikMap) (discoS, discoRev, _) = ofoldlWithKey' coitem f (EM.empty, EM.empty, shuffled) udiscoRev = U.fromListN (olength coitem) $ map (toEnum . fromEnum) $ EM.elems discoRev return (discoS, DiscoveryKindRev udiscoRev) -- | Flavours assigned by the server to item kinds, in this particular game. -- This is total and never changes, hence implemented as vector. -- Morally, it's indexed by @ContentId ItemKind@ and elements are @Flavour@. newtype FlavourMap = FlavourMap (U.Vector Word16) deriving (Show, Binary) emptyFlavourMap :: FlavourMap emptyFlavourMap = FlavourMap U.empty stdFlav :: ES.EnumSet Flavour stdFlav = ES.fromList [ Flavour fn bc | fn <- [minBound..maxBound], bc <- Color.stdCol ] -- | Assigns flavours to item kinds. Assures no flavor is repeated for the same -- symbol, except for items with only one permitted flavour. rollFlavourMap :: Rnd ( EM.EnumMap (ContentId ItemKind) Flavour , EM.EnumMap Char (ES.EnumSet Flavour) ) -> ContentId ItemKind -> ItemKind -> Rnd ( EM.EnumMap (ContentId ItemKind) Flavour , EM.EnumMap Char (ES.EnumSet Flavour) ) rollFlavourMap rnd key ik = case IK.iflavour ik of [] -> error "empty iflavour" [flavour] -> do (!assocs, !availableMap) <- rnd return ( EM.insert key flavour assocs , availableMap) flvs -> do (!assocs, !availableMap) <- rnd let available = EM.findWithDefault stdFlav (IK.isymbol ik) availableMap proper = ES.fromList flvs `ES.intersection` available assert (not (ES.null proper) `blame` "not enough flavours for items" `swith` (flvs, available, ik, availableMap)) $ do flavour <- oneOf $ ES.toList proper let availableReduced = ES.delete flavour available return ( EM.insert key flavour assocs , EM.insert (IK.isymbol ik) availableReduced availableMap) -- | Randomly chooses flavour for all item kinds for this game. dungeonFlavourMap :: COps -> Rnd FlavourMap dungeonFlavourMap COps{coitem} = do (assocsFlav, _) <- ofoldlWithKey' coitem rollFlavourMap (return (EM.empty, EM.empty)) let uFlav = U.fromListN (olength coitem) $ map (toEnum . fromEnum) $ EM.elems assocsFlav return $! FlavourMap uFlav