-- | Server operations performed periodically in the game loop -- and related operations. module Game.LambdaHack.Server.PeriodicM ( spawnMonster, addAnyActor , advanceTime, overheadActorTime, swapTime, udpateCalm, leadLevelSwitch #ifdef EXPOSE_INTERNAL -- * Internal operations , rollSpawnPos #endif ) 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 Data.Ord import Game.LambdaHack.Atomic import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.ContentData import Game.LambdaHack.Common.Faction 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.Level import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import qualified Game.LambdaHack.Content.CaveKind as CK import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Server.CommonM import Game.LambdaHack.Server.ItemM import Game.LambdaHack.Server.MonadServer import Game.LambdaHack.Server.State -- | Spawn, possibly, a monster according to the level's actor groups. -- We assume heroes are never spawned. spawnMonster :: MonadServerAtomic m => m () spawnMonster = do COps{cocave} <- getsState scops arenas <- getsServer sarenas -- Do this on only one of the arenas to prevent micromanagement, -- e.g., spreading leaders across levels to bump monster generation. arena <- rndToAction $ oneOf arenas Level{lkind, ldepth} <- getLevel arena let ck = okind cocave lkind unless (CK.cactorCoeff ck == 0 || null (CK.cactorFreq ck)) $ do totalDepth <- getsState stotalDepth lvlSpawned <- getsServer $ fromMaybe 0 . EM.lookup arena . snumSpawned rc <- rndToAction $ monsterGenChance ldepth totalDepth lvlSpawned (CK.cactorCoeff ck) when rc $ do modifyServer $ \ser -> ser {snumSpawned = EM.insert arena (lvlSpawned + 1) $ snumSpawned ser} localTime <- getsState $ getLocalTime arena maid <- addAnyActor False (CK.cactorFreq ck) arena localTime Nothing case maid of Nothing -> return () -- suspect content Just aid -> do b <- getsState $ getActorBody aid mleader <- getsState $ gleader . (EM.! bfid b) . sfactionD when (isNothing mleader) $ supplantLeader (bfid b) aid addAnyActor :: MonadServerAtomic m => Bool -> Freqs ItemKind -> LevelId -> Time -> Maybe Point -> m (Maybe ActorId) addAnyActor summoned actorFreq lid time mpos = do -- We bootstrap the actor by first creating the trunk of the actor's body -- that contains the constant properties. cops <- getsState scops lvl <- getLevel lid factionD <- getsState sfactionD lvlSpawned <- getsServer $ fromMaybe 0 . EM.lookup lid . snumSpawned m4 <- rollItem lvlSpawned lid actorFreq case m4 of Nothing -> return Nothing Just (itemKnownRaw, (itemFullRaw, kit), seed, _) -> do let freqNames = map fst $ IK.ifreq $ itemKind itemFullRaw f fact = fgroups (gplayer fact) factGroups = concatMap f $ EM.elems factionD fidNames = case freqNames `intersect` factGroups of [] -> [nameOfHorrorFact] -- fall back l -> l fidName <- rndToAction $ oneOf fidNames let g (_, fact) = fidName `elem` fgroups (gplayer fact) nameFids = map fst $ filter g $ EM.assocs factionD !_A = assert (not (null nameFids) `blame` (factionD, fidName)) () fid <- rndToAction $ oneOf nameFids pers <- getsServer sperFid let allPers = ES.unions $ map (totalVisible . (EM.! lid)) $ EM.elems $ EM.delete fid pers -- expensive :( -- Checking skill would be more accurate, but skills can be -- inside organs, equipment, tmp organs, created organs, etc. mobile = "mobile" `elem` freqNames pos <- case mpos of Just pos -> return pos Nothing -> do rollPos <- getsState $ rollSpawnPos cops allPers mobile lid lvl fid rndToAction rollPos Just <$> registerActor summoned itemKnownRaw (itemFullRaw, kit) seed fid pos lid time rollSpawnPos :: COps -> ES.EnumSet Point -> Bool -> LevelId -> Level -> FactionId -> State -> Rnd Point rollSpawnPos COps{coTileSpeedup} visible mobile lid lvl@Level{ltile, lxsize, lysize, lstair} fid s = do let -- Monsters try to harass enemies ASAP, instead of catching up from afar. inhabitants = foeRegularList fid lid s nearInh df p = all (\b -> df $ chessDist (bpos b) p) inhabitants -- Monsters often appear from deeper levels or at least we try -- to suggest that. deeperStairs = (if fromEnum lid > 0 then fst else snd) lstair nearStairs df p = any (\pstair -> df $ chessDist pstair p) deeperStairs -- Near deep stairs, risk of close enemy spawn is higher. -- Also, spawns are common midway between actors and stairs. distantSo df p _ = nearInh df p && nearStairs df p middlePos = Point (lxsize `div` 2) (lysize `div` 2) distantMiddle d p _ = chessDist p middlePos < d condList | mobile = [ distantSo (<= 15) , distantSo (<= 20) , distantSo (<= 25) ] | otherwise = [ distantMiddle 10 , distantMiddle 20 , distantMiddle 50 , distantMiddle 100 ] -- Not considering TK.OftenActor, because monsters emerge from hidden ducts, -- which are easier to hide in crampy corridors that lit halls. findPosTry2 (if mobile then 500 else 100) ltile ( \p t -> Tile.isWalkable coTileSpeedup t && not (Tile.isNoActor coTileSpeedup t) && null (posToAidsLvl p lvl)) condList (\p t -> distantSo (> 4) p t -- otherwise actors in dark rooms swarmed && not (p `ES.member` visible)) -- visibility and plausibility [ \p t -> distantSo (> 3) p t && not (p `ES.member` visible) , \p t -> distantSo (> 2) p t -- otherwise actors hit on entering level && not (p `ES.member` visible) , \p _ -> not (p `ES.member` visible) ] -- | Advance the move time for the given actor. advanceTime :: MonadServerAtomic m => ActorId -> Int -> Bool -> m () advanceTime aid percent breakStasis = do b <- getsState $ getActorBody aid ar <- getsState $ getActorAspect aid let t = timeDeltaPercent (ticksPerMeter $ momentarySpeed b ar) percent -- @t@ may be negative; that's OK. modifyServer $ \ser -> ser {sactorTime = ageActor (bfid b) (blid b) aid t $ sactorTime ser} when breakStasis $ modifyServer $ \ser -> ser {sactorStasis = ES.delete aid (sactorStasis ser)} -- actor moved, so he broke the time stasis, he can be -- paralyzed as well as propelled again -- | Add communication overhead time delta to all non-projectile, non-dying -- faction's actors, except the leader. Effectively, this limits moves -- of a faction on a level to 10, regardless of the number of actors -- and their speeds. To avoid animals suddenly acting extremely sluggish -- whenever monster's leader visits a distant arena that has a crowd -- of animals, overhead applies only to actors on the same level. -- Since the number of active levels is limited, this bounds the total moves -- per turn of each faction as well. -- -- Leader is immune from overhead and so he is faster than other faction -- members and of equal speed to leaders of other factions (of equal -- base speed) regardless how numerous the faction is. -- Thanks to this, there is no problem with leader of a numerous faction -- having very long UI turns, introducing UI lag. overheadActorTime :: MonadServerAtomic m => FactionId -> LevelId -> m () overheadActorTime fid lid = do actorTimeFid <- getsServer $ (EM.! fid) . sactorTime let actorTimeLid = actorTimeFid EM.! lid getActorB <- getsState $ flip getActorBody mleader <- getsState $ gleader . (EM.! fid) . sfactionD let f !aid !time = let body = getActorB aid in if isNothing (btrajectory body) && bhp body > 0 -- speed up all-move-at-once carcass removal && Just aid /= mleader -- leader fast, for UI to be fast then timeShift time (Delta timeClip) else time actorTimeLid2 = EM.mapWithKey f actorTimeLid actorTimeFid2 = EM.insert lid actorTimeLid2 actorTimeFid modifyServer $ \ser -> ser {sactorTime = EM.insert fid actorTimeFid2 $ sactorTime ser} -- | Swap the relative move times of two actors (e.g., when switching -- a UI leader). swapTime :: MonadServerAtomic m => ActorId -> ActorId -> m () swapTime source target = do sb <- getsState $ getActorBody source tb <- getsState $ getActorBody target slvl <- getsState $ getLocalTime (blid sb) tlvl <- getsState $ getLocalTime (blid tb) btime_sb <- getsServer $ (EM.! source) . (EM.! blid sb) . (EM.! bfid sb) . sactorTime btime_tb <- getsServer $ (EM.! target) . (EM.! blid tb) . (EM.! bfid tb) . sactorTime let lvlDelta = slvl `timeDeltaToFrom` tlvl bDelta = btime_sb `timeDeltaToFrom` btime_tb sdelta = timeDeltaSubtract lvlDelta bDelta tdelta = timeDeltaReverse sdelta -- Equivalent, for the assert: let !_A = let sbodyDelta = btime_sb `timeDeltaToFrom` slvl tbodyDelta = btime_tb `timeDeltaToFrom` tlvl sgoal = slvl `timeShift` tbodyDelta tgoal = tlvl `timeShift` sbodyDelta sdelta' = sgoal `timeDeltaToFrom` btime_sb tdelta' = tgoal `timeDeltaToFrom` btime_tb in assert (sdelta == sdelta' && tdelta == tdelta' `blame` ( slvl, tlvl, btime_sb, btime_tb , sdelta, sdelta', tdelta, tdelta' )) () when (sdelta /= Delta timeZero) $ modifyServer $ \ser -> ser {sactorTime = ageActor (bfid sb) (blid sb) source sdelta $ sactorTime ser} when (tdelta /= Delta timeZero) $ modifyServer $ \ser -> ser {sactorTime = ageActor (bfid tb) (blid tb) target tdelta $ sactorTime ser} udpateCalm :: MonadServerAtomic m => ActorId -> Int64 -> m () udpateCalm target deltaCalm = do tb <- getsState $ getActorBody target ar <- getsState $ getActorAspect target let calmMax64 = xM $ IA.aMaxCalm ar execUpdAtomic $ UpdRefillCalm target deltaCalm when (bcalm tb < calmMax64 && bcalm tb + deltaCalm >= calmMax64) $ return () -- We don't dominate the actor here, because if so, players would -- disengage after one of their actors is dominated and wait for him -- to regenerate Calm. This is unnatural and boring. Better fight -- and hope he gets his Calm again to 0 and then defects back. leadLevelSwitch :: MonadServerAtomic m => m () leadLevelSwitch = do COps{cocave} <- getsState scops let canSwitch fact = fst (autoDungeonLevel fact) -- a hack to help AI, until AI client can switch levels || case fleaderMode (gplayer fact) of LeaderNull -> False LeaderAI _ -> True LeaderUI _ -> False flipFaction (_, fact) | not $ canSwitch fact = return () flipFaction (fid, fact) = case gleader fact of Nothing -> return () Just leader -> do body <- getsState $ getActorBody leader let !_A = assert (fid == bfid body) () s <- getsServer $ (EM.! fid) . sclientStates let leaderStuck = waitedLastTurn body oursRaw = [ (lid, (allSeen, as)) | (lid, lvl) <- EM.assocs $ sdungeon s , lid /= blid body || not leaderStuck , let as = -- Drama levels ignored, hence @Regular@. fidActorRegularIds fid lid s , not (null as) , let allSeen = lexpl lvl <= lseen lvl || CK.cactorCoeff (okind cocave $ lkind lvl) > 150 && not (fhasGender $ gplayer fact) ] (oursSeen, oursNotSeen) = partition (fst . snd) oursRaw -- Monster AI changes leadership mostly to move from level -- to level and, in particular, to quickly bring troops -- to the frontline level and so prevent human from killing -- monsters at numerical advantage. -- However, an AI boss that can't move between levels -- distrupts this by hogging leadership. To prevent that, -- assuming the boss resides below the frontline level, -- only the two shallowest levels that are not yet fully -- explored are considered to choose the new leader from. -- This frontier moves as the levels are explored or emptied -- and sometimes the level with the boss is counted among -- them, but it never happens in the crucial periods when -- AI armies are transferred from level to level. f (lid, _) = abs $ fromEnum lid ours = oursSeen ++ take 2 (sortBy (comparing f) oursNotSeen) -- Sole stranded actors tend to become (or stay) leaders -- so that they can join the main force ASAP. let freqList = [ (k, (lid, a)) | (lid, (_, a : rest)) <- ours , let len = 1 + min 7 (length rest) k = 1000000 `div` len ] unless (null freqList) $ do (lid, a) <- rndToAction $ frequency $ toFreq "leadLevel" freqList unless (lid == blid body) $ -- flip levels rather than actors supplantLeader fid a factionD <- getsState sfactionD mapM_ flipFaction $ EM.assocs factionD