-- | AI procedure for picking the best action for an actor. module Game.LambdaHack.Client.AI.PickActionM ( pickAction #ifdef EXPOSE_INTERNAL -- * Internal operations , actionStrategy, waitBlockNow, yellNow , pickup, equipItems, yieldUnneeded, unEquipItems , groupByEqpSlot, bestByEqpSlot, harmful, meleeBlocker, meleeAny , trigger, projectItem, ApplyItemGroup, applyItem, flee , displaceFoe, displaceBlocker, displaceTgt , chase, moveTowards, moveOrRunAid #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Either import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Function import Data.Ratio import Game.LambdaHack.Client.AI.ConditionM import Game.LambdaHack.Client.AI.Strategy import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.BfsM import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.Request 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.Point import qualified Game.LambdaHack.Common.PointArray as PointArray import Game.LambdaHack.Common.ReqFailure import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import Game.LambdaHack.Common.Vector import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Core.Frequency import Game.LambdaHack.Core.Random import Game.LambdaHack.Definition.Ability import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs -- | Pick the most desirable AI ation for the actor. pickAction :: MonadClient m => ActorId -> Bool -> m RequestTimed {-# INLINE pickAction #-} pickAction aid retry = do side <- getsClient sside body <- getsState $ getActorBody aid let !_A = assert (bfid body == side `blame` "AI tries to move enemy actor" `swith` (aid, bfid body, side)) () let !_A = assert (not (bproj body) `blame` "AI gets to manually move its projectiles" `swith` (aid, bfid body, side)) () -- Reset fleeing flag. May then be set in @flee@. stratAction <- actionStrategy aid retry let bestAction = bestVariant stratAction !_A = assert (not (nullFreq bestAction) -- equiv to nullStrategy `blame` "no AI action for actor" `swith` (stratAction, aid, body)) () -- Run the AI: chose an action from those given by the AI strategy. rndToAction $ frequency bestAction -- AI strategy based on actor's sight, smell, etc. -- Never empty. actionStrategy :: forall m. MonadClient m => ActorId -> Bool -> m (Strategy RequestTimed) {-# INLINE actionStrategy #-} actionStrategy aid retry = do mleader <- getsClient sleader body <- getsState $ getActorBody aid condInMelee <- condInMeleeM $ blid body condAimEnemyPresent <- condAimEnemyPresentM aid condAimEnemyNoMelee <- condAimEnemyNoMeleeM aid condAimEnemyRemembered <- condAimEnemyRememberedM aid condAimNonEnemyPresent <- condAimNonEnemyPresentM aid condAimCrucial <- condAimCrucialM aid condAnyFoeAdj <- condAnyFoeAdjM aid threatDistL <- getsState $ meleeThreatDistList aid (fleeL, badVic) <- fleeList aid modifyClient $ \cli -> cli {sfleeD = EM.delete aid (sfleeD cli)} condSupport1 <- condSupport 1 aid condSupport3 <- condSupport 3 aid condSolo <- condSoloM aid -- solo fighters aggresive canDeAmbientL <- getsState $ canDeAmbientList body actorSk <- currentSkillsClient aid condCanProject <- condCanProjectM (getSk SkProject actorSk) aid condAdjTriggerable <- condAdjTriggerableM aid condBlocksFriends <- condBlocksFriendsM aid condNoEqpWeapon <- condNoEqpWeaponM aid condEnoughGear <- condEnoughGearM aid condFloorWeapon <- condFloorWeaponM aid condDesirableFloorItem <- condDesirableFloorItemM aid condTgtNonmovingEnemy <- condTgtNonmovingEnemyM aid explored <- getsClient sexplored actorMaxSkills <- getsState sactorMaxSkills friends <- getsState $ friendRegularList (bfid body) (blid body) let anyFriendOnLevelAwake = any (\b -> bwatch b /= WSleep && bpos b /= bpos body) friends actorMaxSk = actorMaxSkills EM.! aid prefersSleepWhenAwake = case bwatch body of WSleep -> Ability.getSk Ability.SkMoveItem actorMaxSk <= -10 _ -> prefersSleep actorMaxSk -- nm @WWake@ mayFallAsleep = not condAimEnemyRemembered && mayContinueSleep && canSleep actorSk mayContinueSleep = not condAimEnemyPresent && not (hpFull body actorSk) && not uneasy && not condAnyFoeAdj && (anyFriendOnLevelAwake -- friend guards the sleeper || prefersSleepWhenAwake) -- or he doesn't care dozes = case bwatch body of WWait n -> n > 0 _ -> False && mayFallAsleep && Just aid /= mleader -- best teammate for a task so stop dozing lidExplored = ES.member (blid body) explored panicFleeL = fleeL ++ badVic condHpTooLow = hpTooLow body actorMaxSk heavilyDistressed = -- actor hit by a proj or similarly distressed deltasSerious (bcalmDelta body) condNotCalmEnough = not (calmEnough body actorMaxSk) uneasy = heavilyDistressed || condNotCalmEnough speed1_5 = speedScale (3%2) (gearSpeed actorMaxSk) -- Max skills used, because we need to know if can melee as leader. condCanMelee = actorCanMelee actorMaxSkills aid body condMeleeBad = not ((condSolo || condSupport1) && condCanMelee) condThreat n = not $ null $ takeWhile ((<= n) . fst) threatDistL threatAdj = takeWhile ((== 1) . fst) threatDistL condManyThreatAdj = length threatAdj >= 2 condFastThreatAdj = any (\(_, (aid2, _)) -> let ar2 = actorMaxSkills EM.! aid2 in gearSpeed ar2 > speed1_5) threatAdj actorShines = Ability.getSk SkShine actorMaxSk > 0 aCanDeLightL | actorShines = [] | otherwise = canDeAmbientL aCanDeLight = not $ null aCanDeLightL canFleeFromLight = not $ null $ aCanDeLightL `intersect` map snd fleeL abInMaxSkill sk = getSk sk actorMaxSk > 0 runSkills = [SkMove, SkDisplace] -- not @SkAlter@, to ground sleepers stratToFreq :: Int -> m (Strategy RequestTimed) -> m (Frequency RequestTimed) stratToFreq scale mstrat = do st <- mstrat return $! if scale == 0 then mzero else scaleFreq scale $ bestVariant st -- Order matters within the list, because it's summed with .| after -- filtering. Also, the results of prefix, distant and suffix -- are summed with .| at the end. prefix, suffix:: [([Skill], m (Strategy RequestTimed), Bool)] prefix = [ ( [SkApply] , applyItem aid ApplyFirstAid , not condAnyFoeAdj && condHpTooLow) , ( [SkAlter] , trigger aid ViaStairs -- explore next or flee via stairs, even if to wrong level; -- in the latter case, may return via different stairs later on , condAdjTriggerable && not condAimEnemyPresent && ((condNotCalmEnough || condHpTooLow) -- flee && condMeleeBad && condThreat 1 || (lidExplored || condEnoughGear) -- explore && not condDesirableFloorItem) ) , ( [SkDisplace] , displaceFoe aid -- only swap with an enemy to expose him -- and only if a friend is blocked by us , condAnyFoeAdj && condBlocksFriends) -- later checks foe eligible , ( [SkMoveItem] , pickup aid True , condNoEqpWeapon -- we assume organ weapons usually inferior && condFloorWeapon && not condHpTooLow && abInMaxSkill SkMelee ) , ( [SkAlter] , trigger aid ViaEscape , condAdjTriggerable && not condAimEnemyPresent && not condDesirableFloorItem ) -- collect the last loot , ( runSkills , flee aid fleeL , -- Flee either from melee, if our melee is bad and enemy close -- or from missiles, if hit and enemies are only far away, -- can fling at us and we can't well fling at them. not condFastThreatAdj && if | condThreat 1 -> -- Here we don't check @condInMelee@ because regardless -- of whether our team melees (including the fleeing ones), -- endangered actors should flee from very close foes. not condCanMelee || condManyThreatAdj && not condSupport1 && not condSolo | not condInMelee && (condThreat 2 || condThreat 5 && canFleeFromLight) -> -- Don't keep fleeing if just hit, because too close -- to enemy to get out of his range, most likely, -- and so melee him instead, unless can't melee at all. not condCanMelee || not condSupport3 && not condSolo && not heavilyDistressed | condThreat 5 || not condInMelee && condAimEnemyNoMelee && condCanMelee -> -- Too far to flee from melee, too close from ranged, -- not in ambient, so no point fleeing into dark; advance. -- Or the target enemy doesn't melee and melee enemies -- far away, so chase him. False | otherwise -> -- If I'm hit, they are still in range to fling at me, -- even if I can't see them. And probably far away. -- Too far to close in for melee; can't shoot; flee from -- ranged attack and prepare ambush for later on. not condInMelee && heavilyDistressed && (not condCanProject || canFleeFromLight) ) , ( [SkMelee] , meleeBlocker aid -- only melee blocker , condAnyFoeAdj -- if foes, don't displace, otherwise friends: || not (abInMaxSkill SkDisplace) -- displace friends, if possible && condAimEnemyPresent ) -- excited -- So animals block each other until hero comes and then -- the stronger makes a show for him and kills the weaker. , ( [SkAlter] , trigger aid ViaNothing , not condInMelee -- don't incur overhead && condAdjTriggerable && not condAimEnemyPresent ) , ( [SkDisplace] -- prevents some looping movement , displaceBlocker aid retry -- fires up only when path blocked , retry || not condDesirableFloorItem ) , ( [SkMelee] , meleeAny aid , condAnyFoeAdj ) -- won't flee nor displace, so let it melee , ( runSkills , flee aid panicFleeL -- ultimate panic mode; open tiles, if needed , condAnyFoeAdj ) ] -- Order doesn't matter, scaling does. -- These are flattened in @stratToFreq@ (taking only the best variant) -- and then summed, so if any of these can fire, it will. -- If none can, @suffix@ is tried. -- Only the best variant of @chase@ is taken, but it's almost always -- good, and if not, the @chase@ in @suffix@ may fix that. -- The scaling values for @stratToFreq@ need to be so low-resolution -- or we get 32bit @Freqency@ overflows, which would bite us in JS. distant :: [([Skill], m (Frequency RequestTimed), Bool)] distant = [ ( [SkMoveItem] , stratToFreq (if condInMelee then 2 else 20000) $ yieldUnneeded aid -- 20000 to unequip ASAP, unless is thrown , True ) , ( [SkMoveItem] , stratToFreq 1 $ equipItems aid -- doesn't take long, very useful if safe , not (condInMelee || condDesirableFloorItem || uneasy) ) , ( [SkProject] , stratToFreq (if condTgtNonmovingEnemy then 20 else 3) -- not too common, to leave missiles for pre-melee dance $ projectItem aid -- equivalent of @condCanProject@ called inside , condAimEnemyPresent && not condInMelee ) , ( [SkApply] , stratToFreq 1 $ applyItem aid ApplyAll -- use any potion or scroll , condAimEnemyPresent || condThreat 9 ) -- can affect enemies , ( runSkills , stratToFreq (if | condInMelee -> 400 -- friends pummeled by target, go to help | not condAimEnemyPresent -> 2 -- if enemy only remembered investigate anyway | otherwise -> 20) $ chase aid (not condInMelee && (condThreat 12 || heavilyDistressed) && aCanDeLight) retry , condCanMelee && (if condInMelee then condAimEnemyPresent else (condAimEnemyPresent || condAimEnemyRemembered || condAimNonEnemyPresent) && (not (condThreat 2) || heavilyDistressed -- if under fire, do something! || not condMeleeBad) -- this results in animals in corridor never attacking -- (unless distressed by, e.g., being hit by missiles), -- because they can't swarm opponent, which is logical, -- and in rooms they do attack, so not too boring; -- two aliens attack always, because more aggressive && not condDesirableFloorItem) ) ] suffix = [ ( [SkMoveItem] , pickup aid False -- e.g., to give to other party members , not condInMelee && not dozes ) , ( [SkMoveItem] , unEquipItems aid -- late, because these items not bad , not condInMelee && not dozes ) , ( [SkWait] , waitBlockNow -- try to fall asleep, rarely , bwatch body `notElem` [WSleep, WWake] && mayFallAsleep && prefersSleep actorMaxSk && not condAimCrucial) , ( runSkills , chase aid (not condInMelee && heavilyDistressed && aCanDeLight) retry , not dozes && if condInMelee then condCanMelee && condAimEnemyPresent else not (condThreat 2) || not condMeleeBad ) ] fallback = -- Wait until friends sidestep; ensures strategy never empty. -- Also, this is what non-leader heroes do, unless they melee. [ ( [SkWait] , case bwatch body of WSleep -> yellNow -- we know actor doesn't want to sleep, -- so celebrate wake up with a bang _ -> waitBlockNow -- block, etc. , True ) , ( runSkills -- if can't block, at least change something , chase aid (not condInMelee && heavilyDistressed && aCanDeLight) True , not condInMelee || condCanMelee && condAimEnemyPresent ) , ( [SkDisplace] -- if can't brace, at least change something , displaceBlocker aid True , True ) , ( [] , yellNow -- desperate fallback , True ) ] -- Check current, not maximal skills, since this can be a leader as well -- as non-leader action. let abInSkill sk = getSk sk actorSk > 0 checkAction :: ([Skill], m a, Bool) -> Bool checkAction (abts, _, cond) = (null abts || any abInSkill abts) && cond sumS abAction = do let as = filter checkAction abAction strats <- mapM (\(_, m, _) -> m) as return $! msum strats sumF abFreq = do let as = filter checkAction abFreq strats <- mapM (\(_, m, _) -> m) as return $! msum strats combineWeighted as = liftFrequency <$> sumF as sumPrefix <- sumS prefix comDistant <- combineWeighted distant sumSuffix <- sumS suffix sumFallback <- sumS fallback return $! if bwatch body == WSleep && abInSkill SkWait && mayContinueSleep -- no check of @canSleep@, because sight lowered by sleeping then returN "sleep" ReqWait else sumPrefix .| comDistant .| sumSuffix .| sumFallback waitBlockNow :: MonadClient m => m (Strategy RequestTimed) waitBlockNow = return $! returN "wait" ReqWait yellNow :: MonadClient m => m (Strategy RequestTimed) yellNow = return $! returN "yell" ReqYell pickup :: MonadClient m => ActorId -> Bool -> m (Strategy RequestTimed) pickup aid onlyWeapon = do benItemL <- benGroundItems aid b <- getsState $ getActorBody aid -- This calmE is outdated when one of the items increases max Calm -- (e.g., in pickup, which handles many items at once), but this is OK, -- the server accepts item movement based on calm at the start, not end -- or in the middle. -- The calmE is inaccurate also if an item not IDed, but that's intended -- and the server will ignore and warn (and content may avoid that, -- e.g., making all rings identified) actorMaxSk <- getsState $ getActorMaxSkills aid let calmE = calmEnough b actorMaxSk isWeapon (_, _, _, itemFull, _) = IA.checkFlag Ability.Meleeable $ aspectRecordFull itemFull filterWeapon | onlyWeapon = filter isWeapon | otherwise = id prepareOne (oldN, l4) (Benefit{benInEqp}, _, iid, itemFull, (itemK, _)) = let prep newN toCStore = (newN, (iid, itemK, CGround, toCStore) : l4) n = oldN + itemK arItem = aspectRecordFull itemFull in if | calmE && IA.goesIntoSha arItem && not onlyWeapon -> prep oldN CSha | benInEqp && eqpOverfull b n -> if onlyWeapon then (oldN, l4) else prep oldN (if calmE then CSha else CInv) | benInEqp -> prep n CEqp | not onlyWeapon -> prep oldN CInv | otherwise -> (oldN, l4) (_, prepared) = foldl' prepareOne (0, []) $ filterWeapon benItemL return $! if null prepared then reject else returN "pickup" $ ReqMoveItems prepared -- This only concerns items that can be equipped, that is with a slot -- and with @inEqp@ (which implies @goesIntoEqp@). -- Such items are moved between any stores, as needed. In this case, -- from inv or sha to eqp. equipItems :: MonadClient m => ActorId -> m (Strategy RequestTimed) equipItems aid = do body <- getsState $ getActorBody aid actorMaxSk <- getsState $ getActorMaxSkills aid let calmE = calmEnough body actorMaxSk eqpAssocs <- getsState $ kitAssocs aid [CEqp] invAssocs <- getsState $ kitAssocs aid [CInv] shaAssocs <- getsState $ kitAssocs aid [CSha] condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid discoBenefit <- getsClient sdiscoBenefit let improve :: CStore -> (Int, [(ItemId, Int, CStore, CStore)]) -> ( [(Int, (ItemId, ItemFullKit))] , [(Int, (ItemId, ItemFullKit))] ) -> (Int, [(ItemId, Int, CStore, CStore)]) improve fromCStore (oldN, l4) (bestInv, bestEqp) = let n = 1 + oldN in case (bestInv, bestEqp) of ((_, (iidInv, _)) : _, []) | not (eqpOverfull body n) -> (n, (iidInv, 1, fromCStore, CEqp) : l4) ((vInv, (iidInv, _)) : _, (vEqp, _) : _) | vInv > vEqp && not (eqpOverfull body n) -> (n, (iidInv, 1, fromCStore, CEqp) : l4) _ -> (oldN, l4) heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltasSerious (bcalmDelta body) -- We filter out unneeded items. In particular, we ignore them in eqp -- when comparing to items we may want to equip, so that the unneeded -- but powerful items don't fool us. -- In any case, the unneeded items should be removed from equip -- in @yieldUnneeded@ earlier or soon after this check. -- In other stores we need to filter, for otherwise we'd have -- a loop of equip/yield. filterNeeded (_, (itemFull, _)) = not $ hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed (not calmE) actorMaxSk itemFull bestThree = bestByEqpSlot discoBenefit (filter filterNeeded eqpAssocs) (filter filterNeeded invAssocs) (filter filterNeeded shaAssocs) bEqpInv = foldl' (improve CInv) (0, []) $ map (\(eqp, inv, _) -> (inv, eqp)) bestThree bEqpBoth | calmE = foldl' (improve CSha) bEqpInv $ map (\(eqp, _, sha) -> (sha, eqp)) bestThree | otherwise = bEqpInv (_, prepared) = bEqpBoth return $! if null prepared then reject else returN "equipItems" $ ReqMoveItems prepared yieldUnneeded :: MonadClient m => ActorId -> m (Strategy RequestTimed) yieldUnneeded aid = do body <- getsState $ getActorBody aid actorMaxSk <- getsState $ getActorMaxSkills aid let calmE = calmEnough body actorMaxSk eqpAssocs <- getsState $ kitAssocs aid [CEqp] condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid discoBenefit <- getsClient sdiscoBenefit -- Here and in @unEquipItems@ AI may hide from the human player, -- in shared stash, the Ring of Speed And Bleeding, -- which is a bit harsh, but fair. However any subsequent such -- rings will not be picked up at all, so the human player -- doesn't lose much fun. Additionally, if AI learns alchemy later on, -- they can repair the ring, wield it, drop at death and it's -- in play again. let heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltasSerious (bcalmDelta body) csha = if calmE then CSha else CInv yieldSingleUnneeded (iidEqp, (itemEqp, (itemK, _))) = if | harmful discoBenefit iidEqp -> [(iidEqp, itemK, CEqp, CInv)] -- harmful not shared | hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed (not calmE) actorMaxSk itemEqp -> [(iidEqp, itemK, CEqp, csha)] | otherwise -> [] yieldAllUnneeded = concatMap yieldSingleUnneeded eqpAssocs return $! if null yieldAllUnneeded then reject else returN "yieldUnneeded" $ ReqMoveItems yieldAllUnneeded -- This only concerns items that can be equipped, that is with a slot -- and with @inEqp@ (which implies @goesIntoEqp@). -- Such items are moved between any stores, as needed. In this case, -- from inv or eqp to sha. unEquipItems :: MonadClient m => ActorId -> m (Strategy RequestTimed) unEquipItems aid = do body <- getsState $ getActorBody aid actorMaxSk <- getsState $ getActorMaxSkills aid let calmE = calmEnough body actorMaxSk eqpAssocs <- getsState $ kitAssocs aid [CEqp] invAssocs <- getsState $ kitAssocs aid [CInv] shaAssocs <- getsState $ kitAssocs aid [CSha] condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid discoBenefit <- getsClient sdiscoBenefit let improve :: CStore -> ( [(Int, (ItemId, ItemFullKit))] , [(Int, (ItemId, ItemFullKit))] ) -> [(ItemId, Int, CStore, CStore)] improve fromCStore (bestSha, bestEOrI) = case bestEOrI of ((vEOrI, (iidEOrI, bei)) : _) | getK bei > 1 && betterThanSha vEOrI bestSha -> -- To share the best items with others, if they care. [(iidEOrI, getK bei - 1, fromCStore, CSha)] (_ : (vEOrI, (iidEOrI, bei)) : _) | betterThanSha vEOrI bestSha -> -- To share the second best items with others, if they care. [(iidEOrI, getK bei, fromCStore, CSha)] ((vEOrI, (_, _)) : _) | fromCStore == CEqp && eqpOverfull body 1 && worseThanSha vEOrI bestSha -> -- To make place in eqp for an item better than any ours. -- Even a minor boost is removed only if sha has a better one. [(fst $ snd $ last bestEOrI, 1, fromCStore, CSha)] _ -> [] getK (_, (itemK, _)) = itemK betterThanSha _ [] = True betterThanSha vEOrI ((vSha, _) : _) = vEOrI > vSha worseThanSha _ [] = False worseThanSha vEOrI ((vSha, _) : _) = vEOrI < vSha heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltasSerious (bcalmDelta body) -- Here we don't need to filter out items that hinder (except in sha) -- because they are moved to sha and will be equipped by another actor -- at another time, where hindering will be completely different. -- If they hinder and we unequip them, all the better. -- We filter sha to consider only eligible items in @worseThanSha@. filterNeeded (_, (itemFull, _)) = not $ hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed (not calmE) actorMaxSk itemFull bestThree = bestByEqpSlot discoBenefit eqpAssocs invAssocs (filter filterNeeded shaAssocs) bInvSha = concatMap (improve CInv . (\(_, inv, sha) -> (sha, inv))) bestThree bEqpSha = concatMap (improve CEqp . (\(eqp, _, sha) -> (sha, eqp))) bestThree prepared = if calmE then bInvSha ++ bEqpSha else [] return $! if null prepared then reject else returN "unEquipItems" $ ReqMoveItems prepared groupByEqpSlot :: [(ItemId, ItemFullKit)] -> EM.EnumMap EqpSlot [(ItemId, ItemFullKit)] groupByEqpSlot is = let f (iid, itemFullKit) = let arItem = aspectRecordFull $ fst itemFullKit in case IA.aEqpSlot arItem of Nothing -> Nothing Just es -> Just (es, [(iid, itemFullKit)]) withES = mapMaybe f is in EM.fromListWith (++) withES bestByEqpSlot :: DiscoveryBenefit -> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)] -> [( [(Int, (ItemId, ItemFullKit))] , [(Int, (ItemId, ItemFullKit))] , [(Int, (ItemId, ItemFullKit))] )] bestByEqpSlot discoBenefit eqpAssocs invAssocs shaAssocs = let eqpMap = EM.map (\g -> (g, [], [])) $ groupByEqpSlot eqpAssocs invMap = EM.map (\g -> ([], g, [])) $ groupByEqpSlot invAssocs shaMap = EM.map (\g -> ([], [], g)) $ groupByEqpSlot shaAssocs appendThree (g1, g2, g3) (h1, h2, h3) = (g1 ++ h1, g2 ++ h2, g3 ++ h3) eqpInvShaMap = EM.unionsWith appendThree [eqpMap, invMap, shaMap] bestSingle = strongestSlot discoBenefit bestThree eqpSlot (g1, g2, g3) = (bestSingle eqpSlot g1, bestSingle eqpSlot g2, bestSingle eqpSlot g3) in EM.elems $ EM.mapWithKey bestThree eqpInvShaMap harmful :: DiscoveryBenefit -> ItemId -> Bool harmful discoBenefit iid = -- Items that are known, perhaps recently discovered, and it's now revealed -- they should not be kept in equipment, should be unequipped -- (either they are harmful or they waste eqp space). not $ benInEqp $ discoBenefit EM.! iid -- Everybody melees in a pinch, even though some prefer ranged attacks. meleeBlocker :: MonadClient m => ActorId -> m (Strategy RequestTimed) meleeBlocker aid = do b <- getsState $ getActorBody aid actorMaxSk <- getsState $ getActorMaxSkills aid fact <- getsState $ (EM.! bfid b) . sfactionD actorSk <- currentSkillsClient aid mtgtMPath <- getsClient $ EM.lookup aid . stargetD case mtgtMPath of Just TgtAndPath{ tapTgt=TEnemy{} , tapPath=Just AndPath{pathList=q : _, pathGoal} } | q == pathGoal -> return reject -- not a real blocker, but goal enemy Just TgtAndPath{tapPath=Just AndPath{pathList=q : _, pathGoal}} -> do -- We prefer the goal position, so that we can kill the foe and enter it, -- but we accept any @q@ as well. lvl <- getLevel (blid b) let maim | adjacent (bpos b) pathGoal = Just pathGoal | adjacent (bpos b) q = Just q | otherwise = Nothing -- MeleeDistant lBlocker = case maim of Nothing -> [] Just aim -> posToAidsLvl aim lvl case lBlocker of aid2 : _ -> do body2 <- getsState $ getActorBody aid2 actorMaxSk2 <- getsState $ getActorMaxSkills aid2 -- No problem if there are many projectiles at the spot. We just -- attack the first one. if | actorDying body2 || bproj body2 -- displacing saves a move, so don't melee && getSk SkDisplace actorSk > 0 -> return reject | isFoe (bfid b) fact (bfid body2) -- at war with us, so hit, not displace || isFriend (bfid b) fact (bfid body2) -- don't start a war && getSk SkDisplace actorSk <= 0 -- can't displace && getSk SkMove actorSk > 0 -- blocked move && 3 * bhp body2 < bhp b -- only get rid of weak friends && gearSpeed actorMaxSk2 <= gearSpeed actorMaxSk -> do mel <- maybeToList <$> pickWeaponClient aid aid2 return $! liftFrequency $ uniformFreq "melee in the way" mel | otherwise -> return reject [] -> return reject _ -> return reject -- probably no path to the enemy, if any -- Everybody melees in a pinch, skills and weapons allowing, -- even though some prefer ranged attacks. meleeAny :: MonadClient m => ActorId -> m (Strategy RequestTimed) meleeAny aid = do b <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid b) . sfactionD adjBigAssocs <- getsState $ adjacentBigAssocs b let foe (_, b2) = isFoe (bfid b) fact (bfid b2) && bhp b2 > 0 adjFoes = map fst $ filter foe adjBigAssocs btarget <- getsClient $ getTarget aid mtargets <- case btarget of Just (TEnemy aid2) -> do b2 <- getsState $ getActorBody aid2 return $! if adjacent (bpos b2) (bpos b) && foe (aid2, b2) then Just [aid2] else Nothing _ -> return Nothing let adjTargets = fromMaybe adjFoes mtargets mels <- mapM (pickWeaponClient aid) adjTargets let freq = uniformFreq "melee adjacent" $ catMaybes mels return $! liftFrequency freq -- The level the actor is on is either explored or the actor already -- has a weapon equipped, so no need to explore further, he tries to find -- enemies on other levels. -- We don't verify any embedded item is targeted by the actor, but at least -- the actor doesn't target a visible enemy at this point. -- TODO: In @actionStrategy@ we require minimal @SkAlter@ even for the case -- of triggerable tile underfoot. A quirk; a specialization of AI actors. trigger :: MonadClient m => ActorId -> FleeViaStairsOrEscape -> m (Strategy RequestTimed) trigger aid fleeVia = do b <- getsState $ getActorBody aid lvl <- getLevel (blid b) let f pos = case EM.lookup pos $ lembed lvl of Nothing -> Nothing Just bag -> Just (pos, bag) pbags = mapMaybe f $ bpos b : vicinityUnsafe (bpos b) efeat <- embedBenefit fleeVia aid pbags return $! liftFrequency $ toFreq "trigger" [ (ceiling benefit, ReqAlter pos) | (benefit, (pos, _)) <- efeat ] projectItem :: MonadClient m => ActorId -> m (Strategy RequestTimed) projectItem aid = do btarget <- getsClient $ getTarget aid b <- getsState $ getActorBody aid mfpos <- getsState $ aidTgtToPos aid (blid b) btarget seps <- getsClient seps case (btarget, mfpos) of (_, Just fpos) | adjacent (bpos b) fpos -> return reject (Just TEnemy{}, Just fpos) -> do mnewEps <- makeLine False b fpos seps case mnewEps of Just newEps -> do actorSk <- currentSkillsClient aid let skill = getSk SkProject actorSk -- ProjectAimOnself, ProjectBlockActor, ProjectBlockTerrain -- and no actors or obstacles along the path. benList <- condProjectListM skill aid localTime <- getsState $ getLocalTime (blid b) let coeff CGround = 2 -- pickup turn saved coeff COrgan = error $ "" `showFailure` benList coeff CEqp = 1000 -- must hinder currently (or be very potent); -- note: not larger, to avoid Int32 overflow coeff CInv = 1 coeff CSha = 1 fRanged (Benefit{benFling}, cstore, iid, itemFull, kit) = -- If the item is discharged, neither the kinetic hit nor -- any effects activate, so no point projecting. -- This changes in time, so recharging is not included -- in @condProjectListM@, but checked here, just before fling. let recharged = hasCharge localTime itemFull kit arItem = aspectRecordFull itemFull trange = IA.totalRange arItem $ itemKind itemFull bestRange = chessDist (bpos b) fpos + 2 -- margin for fleeing rangeMult = -- penalize wasted or unsafely low range 10 + max 0 (10 - abs (trange - bestRange)) benR = coeff cstore * benFling in if trange >= chessDist (bpos b) fpos && recharged then Just ( - ceiling (benR * fromIntegral rangeMult / 10) , ReqProject fpos newEps iid cstore ) else Nothing benRanged = mapMaybe fRanged benList return $! liftFrequency $ toFreq "projectItem" benRanged _ -> return reject _ -> return reject data ApplyItemGroup = ApplyAll | ApplyFirstAid deriving Eq applyItem :: MonadClient m => ActorId -> ApplyItemGroup -> m (Strategy RequestTimed) applyItem aid applyGroup = do actorSk <- currentSkillsClient aid b <- getsState $ getActorBody aid condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyPresent <- condAimEnemyPresentM aid localTime <- getsState $ getLocalTime (blid b) actorMaxSk <- getsState $ getActorMaxSkills aid let calmE = calmEnough b actorMaxSk condNotCalmEnough = not calmE heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltasSerious (bcalmDelta b) skill = getSk SkApply actorSk -- This detects if the value of keeping the item in eqp is in fact < 0. hind = hinders condShineWouldBetray condAimEnemyPresent heavilyDistressed condNotCalmEnough actorMaxSk permittedActor itemFull kit = either (const False) id $ permittedApply localTime skill calmE itemFull kit disqualify :: Bool -> IK.Effect -> Bool -- These effects tweak items, which is only situationally beneficial -- and not really the best idea while in combat. disqualify _ IK.PolyItem = True disqualify _ IK.RerollItem = True disqualify _ IK.DupItem = True disqualify _ IK.Identify = True -- This is usually the main effect of item and it's useless without Calm. disqualify durable IK.Summon{} = durable && (bcalm b < xM 30 || condNotCalmEnough) disqualify durable (IK.OneOf l) = any (disqualify durable) l disqualify durable (IK.Composite l) = any (disqualify durable) l disqualify _ _ = False q (Benefit{benInEqp}, _, _, itemFull@ItemFull{itemKind}, kit) = let arItem = aspectRecordFull itemFull durable = IA.checkFlag Durable arItem in (not benInEqp -- can't wear, so OK to break || durable -- can wear, but can't break, even better || not (IA.checkFlag Ability.Meleeable arItem) -- anything else expendable && hind itemFull) -- hinders now, so possibly often, so away! && permittedActor itemFull kit && not (any (disqualify durable) $ IK.ieffects itemKind) && not (IA.isHumanTrinket itemKind) -- hack for elixir of youth -- Organs are not taken into account, because usually they are either -- melee items, so harmful, or periodic, so charging between activations. -- The case of a weak weapon curing poison is too rare to incur overhead. stores = [CEqp, CInv, CGround] ++ [CSha | calmE] discoBenefit <- getsClient sdiscoBenefit benList <- getsState $ benAvailableItems discoBenefit aid stores getKind <- getsState $ flip getIidKind let (myBadGrps, myGoodGrps) = partitionEithers $ mapMaybe (\iid -> let itemKind = getKind iid in if isJust $ lookup "condition" $ IK.ifreq itemKind then Just $ if benInEqp (discoBenefit EM.! iid) then Left $ toGroupName $ IK.iname itemKind -- conveniently, @iname@ matches @ifreq@ else Right $ toGroupName $ IK.iname itemKind else Nothing) (EM.keys $ borgan b) coeff CGround = 2 -- pickup turn saved coeff COrgan = error $ "" `showFailure` benList coeff CEqp = 1 coeff CInv = 1 coeff CSha = 1 fTool benAv@( Benefit{benApply}, cstore, iid , itemFull@ItemFull{itemKind}, _ ) = let -- Don't include @Ascend@ nor @Teleport@, because maybe no foe near. -- Don't include @OneOf@ because other effects may kill you. getHP (IK.RefillHP p) | p > 0 = True getHP (IK.Composite l) = any getHP l getHP _ = False heals = any getHP $ IK.ieffects itemKind dropsGrps = IK.getDropOrgans itemKind -- @Impress@ effect included dropsBadOrgans = not (null myBadGrps) && ("condition" `elem` dropsGrps || not (null (dropsGrps `intersect` myBadGrps))) dropsImpressed = "impressed" `elem` myBadGrps && ("condition" `elem` dropsGrps || "impressed" `elem` dropsGrps) dropsGoodOrgans = not (null myGoodGrps) && ("condition" `elem` dropsGrps || not (null (dropsGrps `intersect` myGoodGrps))) wastesDrop = not dropsBadOrgans && not (null dropsGrps) wastesHP = hpEnough b actorMaxSk && heals durable = IA.checkFlag Durable $ aspectRecordFull itemFull situationalBenApply = if | dropsBadOrgans -> if dropsImpressed then benApply + 1000 -- crucial else benApply + 20 | wastesDrop || wastesHP -> benApply - 10 | otherwise -> benApply benR = ceiling situationalBenApply * if cstore == CEqp && not durable then 1000 -- must hinder currently (or be very potent) else coeff cstore canApply = situationalBenApply > 0 && case applyGroup of ApplyFirstAid -> q benAv && (heals || dropsImpressed) -- when low HP, Calm easy to deplete, so impressed crucial ApplyAll -> q benAv && not dropsGoodOrgans && (dropsImpressed || not wastesHP) -- waste healing only if it drops impressed; -- otherwise apply anything beneficial at will in if canApply then Just (benR, ReqApply iid cstore) else Nothing benTool = mapMaybe fTool benList return $! liftFrequency $ toFreq "applyItem" benTool -- If low on health or alone, flee in panic, close to the path to target -- and as far from the attackers, as possible. Usually fleeing from -- foes will lead towards friends, but we don't insist on that. flee :: MonadClient m => ActorId -> [(Int, Point)] -> m (Strategy RequestTimed) flee aid fleeL = do b <- getsState $ getActorBody aid -- Regardless if fleeing accomplished, mark the need. modifyClient $ \cli -> cli {sfleeD = EM.insert aid (bpos b) (sfleeD cli)} let vVic = map (second (`vectorToFrom` bpos b)) fleeL str = liftFrequency $ toFreq "flee" vVic mapStrategyM (moveOrRunAid aid) str -- The result of all these conditions is that AI displaces rarely, -- but it can't be helped as long as the enemy is smart enough to form fronts. displaceFoe :: MonadClient m => ActorId -> m (Strategy RequestTimed) displaceFoe aid = do COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel $ blid b fact <- getsState $ (EM.! bfid b) . sfactionD friends <- getsState $ friendRegularList (bfid b) (blid b) adjBigAssocs <- getsState $ adjacentBigAssocs b let foe (_, b2) = isFoe (bfid b) fact (bfid b2) adjFoes = filter foe adjBigAssocs walkable p = -- DisplaceAccess Tile.isWalkable coTileSpeedup (lvl `at` p) notLooping body p = -- avoid displace loops boldpos body /= Just p || actorWaits body nFriends body = length $ filter (adjacent (bpos body) . bpos) friends nFrNew = nFriends b + 1 qualifyActor (aid2, body2) = do let tpos = bpos body2 case posToAidsLvl tpos lvl of [_] -> do actorMaxSk <- getsState $ getActorMaxSkills aid2 dEnemy <- getsState $ dispEnemy aid aid2 actorMaxSk -- DisplaceDying, DisplaceBraced, DisplaceImmobile, -- DisplaceSupported let nFrOld = nFriends body2 return $! if walkable (bpos body2) -- DisplaceAccess && dEnemy && nFrOld < nFrNew && notLooping b (bpos body2) then Just (nFrOld * nFrOld, ReqDisplace aid2) else Nothing _ -> return Nothing -- DisplaceProjectiles foes <- mapM qualifyActor adjFoes return $! liftFrequency $ toFreq "displaceFoe" $ catMaybes foes displaceBlocker :: MonadClient m => ActorId -> Bool -> m (Strategy RequestTimed) displaceBlocker aid retry = do b <- getsState $ getActorBody aid actorMaxSkills <- getsState sactorMaxSkills let condCanMelee = actorCanMelee actorMaxSkills aid b mtgtMPath <- getsClient $ EM.lookup aid . stargetD case mtgtMPath of Just TgtAndPath{ tapTgt=TEnemy{} , tapPath=Just AndPath{pathList=q : _, pathGoal} } | q == pathGoal -- not a real blocker but goal; only displace if can't -- melee (e.g., followed leader) and desperate && not (retry && condCanMelee) -> return reject Just TgtAndPath{tapPath=Just AndPath{pathList=q : _}} | adjacent (bpos b) q -> -- not veered off target too much displaceTgt aid q retry _ -> return reject -- goal reached displaceTgt :: MonadClient m => ActorId -> Point -> Bool -> m (Strategy RequestTimed) displaceTgt source tpos retry = do COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody source let !_A = assert (adjacent (bpos b) tpos) () lvl <- getLevel $ blid b let walkable p = -- DisplaceAccess Tile.isWalkable coTileSpeedup (lvl `at` p) notLooping body p = -- avoid displace loops boldpos body /= Just p || actorWaits body if walkable tpos && notLooping b tpos then do mleader <- getsClient sleader case posToAidsLvl tpos lvl of [] -> return reject [aid2] | Just aid2 /= mleader -> do b2 <- getsState $ getActorBody aid2 mtgtMPath <- getsClient $ EM.lookup aid2 . stargetD enemyTgt <- condAimEnemyPresentM source enemyPos <- condAimEnemyRememberedM source enemyTgt2 <- condAimEnemyPresentM aid2 enemyPos2 <- condAimEnemyRememberedM aid2 case mtgtMPath of Just TgtAndPath{tapPath=Just AndPath{pathList=q : _}} | q == bpos b -- friend wants to swap || bwatch b2 `elem` [WSleep, WWake] -- friend sleeps, not cares || retry -- desperate && not (boldpos b == Just tpos -- and no displace loop && not (actorWaits b)) || (enemyTgt || enemyPos) && not (enemyTgt2 || enemyPos2) -> -- he doesn't have Enemy target and I have, so push him aside, -- because, for heroes, he will never be a leader, so he can't -- step aside himself return $! returN "displace friend" $ ReqDisplace aid2 Just _ | bwatch b2 `notElem` [WSleep, WWake] -> return reject _ -> do -- an enemy or ally or dozing or disoriented friend --- swap tfact <- getsState $ (EM.! bfid b2) . sfactionD actorMaxSk <- getsState $ getActorMaxSkills aid2 dEnemy <- getsState $ dispEnemy source aid2 actorMaxSk -- DisplaceDying, DisplaceBraced, DisplaceImmobile, -- DisplaceSupported if not (isFoe (bfid b2) tfact (bfid b)) || dEnemy then return $! returN "displace other" $ ReqDisplace aid2 else return reject _ -> return reject -- DisplaceProjectiles or trying to displace leader else return reject chase :: MonadClient m => ActorId -> Bool -> Bool -> m (Strategy RequestTimed) chase aid avoidAmbient retry = do COps{coTileSpeedup} <- getsState scops body <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid body) . sfactionD mtgtMPath <- getsClient $ EM.lookup aid . stargetD lvl <- getLevel $ blid body let isAmbient pos = Tile.isLit coTileSpeedup (lvl `at` pos) && Tile.isWalkable coTileSpeedup (lvl `at` pos) -- if solid, will be altered and perhaps darkened str <- case mtgtMPath of Just TgtAndPath{tapPath=Just AndPath{pathList=q : _, ..}} | pathGoal == bpos body -> return reject -- done; picking up items, etc. | not $ avoidAmbient && isAmbient q -> -- With no leader, the goal is vague, so permit arbitrary detours. moveTowards aid q pathGoal (fleaderMode (gplayer fact) == LeaderNull || retry) _ -> return reject -- goal reached or banned ambient lit tile if avoidAmbient && nullStrategy str then chase aid False retry else mapStrategyM (moveOrRunAid aid) str moveTowards :: MonadClient m => ActorId -> Point -> Point -> Bool -> m (Strategy Vector) moveTowards aid target goal relaxed = do b <- getsState $ getActorBody aid actorSk <- currentSkillsClient aid let source = bpos b alterSkill = getSk SkAlter actorSk !_A = assert (adjacent source target `blame` (source, target, aid, b, goal)) () fact <- getsState $ (EM.! bfid b) . sfactionD salter <- getsClient salter noFriends <- getsState $ \s p -> all (isFoe (bfid b) fact . bfid . snd) (posToAidAssocs p (blid b) s) -- don't kill own projectiles let lalter = salter EM.! blid b -- Only actors with SkAlter can search for hidden doors, etc. enterableHere p = alterSkill >= fromEnum (lalter PointArray.! p) if noFriends target && enterableHere target then return $! returN "moveTowards target" $ target `vectorToFrom` source else do -- This lets animals mill around, even when blocked, -- because they have nothing to lose (unless other animals melee). -- Blocked heroes instead don't become leaders and don't move -- until friends sidestep to let them reach their goal. let goesBack p = Just p == boldpos b nonincreasing p = chessDist source goal >= chessDist p goal isSensible | relaxed = \p -> noFriends p && enterableHere p | otherwise = \p -> nonincreasing p && not (goesBack p) && noFriends p && enterableHere p sensible = [ ((goesBack p, chessDist p goal), v) | v <- moves, let p = source `shift` v, isSensible p ] sorted = sortOn fst sensible groups = map (map snd) $ groupBy ((==) `on` fst) sorted freqs = map (liftFrequency . uniformFreq "moveTowards") groups return $! foldr (.|) reject freqs -- Actor moves or searches or alters or attacks. -- This function is very general, even though it's often used in contexts -- when only one or two of the many cases can possibly occur. moveOrRunAid :: MonadClient m => ActorId -> Vector -> m (Maybe RequestTimed) moveOrRunAid source dir = do COps{coTileSpeedup} <- getsState scops sb <- getsState $ getActorBody source actorSk <- currentSkillsClient source let lid = blid sb lvl <- getLevel lid let walkable = -- DisplaceAccess Tile.isWalkable coTileSpeedup (lvl `at` tpos) notLooping body p = -- avoid displace loops boldpos body /= Just p || actorWaits body spos = bpos sb -- source position tpos = spos `shift` dir -- target position t = lvl `at` tpos -- We start by checking actors at the target position, -- which gives a partial information (actors can be invisible), -- as opposed to accessibility (and items) which are always accurate -- (tiles can't be invisible). case posToAidsLvl tpos lvl of [target] | walkable && getSk SkDisplace actorSk > 0 && notLooping sb tpos -> do -- @target@ can be a foe, as well as a friend. tb <- getsState $ getActorBody target tfact <- getsState $ (EM.! bfid tb) . sfactionD actorMaxSk <- getsState $ getActorMaxSkills target dEnemy <- getsState $ dispEnemy source target actorMaxSk -- DisplaceDying, DisplaceBraced, DisplaceImmobile, DisplaceSupported if isFoe (bfid tb) tfact (bfid sb) && not dEnemy then return Nothing else return $ Just $ ReqDisplace target [] | walkable && getSk SkMove actorSk > 0 -> -- Movement requires full access. The potential invisible actor is hit. return $ Just $ ReqMove dir [] | not walkable && getSk SkAlter actorSk >= Tile.alterMinWalk coTileSpeedup t -- AlterUnwalked -- Only possible if items allowed inside unwalkable tiles: && EM.notMember tpos (lfloor lvl) -> -- AlterBlockItem -- Not walkable, but alter skill suffices, so search or alter the tile. -- We assume that unalterable unwalkable tiles are protected -- by high skill req. We don't alter walkable tiles (e.g., close doors). return $ Just $ ReqAlter tpos _ -> return Nothing -- can't displace, move nor alter