-- | Handle atomic commands received by the client. module Game.LambdaHack.Client.HandleAtomicM ( MonadClientSetup(..) , cmdAtomicSemCli #ifdef EXPOSE_INTERNAL -- * Internal operations , invalidateInMelee, wipeBfsIfItemAffectsSkills, tileChangeAffectsBfs , createActor, destroyActor , addItemToDiscoBenefit, perception , discoverKind, discoverKindAndAspect, coverKind, coverAspectAndKind , discoverAspect, coverAspect , killExit #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import qualified Data.Map.Strict as M import Data.Ord import Game.LambdaHack.Atomic import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.BfsM import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.Preferences 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 Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Types import qualified Game.LambdaHack.Content.CaveKind as CK import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Content.TileKind (TileKind) import Game.LambdaHack.Definition.Defs -- | Client monad for saving and restarting games. class MonadClient m => MonadClientSetup m where saveClient :: m () restartClient :: m () -- | Effect of atomic actions on client state. It is calculated -- with the global state from after the command is executed -- (except where the supplied @oldState@ is used). cmdAtomicSemCli :: MonadClientSetup m => State -> UpdAtomic -> m () {-# INLINE cmdAtomicSemCli #-} cmdAtomicSemCli oldState cmd = case cmd of UpdCreateActor aid b ais -> createActor aid b ais UpdDestroyActor aid b _ -> destroyActor aid b True UpdCreateItem iid _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills [store] aid addItemToDiscoBenefit iid UpdCreateItem iid _ _ _ -> addItemToDiscoBenefit iid UpdDestroyItem _ _ _ (CActor aid store) -> wipeBfsIfItemAffectsSkills [store] aid UpdDestroyItem{} -> return () UpdSpotActor aid b ais -> createActor aid b ais UpdLoseActor aid b _ -> destroyActor aid b False UpdSpotItem _ iid _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills [store] aid addItemToDiscoBenefit iid UpdSpotItem _ iid _ _ _ -> addItemToDiscoBenefit iid UpdLoseItem _ _ _ _ (CActor aid store) -> wipeBfsIfItemAffectsSkills [store] aid UpdLoseItem{} -> return () UpdSpotItemBag (CActor aid store) _bag ais -> do wipeBfsIfItemAffectsSkills [store] aid mapM_ (addItemToDiscoBenefit . fst) ais UpdSpotItemBag _ _ ais -> mapM_ (addItemToDiscoBenefit . fst) ais UpdLoseItemBag (CActor aid store) _bag _ais -> wipeBfsIfItemAffectsSkills [store] aid UpdLoseItemBag{} -> return () UpdMoveActor aid _ _ -> do invalidateBfsAid aid b <- getsState $ getActorBody aid -- Too costly to take projectiles into account. If blocked by them, -- instead we wait for them to move aside or we hit them. -- They are still considered whenever an actor moves himself -- and so his whole BFS data is invalidated. unless (bproj b) $ invalidateBfsPathLid (blid b) $ bpos b invalidateInMelee (blid b) UpdWaitActor aid _fromW toW -> -- So that we can later ignore such actors when updating targets -- and not risk they beling pushed/displaces and targets getting wrong. when (toW == WSleep) $ modifyClient $ updateTarget aid (const Nothing) UpdDisplaceActor source target -> do invalidateBfsAid source invalidateBfsAid target b <- getsState $ getActorBody source unless (bproj b) $ invalidateBfsPathLid (blid b) $ bpos b tb <- getsState $ getActorBody target unless (bproj tb) $ invalidateBfsPathLid (blid tb) $ bpos tb invalidateInMelee (blid b) UpdMoveItem _ _ aid s1 s2 -> wipeBfsIfItemAffectsSkills [s1, s2] aid UpdRefillHP{} -> return () UpdRefillCalm{} -> return () UpdTrajectory{} -> return () UpdQuitFaction fid _ toSt _ -> do side <- getsClient sside when (side == fid && maybe False ((/= Camping) . stOutcome) toSt) $ do let won = case toSt of Just Status{stOutcome=Conquer} -> True Just Status{stOutcome=Escape} -> True _ -> False when won $ do gameModeId <- getsState sgameModeId scurChal <- getsClient scurChal let sing = M.singleton scurChal 1 f = M.unionWith (+) g = EM.insertWith f gameModeId sing modifyClient $ \cli -> cli {svictories = g $ svictories cli} UpdLeadFaction fid source target -> do side <- getsClient sside when (side == fid) $ do mleader <- getsClient sleader let !_A = assert (mleader == source -- somebody changed the leader for us || mleader == target -- we changed the leader ourselves `blame` "unexpected leader" `swith` (cmd, mleader)) () modifyClient $ \cli -> cli {_sleader = target} UpdDiplFaction{} -> return () UpdAutoFaction{} -> -- @condBFS@ depends on the setting we change here (e.g., smarkSuspect). invalidateBfsAll UpdRecordKill{} -> return () UpdTacticFaction{} -> do -- Clear all targets except the leader's. mleader <- getsClient sleader mtgt <- case mleader of Nothing -> return Nothing Just leader -> getsClient $ EM.lookup leader . stargetD modifyClient $ \cli -> let stargetD | Just tgt <- mtgt , Just leader <- mleader = EM.singleton leader tgt | otherwise = EM.empty in cli {stargetD} UpdAlterTile lid p fromTile toTile -> do updateSalter lid [(p, toTile)] cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState t = lvl `at` p let !_A = assert (t == fromTile) () when (tileChangeAffectsBfs cops fromTile toTile) $ invalidateBfsLid lid UpdAlterExplorable{} -> return () UpdAlterGold{} -> return () UpdSearchTile aid p toTile -> do COps{cotile} <- getsState scops b <- getsState $ getActorBody aid let lid = blid b updateSalter lid [(p, toTile)] cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState t = lvl `at` p let !_A = assert (Just t == Tile.hideAs cotile toTile) () -- The following check is needed even if we verity in content -- that searching doesn't change clarity and light of tiles, -- because it modifies skill needed to alter the tile and even -- walkability and changeability. when (tileChangeAffectsBfs cops t toTile) $ invalidateBfsLid lid UpdHideTile{} -> return () UpdSpotTile lid ts -> do updateSalter lid ts cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState affects (p, toTile) = let fromTile = lvl `at` p in tileChangeAffectsBfs cops fromTile toTile bs = map affects ts when (or bs) $ invalidateBfsLid lid UpdLoseTile lid ts -> do updateSalter lid ts invalidateBfsLid lid -- from known to unknown tiles UpdSpotEntry{} -> return () UpdLoseEntry{} -> return () UpdAlterSmell{} -> return () UpdSpotSmell{} -> return () UpdLoseSmell{} -> return () UpdTimeItem{} -> return () UpdAgeGame{} -> return () UpdUnAgeGame{} -> return () UpdDiscover _ iid _ _ -> do item <- getsState $ getItemBody iid case jkind item of IdentityObvious _ik -> discoverAspect iid IdentityCovered ix _ik -> if ix `EM.notMember` sdiscoKind oldState then discoverKindAndAspect ix else discoverAspect iid UpdCover _ iid _ _ -> do item <- getsState $ getItemBody iid newState <- getState case jkind item of IdentityObvious _ik -> coverAspect iid IdentityCovered ix _ik -> if ix `EM.member` sdiscoKind newState then coverAspectAndKind ix else coverAspect iid UpdDiscoverKind _c ix _ik -> discoverKind ix UpdCoverKind _c ix _ik -> coverKind ix UpdDiscoverAspect _c iid _arItem -> discoverAspect iid UpdCoverAspect _c iid _arItem -> coverAspect iid UpdDiscoverServer{} -> error "server command leaked to client" UpdCoverServer{} -> error "server command leaked to client" UpdPerception lid outPer inPer -> perception lid outPer inPer UpdRestart side sfper s scurChal soptions srandom -> do COps{cocave, comode} <- getsState scops fact <- getsState $ (EM.! side) . sfactionD snxtChal <- getsClient snxtChal svictories <- getsClient svictories stabs <- getsClient stabs let f !acc _p !i _a = i : acc modes = zip [0..] $ ofoldlGroup' comode "campaign scenario" f [] g :: (Int, ContentId ModeKind) -> Int g (_, mode) = case EM.lookup mode svictories of Nothing -> 0 Just cm -> fromMaybe 0 (M.lookup snxtChal cm) (snxtScenario, _) = minimumBy (comparing g) modes h lvl = CK.labyrinth (okind cocave $ lkind lvl) && not (fhasGender $ gplayer fact) -- Not to burrow through a labyrinth instead of leaving it for -- the human player and to prevent AI losing time there instead -- of congregating at exits. sexplored = EM.keysSet $ EM.filter h $ sdungeon s cli = emptyStateClient side putClient cli { sexplored -- , sundo = [UpdAtomic cmd] , sfper , srandom , scurChal , snxtChal , snxtScenario , scondInMelee = EM.empty , svictories , soptions , stabs } salter <- getsState createSalter modifyClient $ \cli1 -> cli1 {salter} restartClient UpdRestartServer{} -> return () UpdResume _side sfperNew -> do #ifdef WITH_EXPENSIVE_ASSERTIONS sfperOld <- getsClient sfper let !_A = assert (sfperNew == sfperOld `blame` (_side, sfperNew, sfperOld)) () #endif modifyClient $ \cli -> cli {sfper = sfperNew} salter <- getsState createSalter modifyClient $ \cli -> cli {salter} UpdResumeServer{} -> return () UpdKillExit _fid -> killExit UpdWriteSave -> saveClient UpdHearFid{} -> return () -- This field is only needed in AI client, but it's on-demand for each level -- and so fairly cheap. invalidateInMelee :: MonadClient m => LevelId -> m () invalidateInMelee lid = modifyClient $ \cli -> cli {scondInMelee = EM.delete lid (scondInMelee cli)} -- For now, only checking the stores. wipeBfsIfItemAffectsSkills :: MonadClient m => [CStore] -> ActorId -> m () wipeBfsIfItemAffectsSkills stores aid = unless (null $ intersect stores [CEqp, COrgan]) $ invalidateBfsAid aid tileChangeAffectsBfs :: COps -> ContentId TileKind -> ContentId TileKind -> Bool tileChangeAffectsBfs COps{coTileSpeedup} fromTile toTile = Tile.alterMinWalk coTileSpeedup fromTile /= Tile.alterMinWalk coTileSpeedup toTile createActor :: MonadClient m => ActorId -> Actor -> [(ItemId, Item)] -> m () createActor aid b ais = do side <- getsClient sside fact <- getsState $ (EM.! side) . sfactionD let affect3 tap@TgtAndPath{..} = case tapTgt of TPoint (TEnemyPos a) _ _ | a == aid -> let tgt | isFoe side fact (bfid b) = TEnemy a -- still a foe | otherwise = TPoint TKnown (blid b) (bpos b) in TgtAndPath tgt Nothing _ -> tap modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} mapM_ (addItemToDiscoBenefit . fst) ais unless (bproj b) $ invalidateBfsPathLid (blid b) $ bpos b invalidateInMelee (blid b) destroyActor :: MonadClient m => ActorId -> Actor -> Bool -> m () destroyActor aid b destroy = do when destroy $ modifyClient $ updateTarget aid (const Nothing) -- gc modifyClient $ \cli -> cli {sbfsD = EM.delete aid $ sbfsD cli} -- gc let affect tgt = case tgt of TEnemy a | a == aid -> if destroy then -- If *really* nothing more interesting, the actor will -- go to last known location to perhaps find other foes. TPoint TKnown (blid b) (bpos b) else -- If enemy only hides (or we stepped behind obstacle) find him. TPoint (TEnemyPos a) (blid b) (bpos b) TNonEnemy a | a == aid -> TPoint TKnown (blid b) (bpos b) _ -> tgt affect3 TgtAndPath{..} = let newMPath = case tapPath of Just AndPath{pathGoal} | pathGoal /= bpos b -> Nothing _ -> tapPath -- foe slow enough, so old path good in TgtAndPath (affect tapTgt) newMPath modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} unless (bproj b) $ invalidateBfsPathLid (blid b) $ bpos b invalidateInMelee (blid b) addItemToDiscoBenefit :: MonadClient m => ItemId -> m () addItemToDiscoBenefit iid = do cops <- getsState scops discoBenefit <- getsClient sdiscoBenefit case EM.lookup iid discoBenefit of Just{} -> return () -- already there, with real or provisional aspect record, -- but we haven't learned anything new about the item Nothing -> do side <- getsClient sside factionD <- getsState sfactionD itemFull <- getsState $ itemToFull iid let benefit = totalUsefulness cops side factionD itemFull modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)} perception :: MonadClient m => LevelId -> Perception -> Perception -> m () perception lid outPer inPer = do -- Clients can't compute FOV on their own, because they don't know -- if unknown tiles are clear or not. Server would need to send -- info about properties of unknown tiles, which complicates -- and makes heavier the most bulky data set in the game: tile maps. -- Note we assume, but do not check that @outPer@ is contained -- in current perception and @inPer@ has no common part with it. -- It would make the already very costly operation even more expensive. {- perOld <- getPerFid lid -- Check if new perception is already set in @cmdAtomicFilterCli@ -- or if we are doing undo/redo, which does not involve filtering. -- The data structure is strict, so the cheap check can't be any simpler. let interAlready per = Just $ totalVisible per `ES.intersection` totalVisible perOld unset = maybe False ES.null (interAlready inPer) || maybe False (not . ES.null) (interAlready outPer) when unset $ do -} let adj Nothing = error $ "no perception to alter" `showFailure` lid adj (Just per) = Just $ addPer (diffPer per outPer) inPer f = EM.alter adj lid modifyClient $ \cli -> cli {sfper = f (sfper cli)} discoverKind :: MonadClient m => ItemKindIx -> m () discoverKind = discoverKindAndAspect discoverKindAndAspect :: MonadClient m => ItemKindIx -> m () discoverKindAndAspect ix = do cops <- getsState scops -- Wipe out BFS, because the player could potentially learn that his items -- affect his actors' skills relevant to BFS. invalidateBfsAll side <- getsClient sside factionD <- getsState sfactionD itemToF <- getsState $ flip itemToFull let benefit iid = totalUsefulness cops side factionD (itemToF iid) itemIxMap <- getsState $ (EM.! ix) . sitemIxMap -- Possibly overwrite earlier, provisional benefits. forM_ (ES.elems itemIxMap) $ \iid -> modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid (benefit iid) (sdiscoBenefit cli)} coverKind :: ItemKindIx -> m () coverKind = coverAspectAndKind coverAspectAndKind :: ItemKindIx -> m () coverAspectAndKind _ix = undefined discoverAspect :: MonadClient m => ItemId -> m () discoverAspect iid = do cops <- getsState scops -- Wipe out BFS, because the player could potentially learn that his items -- affect his actors' skills relevant to BFS. invalidateBfsAll side <- getsClient sside factionD <- getsState sfactionD itemFull <- getsState $ itemToFull iid let benefit = totalUsefulness cops side factionD itemFull -- Possibly overwrite earlier, provisional benefits. modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)} coverAspect :: ItemId -> m () coverAspect _iid = undefined killExit :: MonadClient m => m () killExit = do side <- getsClient sside debugPossiblyPrint $ "Client" <+> tshow side <+> "quitting." modifyClient $ \cli -> cli {squit = True} -- Verify that the not saved caches are equal to future reconstructed. -- Otherwise, save/restore would change game state. sactorMaxSkills2 <- getsState sactorMaxSkills salter <- getsClient salter sbfsD <- getsClient sbfsD alter <- getsState createSalter actorMaxSkills <- getsState maxSkillsInDungeon let f aid = do (canMove, alterSkill) <- condBFS aid bfsArr <- createBfs canMove alterSkill aid let bfsPath = EM.empty return (aid, BfsAndPath bfsArr bfsPath) actorD <- getsState sactorD lbfsD <- mapM f $ EM.keys actorD -- Some freshly generated bfses are not used for comparison, but at least -- we check they don't violate internal assertions themselves. Hence the bang. let bfsD = EM.fromDistinctAscList lbfsD g BfsInvalid !_ = True g _ BfsInvalid = False g (BfsAndPath bfsArr1 _) (BfsAndPath bfsArr2 _) = bfsArr1 == bfsArr2 subBfs = EM.isSubmapOfBy g let !_A1 = assert (salter == alter `blame` "wrong accumulated salter on side" `swith` (side, salter, alter)) () !_A2 = assert (sactorMaxSkills2 == actorMaxSkills `blame` "wrong accumulated sactorMaxSkills on side" `swith` (side, sactorMaxSkills2, actorMaxSkills)) () !_A3 = assert (sbfsD `subBfs` bfsD `blame` "wrong accumulated sbfsD on side" `swith` (side, sbfsD, bfsD)) () return ()