{-# LANGUAGE DeriveGeneric, GeneralizedNewtypeDeriving, TupleSections #-} -- | Weapons, treasure and all the other items in the game. module Game.LambdaHack.Common.Item ( Item(..), ItemIdentity(..) , ItemKindIx, ItemDisco(..), ItemFull(..), ItemFullKit , DiscoveryKind, DiscoveryAspect, ItemIxMap, Benefit(..), DiscoveryBenefit , ItemTimer, ItemQuant, ItemBag, ItemDict , itemToFull6, aspectRecordFull, strongestSlot, ncharges, hasCharge , strongestMelee, unknownMeleeBonus, unknownSpeedBonus , conditionMeleeBonus, conditionSpeedBonus, armorHurtCalculation #ifdef EXPOSE_INTERNAL -- * Internal operations , valueAtEqpSlot, unknownAspect #endif ) where import Prelude () import Game.LambdaHack.Core.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.ItemAspect as IA import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import qualified Game.LambdaHack.Content.ItemKind as IK import qualified Game.LambdaHack.Core.Dice as Dice import Game.LambdaHack.Definition.Ability (EqpSlot (..)) import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.Flavour -- | 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 aspect record -- is available elsewhere (both @IdentityObvious@ and @IdentityCovered@ -- items may or may not need identification of their aspect record). data Item = Item { jkind :: ItemIdentity -- ^ the kind of the item, or an indiretion , 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 aspect reocrd. 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 aspect record of the item, this is the complete secret information. -- Items that don't need second identification (the @kmConst@ flag is set) -- may be identified or not and both cases are OK (their display flavour -- will differ and that may be the point). data ItemDisco = ItemDiscoFull IA.AspectRecord | ItemDiscoMean IA.KindMean 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) -- | 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, for him) value of hitting a foe in melee with it -- 5. the (usually negative, for him) value of flinging the 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) (, False) $ ix `EM.lookup` discoKind itemKind = okind coitem itemKindId km = getKindMean itemKindId coItemSpeedup -- If the kind is not identified, we know nothing about the real -- aspect record, 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 ItemDiscoFull itemAspect -> itemAspect ItemDiscoMean itemAspectMean -> IA.kmMean itemAspectMean -- This ignores items that don't go into equipment, as determined in @inEqp@. -- They are removed from equipment elsewhere via @harmful@. strongestSlot :: DiscoveryBenefit -> Ability.EqpSlot -> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFullKit))] strongestSlot discoBenefit eqpSlot is = let f (iid, (itemFull, kit)) = let Benefit{benInEqp, benPickup, benMelee} = discoBenefit EM.! iid in if not benInEqp then Nothing else Just $ let ben = case eqpSlot of EqpSlotWeaponFast -> -- For equipping/unequipping the main reliable weapon, -- we take into account not only melee damage, -- but also timeout, aspects, etc. ceiling benPickup EqpSlotWeaponBig -> -- For equipping/unequipping the one-shot big hitter -- weapon, we take into account only melee damage -- and we don't even care if it's durable. -- The backup is ready in the slot above, after all. ceiling (- benMelee) _ -> valueAtEqpSlot eqpSlot $ aspectRecordFull itemFull in (ben, (iid, (itemFull, kit))) in sortBy (flip $ Ord.comparing fst) $ mapMaybe f is valueAtEqpSlot :: EqpSlot -> IA.AspectRecord -> Int valueAtEqpSlot eqpSlot arItem@IA.AspectRecord{..} = case eqpSlot of EqpSlotMove -> Ability.getSk Ability.SkMove aSkills EqpSlotMelee -> Ability.getSk Ability.SkMelee aSkills EqpSlotDisplace -> Ability.getSk Ability.SkDisplace aSkills EqpSlotAlter -> Ability.getSk Ability.SkAlter aSkills EqpSlotWait -> Ability.getSk Ability.SkWait aSkills EqpSlotMoveItem -> Ability.getSk Ability.SkMoveItem aSkills EqpSlotProject -> Ability.getSk Ability.SkProject aSkills EqpSlotApply -> Ability.getSk Ability.SkApply aSkills EqpSlotSwimming -> Ability.getSk Ability.SkSwimming aSkills EqpSlotFlying -> Ability.getSk Ability.SkFlying aSkills EqpSlotHurtMelee -> Ability.getSk Ability.SkHurtMelee aSkills EqpSlotArmorMelee -> Ability.getSk Ability.SkArmorMelee aSkills EqpSlotArmorRanged -> Ability.getSk Ability.SkArmorRanged aSkills EqpSlotMaxHP -> Ability.getSk Ability.SkMaxHP aSkills EqpSlotSpeed -> Ability.getSk Ability.SkSpeed aSkills EqpSlotSight -> Ability.getSk Ability.SkSight aSkills EqpSlotShine -> Ability.getSk Ability.SkShine aSkills EqpSlotMiscBonus -> aTimeout -- usually better items have longer timeout + Ability.getSk Ability.SkMaxCalm aSkills + Ability.getSk Ability.SkSmell aSkills + Ability.getSk Ability.SkNocto aSkills -- powerful, but hard to boost over aSight EqpSlotWeaponFast -> error $ "" `showFailure` arItem -- sum of all benefits EqpSlotWeaponBig -> error $ "" `showFailure` arItem -- sum of all benefits ncharges :: Time -> ItemFull -> ItemQuant -> Int ncharges 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 itemK - length it1 hasCharge :: Time -> ItemFull -> ItemQuant -> Bool hasCharge localTime itemFull (itemK, itemTimer) = ncharges localTime itemFull (itemK, itemTimer) > 0 strongestMelee :: Bool -> Maybe DiscoveryBenefit -> Time -> [(ItemId, ItemFullKit)] -> [(Double, (Int, (ItemId, ItemFullKit)))] strongestMelee _ _ _ [] = [] strongestMelee ignoreCharges mdiscoBenefit localTime kitAss = -- For fighting, as opposed to equipping, we value weapon only for -- its raw damage and harming effects and at this very moment only, -- not in the future. Hehce, we exclude discharged weapons. let f (iid, (itemFull, kit)) = let rawDmg = IK.damageUsefulness $ itemKind itemFull knownOrConstantAspects = case itemDisco itemFull of ItemDiscoMean IA.KindMean{kmConst} -> kmConst ItemDiscoFull{} -> True unIDedBonus | knownOrConstantAspects || isNothing mdiscoBenefit = 0 | otherwise = 1000 -- == exceptionally strong weapon totalValue = case mdiscoBenefit of Just discoBenefit -> let Benefit{benMelee} = discoBenefit EM.! iid in - benMelee + unIDedBonus Nothing -> rawDmg -- special case: not interested about ID ncha = ncharges localTime itemFull kit in ( if ignoreCharges || ncha > 0 then totalValue else -100000 , (ncha, (iid, (itemFull, kit))) ) -- 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) $ filter ((> -100000) . fst) $ map f kitAss unknownAspect :: (IK.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.infsupDice x in minD /= maxD in itemSuspect || not kmConst && or (concatMap (map unknown . f) iaspects) ItemDiscoFull{} -> False -- all known -- We assume @SkHurtMelee@ never appears inside @Odds@. If it does, -- not much harm. unknownMeleeBonus :: [ItemFull] -> Bool unknownMeleeBonus = let p (IK.AddSkill Ability.SkHurtMelee k) = [k] p _ = [] f itemFull b = b || unknownAspect p itemFull in foldr f False -- We assume @SkSpeed@ never appears inside @Odds@. If it does, -- not much harm. unknownSpeedBonus :: [ItemFull] -> Bool unknownSpeedBonus = let p (IK.AddSkill Ability.SkSpeed k) = [k] p _ = [] f itemFull b = b || unknownAspect p itemFull in foldr f False conditionMeleeBonus :: [ItemFullKit] -> Int conditionMeleeBonus kitAss = let f (itemFull, (itemK, _)) k = let arItem = aspectRecordFull itemFull in if IA.checkFlag Ability.Condition arItem then k + itemK * IA.getSkill Ability.SkHurtMelee arItem else k in foldr f 0 kitAss conditionSpeedBonus :: [ItemFullKit] -> Int conditionSpeedBonus kitAss = let f (itemFull, (itemK, _)) k = let arItem = aspectRecordFull itemFull in if IA.checkFlag Ability.Condition arItem then k + itemK * IA.getSkill Ability.SkSpeed arItem else k in foldr f 0 kitAss armorHurtCalculation :: Bool -> Ability.Skills -> Ability.Skills -> Int armorHurtCalculation proj sMaxSk tMaxSk = let trim200 n = min 200 $ max (-200) n itemBonus = trim200 (Ability.getSk Ability.SkHurtMelee sMaxSk) - if proj then trim200 (Ability.getSk Ability.SkArmorRanged tMaxSk) else trim200 (Ability.getSk Ability.SkArmorMelee tMaxSk) in 100 + min 99 (max (-99) itemBonus) -- at least 1% of damage gets through