{-# LANGUAGE DeriveFunctor, GeneralizedNewtypeDeriving #-} -- | Game time and speed. module Game.LambdaHack.Common.Time ( Time, timeTicks , timeZero, timeEpsilon, timeClip, timeTurn, timeSecond, clipsInTurn , absoluteTimeAdd, absoluteTimeSubtract, absoluteTimeNegate , timeFit, timeFitUp , Delta(..), timeShift, timeDeltaToFrom, timeDeltaAdd, timeDeltaSubtract , timeDeltaReverse, timeDeltaScale, timeDeltaPercent, timeDeltaDiv , timeDeltaToDigit, timeDeltaInSecondsText , Speed, toSpeed, fromSpeed, minSpeed, displaySpeed , speedZero, speedWalk, speedLimp, speedThrust, modifyDamageBySpeed , speedScale, speedAdd , ticksPerMeter, speedFromWeight, rangeFromSpeedAndLinger #ifdef EXPOSE_INTERNAL -- * Internal operations , _timeTick, turnsInSecond, sInMs, minimalSpeed, rangeFromSpeed #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Binary import qualified Data.Char as Char import Data.Int (Int64) import Game.LambdaHack.Common.Misc -- | Game time in ticks. The time dimension. -- One tick is 1 microsecond (one millionth of a second), -- one turn is 0.5 s. newtype Time = Time {timeTicks :: Int64} deriving (Show, Eq, Ord, Binary) -- | Start of the game time, or zero lenght time interval. timeZero :: Time timeZero = Time 0 -- | The smallest unit of time. Should not be exported and used elsewhere, -- because the proportion of turn to tick is an implementation detail. -- The significance of this detail is only that it determines resolution -- of the time dimension. _timeTick :: Time _timeTick = Time 1 -- | An infinitesimal time period. timeEpsilon :: Time timeEpsilon = _timeTick -- | At least once per clip all moves are resolved -- and a frame or a frame delay is generated. -- Currently one clip is 0.05 s, but it may change, -- and the code should not depend on this fixed value. timeClip :: Time timeClip = Time 50000 -- | One turn is 0.5 s. The code may depend on that. -- Actors at normal speed (2 m/s) take one turn to move one tile (1 m by 1 m). timeTurn :: Time timeTurn = Time 500000 -- | This many ticks fits in a single second. Do not export, timeSecond :: Time timeSecond = Time $ timeTicks timeTurn * turnsInSecond -- | This many turns fit in a single second. turnsInSecond :: Int64 turnsInSecond = 2 -- | This many clips fit in one turn. Determines the resolution -- of actor move sampling and display updates. clipsInTurn :: Int clipsInTurn = let r = timeTurn `timeFit` timeClip in assert (r >= 5) r -- | Absolute time addition, e.g., for summing the total game session time -- from the times of individual games. absoluteTimeAdd :: Time -> Time -> Time {-# INLINE absoluteTimeAdd #-} absoluteTimeAdd (Time t1) (Time t2) = Time (t1 + t2) absoluteTimeSubtract :: Time -> Time -> Time {-# INLINE absoluteTimeSubtract #-} absoluteTimeSubtract (Time t1) (Time t2) = Time (t1 - t2) -- | Absolute time negation. To be used for reversing time flow, -- e.g., for comparing absolute times in the reverse order. absoluteTimeNegate :: Time -> Time {-# INLINE absoluteTimeNegate #-} absoluteTimeNegate (Time t) = Time (-t) -- | How many time intervals of the latter kind fits in an interval -- of the former kind. timeFit :: Time -> Time -> Int {-# INLINE timeFit #-} timeFit (Time t1) (Time t2) = fromEnum $ t1 `div` t2 -- | How many time intervals of the latter kind cover an interval -- of the former kind (rounded up). timeFitUp :: Time -> Time -> Int {-# INLINE timeFitUp #-} timeFitUp (Time t1) (Time t2) = fromEnum $ t1 `divUp` t2 -- | One-dimentional vectors. Introduced to tell apart the 2 uses of Time: -- as an absolute game time and as an increment. newtype Delta a = Delta a deriving (Show, Eq, Ord, Binary, Functor) -- | Shifting an absolute time by a time vector. timeShift :: Time -> Delta Time -> Time {-# INLINE timeShift #-} timeShift (Time t1) (Delta (Time t2)) = Time (t1 + t2) -- | Time time vector between the second and the first absolute times. -- The arguments are in the same order as in the underlying scalar subtraction. timeDeltaToFrom :: Time -> Time -> Delta Time {-# INLINE timeDeltaToFrom #-} timeDeltaToFrom (Time t1) (Time t2) = Delta $ Time (t1 - t2) -- | Addition of time deltas. timeDeltaAdd :: Delta Time -> Delta Time -> Delta Time {-# INLINE timeDeltaAdd #-} timeDeltaAdd (Delta (Time t1)) (Delta (Time t2)) = Delta $ Time (t1 - t2) -- | Subtraction of time deltas. -- The arguments are in the same order as in the underlying scalar subtraction. timeDeltaSubtract :: Delta Time -> Delta Time -> Delta Time {-# INLINE timeDeltaSubtract #-} timeDeltaSubtract (Delta (Time t1)) (Delta (Time t2)) = Delta $ Time (t1 - t2) -- | Reverse a time vector. timeDeltaReverse :: Delta Time -> Delta Time {-# INLINE timeDeltaReverse #-} timeDeltaReverse (Delta (Time t)) = Delta (Time (-t)) -- | Scale the time vector by an @Int@ scalar value. timeDeltaScale :: Delta Time -> Int -> Delta Time {-# INLINE timeDeltaScale #-} timeDeltaScale (Delta (Time t)) s = Delta (Time (t * fromIntegral s)) -- | Take the given percent of the time vector. timeDeltaPercent :: Delta Time -> Int -> Delta Time {-# INLINE timeDeltaPercent #-} timeDeltaPercent (Delta (Time t)) s = Delta (Time (t * fromIntegral s `div` 100)) -- | Divide a time vector. timeDeltaDiv :: Delta Time -> Int -> Delta Time {-# INLINE timeDeltaDiv #-} timeDeltaDiv (Delta (Time t)) n = Delta (Time (t `div` fromIntegral n)) -- | Represent the main 10 thresholds of a time range by digits, -- given the total length of the time range. timeDeltaToDigit :: Delta Time -> Delta Time -> Char {-# INLINE timeDeltaToDigit #-} timeDeltaToDigit (Delta (Time maxT)) (Delta (Time t)) = let n = (20 * t) `div` maxT k = (n + 1) `div` 2 digit | k > 9 = '9' | k < 1 = '1' | otherwise = Char.intToDigit $ fromEnum k in digit -- @oneM@ times the number of seconds represented by the time delta timeDeltaInSeconds :: Delta Time -> Int64 timeDeltaInSeconds (Delta (Time dt)) = oneM * dt `div` timeTicks timeSecond timeDeltaInSecondsText :: Delta Time -> Text timeDeltaInSecondsText delta = show64With2 (timeDeltaInSeconds delta) <> "s" -- | Speed in meters per 1 million seconds (m/Ms). -- Actors at normal speed (2 m/s) take one time turn (0.5 s) -- to make one step (move one tile, which is 1 m by 1 m). newtype Speed = Speed Int64 deriving (Eq, Ord, Binary) instance Show Speed where show s = show $ fromSpeed s -- | Number of seconds in a mega-second. sInMs :: Int64 sInMs = 1000000 -- | Constructor for content definitions. toSpeed :: Int -> Speed {-# INLINE toSpeed #-} toSpeed s = Speed $ fromIntegral s * sInMs `div` 10 -- | Readable representation of speed in the format used in content definitions. fromSpeed :: Speed -> Int {-# INLINE fromSpeed #-} fromSpeed (Speed s) = fromEnum $ s * 10 `div` sInMs minSpeed :: Int minSpeed = 5 -- | Pretty-print speed given in the format used in content definitions. displaySpeed :: Int -> String displaySpeed kRaw = let k = max minSpeed kRaw l = k `div` 10 x = k - l * 10 in show l <> (if x == 0 then "" else "." <> show x) <> "m/s" -- | The minimal speed is half a meter (half a step across a tile) -- per second (two standard turns, which the time span during which -- projectile moves, unless it has modified linger value). -- This is four times slower than standard human movement speed. -- -- It needen't be lower, because @rangeFromSpeed@ gives 0 steps -- with such speed, so the actor's trajectory is empty, so it drops down -- at once. Twice that speed already moves a normal projectile one step -- before it stops. It shouldn't be lower or a slow actor would incur -- such a time debt for performing a single action that he'd be paralyzed -- for many turns, e.g., leaving his dead body on the screen for very long. minimalSpeed :: Int64 minimalSpeed = let Speed msp = toSpeed minSpeed in assert (msp == sInMs `div` 2) msp -- | No movement possible at that speed. speedZero :: Speed speedZero = Speed 0 -- | Fast walk speed (2 m/s) that suffices to move one tile in one turn. speedWalk :: Speed speedWalk = Speed $ 2 * sInMs -- | Limp speed (1 m/s) that suffices to move one tile in two turns. -- This is the minimal speed for projectiles to fly just one space and drop. speedLimp :: Speed speedLimp = Speed sInMs -- | Sword thrust speed (10 m/s). Base weapon damages, both melee and ranged, -- are given assuming this speed and ranged damage is modified -- accordingly when projectile speeds differ. Differences in melee -- weapon swing speeds are captured in damage bonuses instead, -- since many other factors influence total damage. -- -- Billiard ball is 25 m/s, sword swing at the tip is 35 m/s, -- medieval bow is 70 m/s, AK47 is 700 m/s. speedThrust :: Speed speedThrust = Speed $ 10 * sInMs -- | Modify damage when projectiles is at a non-standard speed. -- Energy and so damage is proportional to the square of speed, -- hence the formula. modifyDamageBySpeed :: Int64 -> Speed -> Int64 modifyDamageBySpeed dmg (Speed s) = let Speed sThrust = speedThrust in round (fromIntegral dmg * fromIntegral s ^ (2 :: Int) -- overflows Int64 / fromIntegral sThrust ^ (2 :: Int) :: Double) -- | Scale speed by an @Int@ scalar value. speedScale :: Rational -> Speed -> Speed {-# INLINE speedScale #-} speedScale s (Speed v) = Speed (round $ fromIntegral v * s) -- | Speed addition. speedAdd :: Speed -> Speed -> Speed {-# INLINE speedAdd #-} speedAdd (Speed s1) (Speed s2) = Speed (s1 + s2) -- | The number of time ticks it takes to walk 1 meter at the given speed. ticksPerMeter :: Speed -> Delta Time {-# INLINE ticksPerMeter #-} ticksPerMeter (Speed v) = -- Prevent division by zero or infinite time taken for any action. Delta $ Time $ timeTicks timeSecond * sInMs `divUp` max minimalSpeed v -- | Calculate projectile speed from item weight in grams -- and velocity percent modifier. -- See . speedFromWeight :: Int -> Int -> Speed speedFromWeight !weight !throwVelocity = let w = fromIntegral weight mpMs | w < 250 = sInMs * 20 | w < 1500 = sInMs * 20 * 1250 `div` (w + 1000) | w < 10500 = sInMs * (11000 - w) `div` 1000 | otherwise = minimalSpeed * 2 -- move one step and drop v = mpMs * fromIntegral throwVelocity `div` 100 -- We round down to the nearest multiple of 2M (unless the speed -- is very low), to ensure both turns of flight cover the same distance -- and that the speed matches the distance traveled exactly. multiple2M = if v > 2 * sInMs then 2 * sInMs * (v `div` (2 * sInMs)) else v in Speed $ max minimalSpeed multiple2M -- | Calculate maximum range in meters of a projectile from its speed. -- See . -- With this formula, each projectile flies for at most 1 second, -- that is 2 standard turns, and then drops to the ground. rangeFromSpeed :: Speed -> Int {-# INLINE rangeFromSpeed #-} rangeFromSpeed (Speed v) = fromEnum $ v `div` sInMs -- | Calculate maximum range taking into account the linger percentage. rangeFromSpeedAndLinger :: Speed -> Int -> Int rangeFromSpeedAndLinger !speed !throwLinger = let range = rangeFromSpeed speed in throwLinger * range `divUp` 100