{-# LANGUAGE TupleSections #-} -- | Breadth first search and related algorithms using the client monad. module Game.LambdaHack.Client.BfsM ( invalidateBfsAid, invalidateBfsPathAid , invalidateBfsLid, invalidateBfsPathLid , invalidateBfsAll, invalidateBfsPathAll , createBfs, getCacheBfsAndPath, getCacheBfs , getCachePath, createPath, condBFS , furthestKnown, closestUnknown, closestSmell , FleeViaStairsOrEscape(..) , embedBenefit, closestTriggers, condEnoughGearM, closestItems, closestFoes #ifdef EXPOSE_INTERNAL , unexploredDepth, updatePathFromBfs #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Ord import Data.Word import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient 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.MonadStateRead 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.Content.RuleKind import Game.LambdaHack.Content.TileKind (isUknownSpace) import Game.LambdaHack.Common.Point import qualified Game.LambdaHack.Common.PointArray as PointArray import Game.LambdaHack.Core.Random import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs invalidateBfsAid :: MonadClient m => ActorId -> m () invalidateBfsAid aid = modifyClient $ \cli -> cli {sbfsD = EM.insert aid BfsInvalid (sbfsD cli)} invalidateBfsPathAid :: MonadClient m => ActorId -> m () invalidateBfsPathAid aid = do let f BfsInvalid = BfsInvalid f (BfsAndPath bfsArr _) = BfsAndPath bfsArr EM.empty modifyClient $ \cli -> cli {sbfsD = EM.adjust f aid (sbfsD cli)} invalidateBfsLid :: MonadClient m => LevelId -> m () invalidateBfsLid lid = do side <- getsClient sside let f (_, b) = blid b == lid && bfid b == side && not (bproj b) as <- getsState $ filter f . EM.assocs . sactorD mapM_ (invalidateBfsAid . fst) as invalidateBfsPathLid :: MonadClient m => LevelId -> Point -> m () invalidateBfsPathLid lid pos = do side <- getsClient sside let f (_, b) = blid b == lid && bfid b == side && not (bproj b) && chessDist pos (bpos b) < actorsAvoidedDist -- rough approximation, but kicks in well before blockage as <- getsState $ filter f . EM.assocs . sactorD mapM_ (invalidateBfsPathAid . fst) as invalidateBfsAll :: MonadClient m => m () invalidateBfsAll = modifyClient $ \cli -> cli {sbfsD = EM.map (const BfsInvalid) (sbfsD cli)} invalidateBfsPathAll :: MonadClient m => m () invalidateBfsPathAll = do let f BfsInvalid = BfsInvalid f (BfsAndPath bfsArr _) = BfsAndPath bfsArr EM.empty modifyClient $ \cli -> cli {sbfsD = EM.map f (sbfsD cli)} createBfs :: MonadClientRead m => Bool -> Word8 -> ActorId -> m (PointArray.Array BfsDistance) createBfs canMove alterSkill0 aid = if canMove then do b <- getsState $ getActorBody aid salter <- getsClient salter let source = bpos b lalter = salter EM.! blid b alterSkill = max 1 alterSkill0 -- We increase 0 skill to 1, to also path through unknown tiles. -- Since there are no other tiles that require skill 1, this is safe. stabs <- getsClient stabs return $! fillBfs lalter alterSkill source stabs else return PointArray.empty updatePathFromBfs :: MonadClient m => Bool -> BfsAndPath -> ActorId -> Point -> m (PointArray.Array BfsDistance, Maybe AndPath) updatePathFromBfs canMove bfsAndPathOld aid !target = do COps{coTileSpeedup} <- getsState scops let (oldBfsArr, oldBfsPath) = case bfsAndPathOld of (BfsAndPath bfsArr bfsPath) -> (bfsArr, bfsPath) BfsInvalid -> error $ "" `showFailure` (bfsAndPathOld, aid, target) let bfsArr = oldBfsArr if not canMove then return (bfsArr, Nothing) else do b <- getsState $ getActorBody aid let lid = blid b seps <- getsClient seps salter <- getsClient salter lvl <- getLevel lid let !lalter = salter EM.! lid fovLit p = Tile.isLit coTileSpeedup $ PointArray.fromUnboxRep $ ltile lvl `PointArray.accessI` p !source = bpos b !mpath = findPathBfs (EM.delete source $ lbig lvl) -- don't sidestep oneself lalter fovLit source target seps bfsArr !bfsPath = maybe oldBfsPath (\path -> EM.insert target path oldBfsPath) mpath bap = BfsAndPath bfsArr bfsPath modifyClient $ \cli -> cli {sbfsD = EM.insert aid bap $ sbfsD cli} return (bfsArr, mpath) -- | Get cached BFS array and path or, if not stored, generate and store first. getCacheBfsAndPath :: forall m. MonadClient m => ActorId -> Point -> m (PointArray.Array BfsDistance, Maybe AndPath) getCacheBfsAndPath aid target = do mbfs <- getsClient $ EM.lookup aid . sbfsD case mbfs of Just bap@(BfsAndPath bfsArr bfsPath) -> case EM.lookup target bfsPath of Nothing -> do (!canMove, _) <- condBFS aid updatePathFromBfs canMove bap aid target mpath@Just{} -> return (bfsArr, mpath) _ -> do (canMove, alterSkill) <- condBFS aid !bfsArr <- createBfs canMove alterSkill aid let bfsPath = EM.empty updatePathFromBfs canMove (BfsAndPath bfsArr bfsPath) aid target -- | Get cached BFS array or, if not stored, generate and store first. getCacheBfs :: MonadClient m => ActorId -> m (PointArray.Array BfsDistance) getCacheBfs aid = do mbfs <- getsClient $ EM.lookup aid . sbfsD case mbfs of Just (BfsAndPath bfsArr _) -> return bfsArr _ -> do (canMove, alterSkill) <- condBFS aid !bfsArr <- createBfs canMove alterSkill aid let bfsPath = EM.empty modifyClient $ \cli -> cli {sbfsD = EM.insert aid (BfsAndPath bfsArr bfsPath) (sbfsD cli)} return bfsArr -- | Get cached BFS path or, if not stored, generate and store first. getCachePath :: MonadClient m => ActorId -> Point -> m (Maybe AndPath) getCachePath aid target = do b <- getsState $ getActorBody aid let source = bpos b if | source == target -> return $ Just $ AndPath (bpos b) [] target 0 -- speedup | otherwise -> snd <$> getCacheBfsAndPath aid target createPath :: MonadClient m => ActorId -> Target -> m TgtAndPath createPath aid tapTgt = do COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel $ blid b let stopAtUnwalkable tapPath@(Just AndPath{..}) = let (walkable, rest) = -- Unknown tiles are not walkable, so path stops at first such. -- which is good, because by the time actor reaches the tile, -- it is known and target is recalculated with new info. span (Tile.isWalkable coTileSpeedup . at lvl) pathList in case rest of [] -> TgtAndPath{..} [g] | g == pathGoal -> TgtAndPath{..} newGoal : _ -> let newTgt = TPoint TBlock (blid b) newGoal newPath = AndPath{ pathSource = bpos b , pathList = walkable ++ [newGoal] , pathGoal = newGoal , pathLen = length walkable + 1 } in TgtAndPath{tapTgt = newTgt, tapPath = Just newPath} stopAtUnwalkable Nothing = TgtAndPath{tapTgt, tapPath=Nothing} mpos <- getsState $ aidTgtToPos aid (blid b) (Just tapTgt) case mpos of Nothing -> return TgtAndPath{tapTgt, tapPath=Nothing} Just p -> do path <- getCachePath aid p return $! stopAtUnwalkable path condBFS :: MonadClientRead m => ActorId -> m (Bool, Word8) condBFS aid = do side <- getsClient sside -- We assume the actor eventually becomes a leader (or has the same -- set of skills as the leader, anyway). Otherwise we'd have -- to reset BFS after leader changes, but it would still lead to -- wasted movement if, e.g., non-leaders move but only leaders open doors -- and leader change is very rare. actorMaxSk <- getsState $ getActorMaxSkills aid let alterSkill = min (maxBound - 1) -- @maxBound :: Word8@ means unalterable (toEnum $ max 0 $ Ability.getSk Ability.SkAlter actorMaxSk) canMove = Ability.getSk Ability.SkMove actorMaxSk > 0 || Ability.getSk Ability.SkDisplace actorMaxSk > 0 || Ability.getSk Ability.SkProject actorMaxSk > 0 smarkSuspect <- getsClient smarkSuspect fact <- getsState $ (EM.! side) . sfactionD let underAI = isAIFact fact -- Under UI, playing a hero party, we let AI set our target each -- turn for henchmen that can't move and can't alter, usually to TUnknown. -- This is rather useless, but correct. enterSuspect = smarkSuspect > 0 || underAI skill | enterSuspect = alterSkill -- dig and search as skill allows | otherwise = 0 -- only walkable tiles return (canMove, skill) -- keep it lazy -- | Furthest (wrt paths) known position. furthestKnown :: MonadClient m => ActorId -> m Point furthestKnown aid = do bfs <- getCacheBfs aid getMaxIndex <- rndToAction $ oneOf [ PointArray.maxIndexA , PointArray.maxLastIndexA ] let furthestPos = getMaxIndex bfs dist = bfs PointArray.! furthestPos return $! assert (dist > apartBfs `blame` (aid, furthestPos, dist)) furthestPos -- | Closest reachable unknown tile position, if any. -- -- Note: some of these tiles are behind suspect tiles and they are chosen -- in preference to more distant directly accessible unknown tiles. -- This is in principle OK, but in dungeons with few hidden doors -- AI is at a disadvantage (and with many hidden doors, it fares as well -- as a human that deduced the dungeon properties). Changing Bfs to accomodate -- all dungeon styles would be complex and would slow down the engine. -- -- If the level has inaccessible open areas (at least from the stairs AI used) -- the level will be nevertheless here finally marked explored, -- to enable transition to other levels. -- We should generally avoid such levels, because digging and/or trying -- to find other stairs leading to disconnected areas is not KISS -- so we don't do this in AI, so AI is at a disadvantage. -- -- If the closest unknown is more than 126 tiles away from the targetting -- actor, the level will marked as explored. We could complicate the code -- and not mark if the unknown is too far as opposed to inaccessible, -- but then if it is both too distant and inaccessible, AI would be -- permanently stuck on such levels. To cope with this, escapes need to be -- placed on open or small levels, or in dispersed enough that they don't -- appear in such potentially unexplored potions of caves. Other than that, -- this is rather harmless and hard to exploit, so let it be. -- The principled way to fix this would be to extend BFS to @Word16@, -- but then it takes too long to compute on maze levels, so we'd need -- to optimize hard for JS. closestUnknown :: MonadClient m => ActorId -> m (Maybe Point) closestUnknown aid = do body <- getsState $ getActorBody aid lvl <- getLevel $ blid body bfs <- getCacheBfs aid let closestPoss = PointArray.minIndexesA bfs dist = bfs PointArray.! head closestPoss !_A = assert (lexpl lvl >= lseen lvl) () return $! if lexpl lvl <= lseen lvl -- Some unknown may still be visible and even pathable, but we already -- know from global level info that they are inaccessible. || dist >= apartBfs -- Global level info may tell us that terrain was changed and so -- some new explorable tile appeared, but we don't care about those -- and we know we already explored all initially seen unknown tiles -- and it's enough for us (otherwise we'd need to hunt all around -- the map for tiles altered by enemies). then Nothing else let unknownAround pos = let vic = vicinityUnsafe pos countUnknown :: Int -> Point -> Int countUnknown c p = if isUknownSpace $ lvl `at` p then c + 1 else c in foldl' countUnknown 0 vic cmp = comparing unknownAround in Just $ maximumBy cmp closestPoss -- | Finds smells closest to the actor, except under the actor, -- because actors consume smell only moving over them, not standing. -- Of the closest, prefers the newest smell. closestSmell :: MonadClient m => ActorId -> m [(Int, (Point, Time))] closestSmell aid = do body <- getsState $ getActorBody aid Level{lsmell, ltime} <- getLevel $ blid body let smells = filter (\(p, sm) -> sm > ltime && p /= bpos body) (EM.assocs lsmell) case smells of [] -> return [] _ -> do bfs <- getCacheBfs aid let ts = mapMaybe (\x@(p, _) -> fmap (,x) (accessBfs bfs p)) smells return $! sortBy (comparing (fst &&& absoluteTimeNegate . snd . snd)) ts data FleeViaStairsOrEscape = ViaStairs | ViaStairsUp | ViaStairsDown | ViaEscape | ViaExit -- can change whenever @sexplored@ changes | ViaNothing | ViaAnything deriving (Show, Eq) embedBenefit :: MonadClientRead m => FleeViaStairsOrEscape -> ActorId -> [(Point, ItemBag)] -> m [(Double, (Point, ItemBag))] embedBenefit fleeVia aid pbags = do COps{coTileSpeedup} <- getsState scops dungeon <- getsState sdungeon explored <- getsClient sexplored b <- getsState $ getActorBody aid actorSk <- if fleeVia `elem` [ViaAnything, ViaExit] -- targeting, possibly when not a leader then getsState $ getActorMaxSkills aid else currentSkillsClient aid let alterSkill = Ability.getSk Ability.SkAlter actorSk fact <- getsState $ (EM.! bfid b) . sfactionD lvl <- getLevel (blid b) unexploredTrue <- unexploredDepth True (blid b) unexploredFalse <- unexploredDepth False (blid b) condEnoughGear <- condEnoughGearM aid discoBenefit <- getsClient sdiscoBenefit getKind <- getsState $ flip getIidKind let alterMinSkill p = Tile.alterMinSkill coTileSpeedup $ lvl `at` p lidExplored = ES.member (blid b) explored allExplored = ES.size explored == EM.size dungeon -- Ignoring the number of items, because only one of each @iid@ -- is triggered at the same time, others are left to be used later on. -- Taking the kind the item hides under into consideration, because -- it's a best guess only, for AI and UI. iidToEffs iid = IK.ieffects $ getKind iid feats bag = concatMap iidToEffs $ EM.keys bag -- For simplicity, we assume at most one exit at each position. -- AI uses exit regardless of traps or treasures at the spot. bens (_, bag) = case find IK.isEffEscapeOrAscend $ feats bag of Just IK.Escape{} -> -- Escape (or guard) only after exploring, for high score, etc. let escapeOrGuard = fcanEscape (gplayer fact) || fleeVia `elem` [ViaExit] -- target to guard after explored in if fleeVia `elem` [ViaAnything, ViaEscape, ViaExit] && escapeOrGuard && allExplored then 10 else 0 -- don't escape prematurely Just (IK.Ascend up) -> -- change levels sensibly, in teams let easier = up /= (fromEnum (blid b) > 0) unexpForth = if up then unexploredTrue else unexploredFalse unexpBack = if not up then unexploredTrue else unexploredFalse -- Forbid loops via peeking at unexplored and getting back. aiCond = if unexpForth then easier && condEnoughGear || (not unexpBack || easier) && lidExplored else easier && allExplored && null (lescape lvl) -- Prefer one direction of stairs, to team up -- and prefer embed (may, e.g., create loot) over stairs. v = if aiCond then if easier then 10 else 1 else 0 in case fleeVia of ViaStairsUp | up -> 1 ViaStairsDown | not up -> 1 ViaStairs -> v ViaExit -> v ViaAnything -> v _ -> 0 -- don't ascend prematurely _ -> if fleeVia `elem` [ViaNothing, ViaAnything] then -- Actor uses the embedded item on himself, hence @benApply@. -- Let distance be the deciding factor and also prevent -- overflow on 32-bit machines. let sacrificeForExperiment = 101 -- single explosion acceptable sumBen = sum $ map (\iid -> benApply $ discoBenefit EM.! iid) (EM.keys bag) in min 1000 $ sacrificeForExperiment + sumBen else 0 underFeet p = p == bpos b -- if enter and alter, be more permissive -- Only actors with high enough @SkAlter@ can trigger terrain. -- If apply skill not high enough for embedded items, AI will only -- guard such tiles, assuming they must be advanced and so crucial. f (p, _) = underFeet p || alterSkill >= fromEnum (alterMinSkill p) benFeats = map (\pbag -> (bens pbag, pbag)) $ filter f pbags considered (benefitAndSacrifice, (p, _bag)) = benefitAndSacrifice > 0 -- For speed and to avoid greedy AI loops, only experiment with few. && Tile.consideredByAI coTileSpeedup (lvl `at` p) return $! filter considered benFeats -- | Closest (wrt paths) AI-triggerable tiles with embedded items. -- In AI, 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, but before that, he triggers other tiles -- in hope of some loot or beneficial effect to enter next level with. closestTriggers :: MonadClient m => FleeViaStairsOrEscape -> ActorId -> m [(Int, (Point, (Point, ItemBag)))] closestTriggers fleeVia aid = do COps{corule=RuleContent{rXmax, rYmax}} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel (blid b) let pbags = EM.assocs $ lembed lvl efeat <- embedBenefit fleeVia aid pbags -- The advantage of targeting the tiles in vicinity of triggers is that -- triggers don't need to be pathable (and so AI doesn't bump into them -- by chance while walking elsewhere) and that many accesses to the tiles -- are more likely to be targeted by different AI actors (even starting -- from the same location), so there is less risk of clogging stairs and, -- OTOH, siege of stairs or escapes is more effective. bfs <- getCacheBfs aid let vicTrigger (cid, (p0, bag)) = map (\p -> (cid, (p, (p0, bag)))) $ vicinityBounded rXmax rYmax p0 vicAll = concatMap vicTrigger efeat return $! let mix (benefit, ppbag) dist = let maxd = subtractBfsDistance maxBfsDistance apartBfs v = fromIntegral $ (1 + maxd - dist) ^ (2 :: Int) in (ceiling $ benefit * v, ppbag) in mapMaybe (\bpp@(_, (p, _)) -> mix bpp <$> accessBfs bfs p) vicAll -- | Check whether the actor has enough gear to go look for enemies. -- We assume weapons in equipment are better than any among organs -- or at least provide some essential diversity. -- Disabled if, due to tactic, actors follow leader and so would -- repeatedly move towards and away form stairs at leader change, -- depending on current leader's gear. -- Number of items of a single kind is ignored, because variety is needed. condEnoughGearM :: MonadClientRead m => ActorId -> m Bool condEnoughGearM aid = do b <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid b) . sfactionD let followTactic = ftactic (gplayer fact) `elem` [Ability.TFollow, Ability.TFollowNoItems] eqpAssocs <- getsState $ fullAssocs aid [CEqp] invAssocs <- getsState $ getActorAssocs aid CInv return $ not followTactic -- keep it lazy && (any (IA.checkFlag Ability.Meleeable . aspectRecordFull . snd) eqpAssocs || length eqpAssocs + length invAssocs >= 5) unexploredDepth :: MonadClientRead m => Bool -> LevelId -> m Bool unexploredDepth !up !lidCurrent = do dungeon <- getsState sdungeon explored <- getsClient sexplored let allExplored = ES.size explored == EM.size dungeon unexploredD = let unex !lid = allExplored && not (null $ lescape $ dungeon EM.! lid) || ES.notMember lid explored || unexploredD lid in any unex . ascendInBranch dungeon up return $ unexploredD lidCurrent -- keep it lazy -- | Closest (wrt paths) items. closestItems :: MonadClient m => ActorId -> m [(Int, (Point, ItemBag))] closestItems aid = do actorMaxSk <- getsState $ getActorMaxSkills aid if Ability.getSk Ability.SkMoveItem actorMaxSk <= 0 then return [] else do body <- getsState $ getActorBody aid Level{lfloor} <- getLevel $ blid body if EM.null lfloor then return [] else do bfs <- getCacheBfs aid let mix pbag dist = let maxd = subtractBfsDistance maxBfsDistance apartBfs -- Beware of overflowing 32-bit integers. -- Here distance is the only factor influencing frequency. -- Whether item is desirable is checked later on. v = (maxd * 10) `div` (dist + 1) in (v, pbag) return $! mapMaybe (\(p, bag) -> mix (p, bag) <$> accessBfs bfs p) (EM.assocs lfloor) -- | Closest (wrt paths) enemy actors. closestFoes :: MonadClient m => [(ActorId, Actor)] -> ActorId -> m [(Int, (ActorId, Actor))] closestFoes foes aid = case foes of [] -> return [] _ -> do bfs <- getCacheBfs aid let ds = mapMaybe (\x@(_, b) -> fmap (,x) (accessBfs bfs (bpos b))) foes return $! sortBy (comparing fst) ds