{-# LANGUAGE TupleSections #-} -- | Operations on the 'Actor' type, and related, that need the 'State' type, -- but not our custom monad types. module Game.LambdaHack.Common.ActorState ( fidActorNotProjGlobalAssocs, actorAssocs, fidActorRegularAssocs , fidActorRegularIds, foeRegularAssocs, foeRegularList , friendRegularAssocs, friendRegularList, bagAssocs, bagAssocsK , posToBig, posToBigAssoc, posToProjs, posToProjAssocs , posToAids, posToAidAssocs , calculateTotal, itemPrice, mergeItemQuant, findIid , combinedGround, combinedOrgan, combinedEqp, combinedInv , combinedItems, combinedFromLore , getActorBody, getActorMaxSkills, actorCurrentSkills, canTraverse , getCarriedAssocsAndTrunk, getCarriedIidCStore, getContainerBag , getFloorBag, getEmbedBag, getBodyStoreBag , mapActorItems_, getActorAssocs, getActorAssocsK , memActor, getLocalTime, regenCalmDelta, actorInAmbient, canDeAmbientList , dispEnemy, itemToFull, fullAssocs, kitAssocs , getItemKindId, getIidKindId, getItemKind, getIidKind , getItemKindIdServer, getIidKindIdServer, getItemKindServer, getIidKindServer , lidFromC, posFromC, anyFoeAdj, adjacentBigAssocs, adjacentProjAssocs , armorHurtBonus, inMelee ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Int (Int64) import GHC.Exts (inline) import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Misc 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 qualified Game.LambdaHack.Content.TileKind as TK import Game.LambdaHack.Common.Point import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs fidActorNotProjGlobalAssocs :: FactionId -> State -> [(ActorId, Actor)] fidActorNotProjGlobalAssocs fid s = let f (_, b) = not (bproj b) && bfid b == fid in filter f $ EM.assocs $ sactorD s actorAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] actorAssocs p lid s = let f (_, b) = blid b == lid && p (bfid b) in filter f $ EM.assocs $ sactorD s actorRegularAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] {-# INLINE actorRegularAssocs #-} actorRegularAssocs p lid s = let f (_, b) = not (bproj b) && blid b == lid && p (bfid b) && bhp b > 0 in filter f $ EM.assocs $ sactorD s fidActorRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] fidActorRegularAssocs fid = actorRegularAssocs (== fid) fidActorRegularIds :: FactionId -> LevelId -> State -> [ActorId] fidActorRegularIds fid lid s = map fst $ actorRegularAssocs (== fid) lid s foeRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] foeRegularAssocs fid lid s = let fact = (EM.! fid) . sfactionD $ s in actorRegularAssocs (inline isFoe fid fact) lid s foeRegularList :: FactionId -> LevelId -> State -> [Actor] foeRegularList fid lid s = let fact = (EM.! fid) . sfactionD $ s in map snd $ actorRegularAssocs (inline isFoe fid fact) lid s friendRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] friendRegularAssocs fid lid s = let fact = (EM.! fid) . sfactionD $ s in actorRegularAssocs (inline isFriend fid fact) lid s friendRegularList :: FactionId -> LevelId -> State -> [Actor] friendRegularList fid lid s = let fact = (EM.! fid) . sfactionD $ s in map snd $ actorRegularAssocs (inline isFriend fid fact) lid s bagAssocs :: State -> ItemBag -> [(ItemId, Item)] bagAssocs s bag = let iidItem iid = (iid, getItemBody iid s) in map iidItem $ EM.keys bag bagAssocsK :: State -> ItemBag -> [(ItemId, (Item, ItemQuant))] bagAssocsK s bag = let iidItem (iid, kit) = (iid, (getItemBody iid s, kit)) in map iidItem $ EM.assocs bag posToBig :: Point -> LevelId -> State -> Maybe ActorId posToBig pos lid s = posToBigLvl pos $ sdungeon s EM.! lid posToBigAssoc :: Point -> LevelId -> State -> Maybe (ActorId, Actor) posToBigAssoc pos lid s = let maid = posToBigLvl pos $ sdungeon s EM.! lid in fmap (\aid -> (aid, getActorBody aid s)) maid posToProjs :: Point -> LevelId -> State -> [ActorId] posToProjs pos lid s = posToProjsLvl pos $ sdungeon s EM.! lid posToProjAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)] posToProjAssocs pos lid s = let l = posToProjsLvl pos $ sdungeon s EM.! lid in map (\aid -> (aid, getActorBody aid s)) l posToAids :: Point -> LevelId -> State -> [ActorId] posToAids pos lid s = posToAidsLvl pos $ sdungeon s EM.! lid posToAidAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)] posToAidAssocs pos lid s = let l = posToAidsLvl pos $ sdungeon s EM.! lid in map (\aid -> (aid, getActorBody aid s)) l -- | Calculate loot's worth for a given faction. calculateTotal :: FactionId -> State -> (ItemBag, Int) calculateTotal fid s = let bag = combinedItems fid s items = map (\(iid, (k, _)) -> (getItemBody iid s, k)) $ EM.assocs bag price (item, k) = itemPrice k $ getItemKind item s in (bag, sum $ map price items) -- | Price an item, taking count into consideration. itemPrice :: Int -> IK.ItemKind -> Int itemPrice jcount itemKind = case lookup "valuable" $ IK.ifreq itemKind of Just k -> jcount * k Nothing -> 0 mergeItemQuant :: ItemQuant -> ItemQuant -> ItemQuant mergeItemQuant (k2, it2) (k1, it1) = (k1 + k2, it1 ++ it2) findIid :: ActorId -> FactionId -> ItemId -> State -> [(ActorId, (Actor, CStore))] findIid leader fid iid s = let actors = fidActorNotProjGlobalAssocs fid s itemsOfActor (aid, b) = let itemsOfCStore store = let bag = getBodyStoreBag b store s in map (\iid2 -> (iid2, (aid, (b, store)))) (EM.keys bag) stores = [CInv, CEqp, COrgan] ++ [CSha | aid == leader] in concatMap itemsOfCStore stores items = concatMap itemsOfActor actors in map snd $ filter ((== iid) . fst) items combinedGround :: FactionId -> State -> ItemBag combinedGround fid s = let bs = inline fidActorNotProjGlobalAssocs fid s in EM.unionsWith mergeItemQuant $ map (\(_, b) -> getFloorBag (blid b) (bpos b) s) bs -- Trunk not considered (if stolen). combinedOrgan :: FactionId -> State -> ItemBag combinedOrgan fid s = let bs = inline fidActorNotProjGlobalAssocs fid s in EM.unionsWith mergeItemQuant $ map (borgan . snd) bs combinedEqp :: FactionId -> State -> ItemBag combinedEqp fid s = let bs = inline fidActorNotProjGlobalAssocs fid s in EM.unionsWith mergeItemQuant $ map (beqp . snd) bs combinedInv :: FactionId -> State -> ItemBag combinedInv fid s = let bs = inline fidActorNotProjGlobalAssocs fid s in EM.unionsWith mergeItemQuant $ map (binv . snd) bs -- Trunk not considered (if stolen). combinedItems :: FactionId -> State -> ItemBag combinedItems fid s = let shaBag = gsha $ sfactionD s EM.! fid bs = map snd $ inline fidActorNotProjGlobalAssocs fid s in EM.unionsWith mergeItemQuant $ map binv bs ++ map beqp bs ++ [shaBag] combinedFromLore :: SLore -> FactionId -> State -> ItemBag combinedFromLore slore fid s = case slore of SItem -> combinedItems fid s SOrgan -> combinedOrgan fid s STrunk -> combinedOrgan fid s SCondition -> combinedOrgan fid s SBlast -> EM.empty SEmbed -> EM.empty getActorBody :: ActorId -> State -> Actor {-# INLINE getActorBody #-} getActorBody aid s = sactorD s EM.! aid -- For now, faction and tactic skill modifiers only change -- the stats that affect permitted actions (@SkMove..SkApply@), -- so the expensive @actorCurrentSkills@ operation doesn't need to be used -- when checking the other skills, e.g., for FOV calculations, -- and the @getActorMaxSkills@ cheap operation suffices. -- (@ModeKind@ content is not currently validated in this respect.) getActorMaxSkills :: ActorId -> State -> Ability.Skills {-# INLINE getActorMaxSkills #-} getActorMaxSkills aid s = sactorMaxSkills s EM.! aid actorCurrentSkills :: Maybe ActorId -> ActorId -> State -> Ability.Skills actorCurrentSkills mleader aid s = let body = getActorBody aid s actorMaxSk = getActorMaxSkills aid s player = gplayer . (EM.! bfid body) . sfactionD $ s skillsFromTactic = Ability.tacticSkills $ ftactic player factionSkills | Just aid == mleader = Ability.zeroSkills | otherwise = fskillsOther player `Ability.addSkills` skillsFromTactic in actorMaxSk `Ability.addSkills` factionSkills -- Check that the actor can move, also between levels and through doors. -- Otherwise, it's too awkward for human player to control, e.g., -- being stuck in a room with revolving doors closing after one turn -- and the player needing to micromanage opening such doors with -- another actor all the time. Completely immovable actors -- e.g., an impregnable surveillance camera in a crowded corridor, -- are less of a problem due to micromanagment, but more due to -- the constant disturbing of other actor's running, etc. canTraverse :: ActorId -> State -> Bool canTraverse aid s = let actorMaxSk = getActorMaxSkills aid s in Ability.getSk Ability.SkMove actorMaxSk > 0 && Ability.getSk Ability.SkAlter actorMaxSk >= fromEnum TK.talterForStairs getCarriedAssocsAndTrunk :: Actor -> State -> [(ItemId, Item)] getCarriedAssocsAndTrunk b s = -- The trunk is important for a case of spotting a caught projectile -- with a stolen projecting item. This actually does happen. let trunk = EM.singleton (btrunk b) (1, []) in bagAssocs s $ EM.unionsWith const [binv b, beqp b, borgan b, trunk] getCarriedIidCStore :: Actor -> [(ItemId, CStore)] getCarriedIidCStore b = let bagCarried (cstore, bag) = map (,cstore) $ EM.keys bag in concatMap bagCarried [(CInv, binv b), (CEqp, beqp b), (COrgan, borgan b)] getContainerBag :: Container -> State -> ItemBag getContainerBag c s = case c of CFloor lid p -> getFloorBag lid p s CEmbed lid p -> getEmbedBag lid p s CActor aid cstore -> let b = getActorBody aid s in getBodyStoreBag b cstore s CTrunk{} -> EM.empty -- for dummy/test/analytics cases getFloorBag :: LevelId -> Point -> State -> ItemBag getFloorBag lid p s = EM.findWithDefault EM.empty p $ lfloor (sdungeon s EM.! lid) getEmbedBag :: LevelId -> Point -> State -> ItemBag getEmbedBag lid p s = EM.findWithDefault EM.empty p $ lembed (sdungeon s EM.! lid) getBodyStoreBag :: Actor -> CStore -> State -> ItemBag getBodyStoreBag b cstore s = case cstore of CGround -> getFloorBag (blid b) (bpos b) s COrgan -> borgan b CEqp -> beqp b CInv -> binv b CSha -> gsha $ sfactionD s EM.! bfid b mapActorItems_ :: Monad m => (CStore -> ItemId -> ItemQuant -> m a) -> Actor -> State -> m () mapActorItems_ f b s = do let notProcessed = [CGround] sts = [minBound..maxBound] \\ notProcessed g cstore = do let bag = getBodyStoreBag b cstore s mapM_ (uncurry $ f cstore) $ EM.assocs bag mapM_ g sts getActorAssocs :: ActorId -> CStore -> State -> [(ItemId, Item)] getActorAssocs aid cstore s = let b = getActorBody aid s in bagAssocs s $ getBodyStoreBag b cstore s getActorAssocsK :: ActorId -> CStore -> State -> [(ItemId, (Item, ItemQuant))] getActorAssocsK aid cstore s = let b = getActorBody aid s in bagAssocsK s $ getBodyStoreBag b cstore s -- | Checks if the actor is present on the current level. -- The order of argument here and in other functions is set to allow -- -- > b <- getsState (memActor a) memActor :: ActorId -> LevelId -> State -> Bool memActor aid lid s = maybe False ((== lid) . blid) $ EM.lookup aid $ sactorD s -- | Get current time from the dungeon data. getLocalTime :: LevelId -> State -> Time getLocalTime lid s = ltime $ sdungeon s EM.! lid regenCalmDelta :: ActorId -> Actor -> State -> Int64 regenCalmDelta aid body s = let calmIncr = oneM -- normal rate of calm regen actorMaxSk = getActorMaxSkills aid s maxDeltaCalm = xM (Ability.getSk Ability.SkMaxCalm actorMaxSk) - bcalm body fact = (EM.! bfid body) . sfactionD $ s -- Worry actor by non-projectile enemies felt (even if not seen) -- on the level within 3 steps. Even dying, but not hiding in wait. isHeardFoe (!p, aid2) = let b = getActorBody aid2 s in inline chessDist p (bpos body) <= 3 && not (actorWaitsOrSleeps b) -- uncommon && inline isFoe (bfid body) fact (bfid b) -- costly actorRelaxed = deltaBenign $ bcalmDelta body actorWasRelaxed = deltaWasBenign $ bcalmDelta body in if | not actorRelaxed -> 0 -- if no foes around, do not compensate and obscure distress, -- otherwise, don't increase delta further and suggest grave harm; -- note that in the effect, an actor that first hears distant -- action and then hears nearby enemy, won't notice the latter, -- which can be justified by distraction and is KISS and tactical | any isHeardFoe $ EM.assocs $ lbig $ sdungeon s EM.! blid body -> minusM1 -- even if all calmness spent, keep informing the client; -- from above we know delta won't get too large here | actorWasRelaxed -> min calmIncr (max 0 maxDeltaCalm) -- if Calm is over max | otherwise -> 0 -- don't regenerate if shortly after stress, to make -- waking up actors via bad stealth easier actorInAmbient :: Actor -> State -> Bool actorInAmbient b s = let lvl = (EM.! blid b) . sdungeon $ s in Tile.isLit (coTileSpeedup $ scops s) (lvl `at` bpos b) canDeAmbientList :: Actor -> State -> [Point] canDeAmbientList b s = let COps{coTileSpeedup} = scops s lvl = (EM.! blid b) . sdungeon $ s posDeAmbient p = let t = lvl `at` p in Tile.isWalkable coTileSpeedup t -- no time to waste altering && not (Tile.isLit coTileSpeedup t) in if Tile.isLit coTileSpeedup (lvl `at` bpos b) then filter posDeAmbient (vicinityUnsafe $ bpos b) else [] -- Check whether an actor can displace another. We assume they are adjacent -- and they are foes. dispEnemy :: ActorId -> ActorId -> Ability.Skills -> State -> Bool dispEnemy source target actorMaxSk s = let hasBackup b = let adjAssocs = adjacentBigAssocs b s fact = sfactionD s EM.! bfid b friend (_, b2) = isFriend (bfid b) fact (bfid b2) && bhp b2 > 0 in any friend adjAssocs sb = getActorBody source s tb = getActorBody target s dozes = bwatch tb `elem` [WSleep, WWake] in bproj tb || not (actorDying tb || actorWaits tb || Ability.getSk Ability.SkMove actorMaxSk <= 0 && not dozes -- roots weak if the tree sleeps || hasBackup sb && hasBackup tb) -- solo actors are flexible itemToFull :: ItemId -> State -> ItemFull itemToFull iid s = itemToFull6 (scops s) (sdiscoKind s) (sdiscoAspect s) iid (getItemBody iid s) fullAssocs :: ActorId -> [CStore] -> State -> [(ItemId, ItemFull)] fullAssocs aid cstores s = let allAssocs = concatMap (\cstore -> getActorAssocsK aid cstore s) cstores iToFull (iid, (item, _kit)) = (iid, itemToFull6 (scops s) (sdiscoKind s) (sdiscoAspect s) iid item) in map iToFull allAssocs kitAssocs :: ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)] kitAssocs aid cstores s = let allAssocs = concatMap (\cstore -> getActorAssocsK aid cstore s) cstores iToFull (iid, (item, kit)) = (iid, ( itemToFull6 (scops s) (sdiscoKind s) (sdiscoAspect s) iid item , kit )) in map iToFull allAssocs getItemKindId :: Item -> State -> ContentId IK.ItemKind getItemKindId item s = case jkind item of IdentityObvious ik -> ik IdentityCovered ix ik -> fromMaybe ik $ EM.lookup ix $ sdiscoKind s getIidKindId :: ItemId -> State -> ContentId IK.ItemKind getIidKindId iid s = getItemKindId (getItemBody iid s) s getItemKind :: Item -> State -> IK.ItemKind getItemKind item s = okind (coitem $ scops s) $ getItemKindId item s getIidKind :: ItemId -> State -> IK.ItemKind getIidKind iid s = getItemKind (getItemBody iid s) s getItemKindIdServer :: Item -> State -> ContentId IK.ItemKind getItemKindIdServer item s = case jkind item of IdentityObvious ik -> ik IdentityCovered ix _ik -> fromMaybe (error $ show $ jkind item) (EM.lookup ix $ sdiscoKind s) getIidKindIdServer :: ItemId -> State -> ContentId IK.ItemKind getIidKindIdServer iid s = getItemKindIdServer (getItemBody iid s) s getItemKindServer :: Item -> State -> IK.ItemKind getItemKindServer item s = okind (coitem $ scops s) $ getItemKindIdServer item s getIidKindServer :: ItemId -> State -> IK.ItemKind getIidKindServer iid s = getItemKindServer (getItemBody iid s) s -- | Determine the dungeon level of the container. If the item is in a shared -- stash, the level depends on which actor asks. lidFromC :: Container -> State -> LevelId lidFromC (CFloor lid _) _ = lid lidFromC (CEmbed lid _) _ = lid lidFromC (CActor aid _) s = blid $ getActorBody aid s lidFromC (CTrunk _ lid _) _ = lid posFromC :: Container -> State -> Point posFromC (CFloor _ pos) _ = pos posFromC (CEmbed _ pos) _ = pos posFromC (CActor aid _) s = bpos $ getActorBody aid s posFromC c@CTrunk{} _ = error $ "" `showFailure` c -- | Require that any non-dying foe is adjacent. We include even -- projectiles that explode when stricken down, because they can be caught -- and then they don't explode, so it makes sense to focus on handling them. -- If there are many projectiles in a single adjacent position, we only test -- the first one, the one that would be hit in melee (this is not optimal -- if the actor would need to flee instead of meleeing, but fleeing -- with *many* projectiles adjacent is a possible waste of a move anyway). anyFoeAdj :: ActorId -> State -> Bool anyFoeAdj aid s = let body = getActorBody aid s lvl = (EM.! blid body) . sdungeon $ s fact = (EM.! bfid body) . sfactionD $ s f !p = case posToBigLvl p lvl of Nothing -> False Just aid2 -> g $ getActorBody aid2 s g !b = inline isFoe (bfid body) fact (bfid b) && bhp b > 0 -- uncommon h !p = case posToProjsLvl p lvl of [] -> False aid2 : _ -> g $ getActorBody aid2 s in any (\ p -> f p || h p) $ vicinityUnsafe $ bpos body adjacentBigAssocs :: Actor -> State -> [(ActorId, Actor)] {-# INLINE adjacentBigAssocs #-} adjacentBigAssocs body s = let lvl = (EM.! blid body) . sdungeon $ s f !p = posToBigLvl p lvl g !aid = (aid, getActorBody aid s) in map g $ mapMaybe f $ vicinityUnsafe $ bpos body adjacentProjAssocs :: Actor -> State -> [(ActorId, Actor)] {-# INLINE adjacentProjAssocs #-} adjacentProjAssocs body s = let lvl = (EM.! blid body) . sdungeon $ s f !p = posToProjsLvl p lvl g !aid = (aid, getActorBody aid s) in map g $ concatMap f $ vicinityUnsafe $ bpos body armorHurtBonus :: ActorId -> ActorId -> State -> Int armorHurtBonus source target s = let sb = getActorBody source s sMaxSk = getActorMaxSkills source s tMaxSk = getActorMaxSkills target s in armorHurtCalculation (bproj sb) sMaxSk tMaxSk -- | Check if any non-dying foe (projectile or not) is adjacent -- to any of our normal actors (whether they can melee or just need to flee, -- in which case alert is needed so that they are not slowed down by others). -- This is needed only by AI and computed as lazily as possible. inMelee :: FactionId -> LevelId -> State -> Bool inMelee !fid !lid s = let fact = sfactionD s EM.! fid f !b = blid b == lid && inline isFoe fid fact (bfid b) -- costly && bhp b > 0 -- uncommon allFoes = filter f $ EM.elems $ sactorD s g !b = bfid b == fid && blid b == lid && not (bproj b) && bhp b > 0 allOurs = filter g $ EM.elems $ sactorD s -- We assume foes are less numerous, even though they may come -- from multiple factions and they contain projectiles, -- because we see all our actors, while many foes may be hidden. -- Consequently, we allocate the set of foe positions -- and avoid allocating ours, by iterating over our actors. -- This in O(mn) instead of O(m+n), but it allocates -- less and multiplicative constants are lower. -- We inspect adjacent locations of foe positions, not of ours, -- thus increasing allocation a bit, but not by much, because -- the set should be rather saturated. -- If there are no foes in sight, we don't iterate at all. setFoeVicinity = ES.fromList $ concatMap (vicinityUnsafe . bpos) allFoes in not (ES.null setFoeVicinity) -- shortcut && any (\b -> bpos b `ES.member` setFoeVicinity) allOurs