{-# LANGUAGE DeriveGeneric #-} -- | Factions taking part in the game, e.g., a hero faction, a monster faction -- and an animal faction. module Game.LambdaHack.Common.Faction ( FactionDict, Faction(..), Diplomacy(..) , Status(..), Challenge(..) , gleader, isHorrorFact, noRunWithMulti, isAIFact, autoDungeonLevel , automatePlayer, isFoe, isFriend , difficultyBound, difficultyDefault, difficultyCoeff, difficultyInverse , defaultChallenge, possibleActorFactions #ifdef EXPOSE_INTERNAL -- * Internal operations , Dipl #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Binary import qualified Data.EnumMap.Strict as EM import qualified Data.IntMap.Strict as IM import GHC.Generics (Generic) import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.Types import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind import qualified Game.LambdaHack.Definition.Ability as Ability import qualified Game.LambdaHack.Definition.Color as Color import Game.LambdaHack.Definition.Defs -- | All factions in the game, indexed by faction identifier. type FactionDict = EM.EnumMap FactionId Faction -- | The faction datatype. data Faction = Faction { gname :: Text -- ^ individual name , gcolor :: Color.Color -- ^ color of actors or their frames , gplayer :: Player -- ^ the player spec for this faction , ginitial :: [(Int, Int, GroupName ItemKind)] -- ^ initial actors , gdipl :: Dipl -- ^ diplomatic standing , gquit :: Maybe Status -- ^ cause of game end/exit , _gleader :: Maybe ActorId -- ^ the leader of the faction; don't use -- in place of sleader on clients , gsha :: ItemBag -- ^ faction's shared inventory , gvictims :: EM.EnumMap (ContentId ItemKind) Int -- ^ members killed , gvictimsD :: EM.EnumMap (ContentId ModeKind) (IM.IntMap (EM.EnumMap (ContentId ItemKind) Int)) -- ^ members killed in the past, by game mode and difficulty level } deriving (Show, Eq, Generic) instance Binary Faction -- | Diplomacy states. Higher overwrite lower in case of asymmetric content. data Diplomacy = Unknown | Neutral | Alliance | War deriving (Show, Eq, Ord, Enum, Generic) instance Binary Diplomacy type Dipl = EM.EnumMap FactionId Diplomacy -- | Current game status. data Status = Status { stOutcome :: Outcome -- ^ current game outcome , stDepth :: Int -- ^ depth of the final encounter , stNewGame :: Maybe (GroupName ModeKind) -- ^ new game group to start, if any } deriving (Show, Eq, Ord, Generic) instance Binary Status data Challenge = Challenge { cdiff :: Int -- ^ game difficulty level (HP bonus or malus) , cwolf :: Bool -- ^ lone wolf challenge (only one starting character) , cfish :: Bool -- ^ cold fish challenge (no healing from enemies) } deriving (Show, Eq, Ord, Generic) instance Binary Challenge gleader :: Faction -> Maybe ActorId gleader = _gleader -- | Tell whether the faction consists of summoned horrors only. -- -- Horror player is special, for summoned actors that don't belong to any -- of the main players of a given game. E.g., animals summoned during -- a skirmish game between two hero factions land in the horror faction. -- In every game, either all factions for which summoning items exist -- should be present or a horror player should be added to host them. isHorrorFact :: Faction -> Bool isHorrorFact fact = horrorGroup `elem` fgroups (gplayer fact) -- A faction where other actors move at once or where some of leader change -- is automatic can't run with multiple actors at once. That would be -- overpowered or too complex to keep correct. -- -- Note that this doesn't take into account individual actor skills, -- so this is overly restrictive and, OTOH, sometimes running will fail -- or behave wierdly regardless. But it's simple and easy to understand -- by the UI user. noRunWithMulti :: Faction -> Bool noRunWithMulti fact = let skillsOther = fskillsOther $ gplayer fact in Ability.getSk Ability.SkMove skillsOther >= 0 || case fleaderMode (gplayer fact) of LeaderNull -> True LeaderAI AutoLeader{} -> True LeaderUI AutoLeader{..} -> autoDungeon || autoLevel isAIFact :: Faction -> Bool isAIFact fact = case fleaderMode (gplayer fact) of LeaderNull -> True LeaderAI _ -> True LeaderUI _ -> False autoDungeonLevel :: Faction -> (Bool, Bool) autoDungeonLevel fact = case fleaderMode (gplayer fact) of LeaderNull -> (False, False) LeaderAI AutoLeader{..} -> (autoDungeon, autoLevel) LeaderUI AutoLeader{..} -> (autoDungeon, autoLevel) automatePlayer :: Bool -> Player -> Player automatePlayer st pl = let autoLeader False Player{fleaderMode=LeaderAI auto} = LeaderUI auto autoLeader True Player{fleaderMode=LeaderUI auto} = LeaderAI auto autoLeader _ Player{fleaderMode} = fleaderMode in pl {fleaderMode = autoLeader st pl} -- | Check if factions are at war. Assumes symmetry. isFoe :: FactionId -> Faction -> FactionId -> Bool isFoe fid1 fact1 fid2 = fid1 /= fid2 -- shortcut && War == EM.findWithDefault Unknown fid2 (gdipl fact1) -- | Check if factions are allied. Assumes symmetry. isAlly :: Faction -> FactionId -> Bool {-# INLINE isAlly #-} isAlly fact1 fid2 = Alliance == EM.findWithDefault Unknown fid2 (gdipl fact1) -- | Check if factions are allied or are the same faction. Assumes symmetry. isFriend :: FactionId -> Faction -> FactionId -> Bool isFriend fid1 fact1 fid2 = fid1 == fid2 || isAlly fact1 fid2 difficultyBound :: Int difficultyBound = 9 difficultyDefault :: Int difficultyDefault = (1 + difficultyBound) `div` 2 -- The function is its own inverse. difficultyCoeff :: Int -> Int difficultyCoeff n = difficultyDefault - n -- The function is its own inverse. difficultyInverse :: Int -> Int difficultyInverse n = difficultyBound + 1 - n defaultChallenge :: Challenge defaultChallenge = Challenge { cdiff = difficultyDefault , cwolf = False , cfish = False } possibleActorFactions :: ItemKind -> FactionDict -> [(FactionId, Faction)] possibleActorFactions itemKind factionD = let freqNames = map fst $ IK.ifreq itemKind f (_, fact) = any (`elem` fgroups (gplayer fact)) freqNames fidFactsRaw = filter f $ EM.assocs factionD in if null fidFactsRaw then filter (isHorrorFact . snd) $ EM.assocs factionD -- fall back else fidFactsRaw