{-# LANGUAGE TupleSections #-}
module Game.LambdaHack.Common.ActorState
( fidActorNotProjAssocs, actorAssocs
, fidActorRegularAssocs, fidActorRegularIds
, foeRegularAssocs, foeRegularList, friendRegularAssocs, friendRegularList
, bagAssocs, bagAssocsK, posToAidsLvl, posToAids, posToAssocs
, nearbyFreePoints, calculateTotal, itemPrice, mergeItemQuant, findIid
, combinedInv, combinedEqp, combinedOrgan, combinedItems, combinedFromLore
, getActorBody, getActorAspect, canTraverse
, getCarriedAssocsAndTrunk, getCarriedIidCStore, getContainerBag
, getFloorBag, getEmbedBag, getBodyStoreBag
, mapActorItems_, getActorAssocs, getActorAssocsK
, memActor, getLocalTime, regenCalmDelta, actorInAmbient, canDeAmbientList
, actorSkills, dispEnemy, itemToFull, fullAssocs, kitAssocs
, getItemKindId, getIidKindId, getItemKind, getIidKind
, getItemKindIdServer, getIidKindIdServer, getItemKindServer, getIidKindServer
, storeFromC, aidFromC, lidFromC, posFromC
, isStair, anyFoeAdj, actorAdjacentAssocs
, armorHurtBonus, inMelee
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.Int (Int64)
import GHC.Exts (inline)
import qualified Game.LambdaHack.Common.Ability as Ability
import Game.LambdaHack.Common.Actor
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.Misc
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Common.Vector
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import Game.LambdaHack.Content.TileKind (TileKind)
import qualified Game.LambdaHack.Content.TileKind as TK
fidActorNotProjAssocs :: FactionId -> State -> [(ActorId, Actor)]
fidActorNotProjAssocs 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 lid s =
actorRegularAssocs (== fid) lid s
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
posToAidsLvl :: Point -> Level -> [ActorId]
{-# INLINE posToAidsLvl #-}
posToAidsLvl pos lvl = EM.findWithDefault [] pos $ lactor lvl
posToAids :: Point -> LevelId -> State -> [ActorId]
posToAids pos lid s = posToAidsLvl pos $ sdungeon s EM.! lid
posToAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)]
posToAssocs pos lid s =
let l = posToAidsLvl pos $ sdungeon s EM.! lid
in map (\aid -> (aid, getActorBody aid s)) l
nearbyFreePoints :: (ContentId TileKind -> Bool) -> Point -> LevelId -> State
-> [Point]
nearbyFreePoints f start lid s =
let lvl@Level{lxsize, lysize} = sdungeon s EM.! lid
good p = f (lvl `at` p)
&& Tile.isWalkable (coTileSpeedup $ scops s) (lvl `at` p)
&& null (posToAidsLvl p lvl)
ps = nub $ start : concatMap (vicinity lxsize lysize) ps
in filter good ps
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)
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 = fidActorNotProjAssocs 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
combinedInv :: FactionId -> State -> ItemBag
combinedInv fid s =
let bs = inline fidActorNotProjAssocs fid s
in EM.unionsWith mergeItemQuant $ map (binv . snd) bs
combinedEqp :: FactionId -> State -> ItemBag
combinedEqp fid s =
let bs = inline fidActorNotProjAssocs fid s
in EM.unionsWith mergeItemQuant $ map (beqp . snd) bs
combinedOrgan :: FactionId -> State -> ItemBag
combinedOrgan fid s =
let bs = inline fidActorNotProjAssocs fid s
in EM.unionsWith mergeItemQuant $ map (borgan . snd) bs
combinedItems :: FactionId -> State -> ItemBag
combinedItems fid s =
let shaBag = gsha $ sfactionD s EM.! fid
bs = map snd $ inline fidActorNotProjAssocs 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
STmp -> combinedOrgan fid s
SBlast -> EM.empty
SEmbed -> EM.empty
getActorBody :: ActorId -> State -> Actor
{-# INLINE getActorBody #-}
getActorBody aid s = sactorD s EM.! aid
getActorAspect :: ActorId -> State -> IA.AspectRecord
{-# INLINE getActorAspect #-}
getActorAspect aid s = sactorAspect s EM.! aid
canTraverse :: ActorId -> State -> Bool
canTraverse aid s =
let actorMaxSk = IA.aSkills $ getActorAspect aid s
in EM.findWithDefault 0 Ability.AbMove actorMaxSk > 0
&& EM.findWithDefault 0 Ability.AbAlter actorMaxSk
>= fromEnum TK.talterForStairs
getCarriedAssocsAndTrunk :: Actor -> State -> [(ItemId, Item)]
getCarriedAssocsAndTrunk b s =
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{} -> error $ "" `showFailure` c
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
memActor :: ActorId -> LevelId -> State -> Bool
memActor aid lid s =
maybe False ((== lid) . blid) $ EM.lookup aid $ sactorD s
getLocalTime :: LevelId -> State -> Time
getLocalTime lid s = ltime $ sdungeon s EM.! lid
regenCalmDelta :: ActorId -> Actor -> State -> Int64
regenCalmDelta aid body s =
let calmIncr = oneM
IA.AspectRecord{aMaxCalm} = getActorAspect aid s
maxDeltaCalm = xM aMaxCalm - bcalm body
fact = (EM.! bfid body) . sfactionD $ s
isHeardFoe (!p, l) =
let b = case l of
aid2 : _ -> getActorBody aid2 s
[] -> error $ "" `showFailure` (aid, body, p)
in inline chessDist p (bpos body) <= 3
&& not (waitedLastTurn b)
&& inline isFoe (bfid body) fact (bfid b)
in if any isHeardFoe $ EM.assocs $ lactor $ sdungeon s EM.! blid body
then minusM
else min calmIncr (max 0 maxDeltaCalm)
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
&& not (Tile.isLit coTileSpeedup t)
in if Tile.isLit coTileSpeedup (lvl `at` bpos b)
then filter posDeAmbient (vicinityUnsafe $ bpos b)
else []
actorSkills :: Maybe ActorId -> ActorId -> State -> Ability.Skills
actorSkills mleader aid s =
let body = getActorBody aid s
ar = getActorAspect 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
itemSkills = IA.aSkills ar
in itemSkills `Ability.addSkills` factionSkills
dispEnemy :: ActorId -> ActorId -> Ability.Skills -> State -> Bool
dispEnemy source target actorMaxSk s =
let hasBackup b =
let adjacentAssocs = actorAdjacentAssocs b s
fact = sfactionD s EM.! bfid b
friend (_, b2) =
not (bproj b2) && isFriend (bfid b) fact (bfid b2) && bhp b2 > 0
in any friend adjacentAssocs
sb = getActorBody source s
tb = getActorBody target s
tfact = sfactionD s EM.! bfid tb
in bproj tb
|| not (isFoe (bfid tb) tfact (bfid sb))
|| not (actorDying tb
|| braced tb
|| EM.findWithDefault 0 Ability.AbMove actorMaxSk <= 0
|| hasBackup sb && hasBackup tb)
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 -> fromJust $ 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
storeFromC :: Container -> CStore
storeFromC c = case c of
CFloor{} -> CGround
CEmbed{} -> CGround
CActor _ cstore -> cstore
CTrunk{} -> error $ "" `showFailure` c
aidFromC :: Container -> Maybe ActorId
aidFromC CFloor{} = Nothing
aidFromC CEmbed{} = Nothing
aidFromC (CActor aid _) = Just aid
aidFromC c@CTrunk{} = error $ "" `showFailure` c
lidFromC :: Container -> State -> LevelId
lidFromC (CFloor lid _) _ = lid
lidFromC (CEmbed lid _) _ = lid
lidFromC (CActor aid _) s = blid $ getActorBody aid s
lidFromC c@CTrunk{} _ = error $ "" `showFailure` c
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
isStair :: LevelId -> Point -> State -> Bool
isStair lid p s =
let bag = getEmbedBag lid p s
ks = map (flip getIidKind s) $ EM.keys bag
in any (any IK.isEffAscend . IK.ieffects) ks
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 !mv = case posToAidsLvl (shift (bpos body) mv) lvl of
[] -> False
aid2 : _ -> g $ getActorBody aid2 s
g !b = inline isFoe (bfid body) fact (bfid b)
&& bhp b > 0
in any f moves
actorAdjacentAssocs :: Actor -> State -> [(ActorId, Actor)]
{-# INLINE actorAdjacentAssocs #-}
actorAdjacentAssocs body s =
let lvl = (EM.! blid body) . sdungeon $ s
f !mv = posToAidsLvl (shift (bpos body) mv) lvl
g !aid = (aid, getActorBody aid s)
in map g $ concatMap f moves
armorHurtBonus :: ActorId -> ActorId -> State -> Int
armorHurtBonus source target s =
let sb = getActorBody source s
tb = getActorBody target s
trim200 n = min 200 $ max (-200) n
block200 b n = min 200 $ max (-200) $ n + if braced tb then b else 0
sar = sactorAspect s EM.! source
tar = sactorAspect s EM.! target
itemBonus = trim200 (IA.aHurtMelee sar)
- if bproj sb
then block200 25 (IA.aArmorRanged tar)
else block200 50 (IA.aArmorMelee tar)
in 100 + min 99 (max (-99) itemBonus)
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)
&& bhp b > 0
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
setFoeVicinity = ES.fromList $ concatMap (vicinityUnsafe . bpos) allFoes
in not (ES.null setFoeVicinity)
&& any (\b -> bpos b `ES.member` setFoeVicinity) allOurs