{-# LANGUAGE DeriveGeneric #-} -- | Description of effects. module Game.LambdaHack.Client.UI.EffectDescription ( DetailLevel(..), defaultDetailLevel , effectToSuffix, detectToObject, detectToVerb , skillName, skillDesc, skillToDecorator, skillSlots , kindAspectToSuffix, aspectToSentence, affixDice , describeToolsAlternative, describeCrafting, wrapInParens #ifdef EXPOSE_INTERNAL -- * Internal operations , conditionToObject, activationFlagToObject, slotToSentence, tmodToSuff , affixBonus, wrapInChevrons #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Binary import qualified Data.Text as T import GHC.Generics (Generic) import qualified NLP.Miniutter.English as MU import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Time import Game.LambdaHack.Content.ItemKind import qualified Game.LambdaHack.Core.Dice as Dice import Game.LambdaHack.Definition.Ability import Game.LambdaHack.Definition.Defs data DetailLevel = DetailLow | DetailMedium | DetailHigh | DetailAll deriving (Show, Eq, Ord, Enum, Bounded, Generic) instance Binary DetailLevel defaultDetailLevel :: DetailLevel defaultDetailLevel = DetailAll -- TODO: take from config file -- | Suffix to append to a basic content name if the content causes the effect. -- -- We show absolute time in seconds, not @moves@, because actors can have -- different speeds (and actions can potentially take different time intervals). -- We call the time taken by one player move, when walking, a @move@. -- @Turn@ and @clip@ are used mostly internally, the former as an absolute -- time unit. -- We show distances in @steps@, because one step, from a tile to another -- tile, is always 1 meter. We don't call steps @tiles@, reserving -- that term for the context of terrain kinds or units of area. effectToSuffix :: DetailLevel -> Effect -> Text effectToSuffix detailLevel effect = case effect of Burn d -> wrapInParens (tshow d <+> if Dice.supDice d > 1 then "burns" else "burn") Explode t -> "of" <+> fromGroupName t <+> "explosion" RefillHP p | p > 0 -> "of healing" <+> wrapInParens (affixBonus p) RefillHP 0 -> error $ "" `showFailure` effect RefillHP p -> "of wounding" <+> wrapInParens (affixBonus p) RefillCalm p | p > 0 -> "of soothing" <+> wrapInParens (affixBonus p) RefillCalm 0 -> error $ "" `showFailure` effect RefillCalm p -> "of dismaying" <+> wrapInParens (affixBonus p) Dominate -> "of domination" Impress -> "of impression" PutToSleep -> "of sleep" Yell -> "of alarm" -- minor, but if under timeout, differentiates items Summon grp d -> makePhrase [ "of summoning" , if Dice.supDice d <= 1 then "" else MU.Text $ tshow d , MU.Ws $ MU.Text $ fromGroupName grp ] ApplyPerfume -> "of smell removal" Ascend True -> "of ascending" Ascend False -> "of descending" Escape{} -> "of escaping" Paralyze dice -> let time = case Dice.reduceDice dice of Nothing -> tshow dice <+> "* 0.05s" Just p -> let dt = timeDeltaScale (Delta timeClip) p in timeDeltaInSecondsText dt in "of paralysis for" <+> time ParalyzeInWater dice -> let time = case Dice.reduceDice dice of Nothing -> tshow dice <+> "* 0.05s" Just p -> let dt = timeDeltaScale (Delta timeClip) p in timeDeltaInSecondsText dt in "of retardation for" <+> time InsertMove dice -> let moves = case Dice.reduceDice dice of Nothing -> tshow dice <+> "tenths of a move" Just p -> let (d, m) = p `divMod` 10 in if m == 0 then makePhrase [MU.CarWs d "move"] else makePhrase [MU.Car1Ws p "tenth", "of a move"] in "of speed surge for" <+> moves Teleport dice | Dice.supDice dice <= 9 -> "of blinking" <+> wrapInParens (tshow dice) Teleport dice -> "of teleport" <+> wrapInParens (tshow dice) CreateItem _ COrgan grp tim -> let stime = if isTimerNone tim then "" else "for" <+> tshow tim <> ":" in "(keep" <+> stime <+> fromGroupName grp <> ")" CreateItem _ _ grp _ -> makePhrase ["of gain", MU.AW $ MU.Text $ fromGroupName grp] DestroyItem{} -> "of loss" ConsumeItems{} -> "of consumption from the ground" -- too much noise from crafting DropItem n k store grp -> let (preT, postT) = if | n == 1 && k == maxBound -> ("one", "kind") | n == maxBound && k == maxBound -> ("all", "kinds") | k == 1 || store /= COrgan -> ("", "") | k == maxBound -> ("", "condition fully") | otherwise -> ("", "condition" <+> tshow k <> "-fold") (verb, fromStore) = if store == COrgan then ("nullify", "") else ("drop", "from" <+> snd (ppCStore store)) in "of" <+> verb <+> preT <+> fromGroupName grp <+> postT <+> fromStore Recharge n dice -> let times = if n == 1 then "" else tshow n <+> "times" in case Dice.reduceDice dice of Nothing -> "of recharge" <+> times <+> "by" <+> tshow dice <+> "* 0.05s" Just p -> let dt = timeDeltaScale (Delta timeClip) p in "of recharge" <+> times <+> "by" <+> timeDeltaInSecondsText dt Discharge n dice -> let times = if n == 1 then "" else tshow n <+> "times" in case Dice.reduceDice dice of Nothing -> "of discharge" <+> times <+> "by" <+> tshow dice <+> "* 0.05s" Just p -> let dt = timeDeltaScale (Delta timeClip) p in "of discharge" <+> times <+> "by" <+> timeDeltaInSecondsText dt PolyItem -> "of repurpose on the ground" RerollItem -> "of deeply reshape on the ground" DupItem -> "of multiplication on the ground" Identify -> "of identify" Detect d radius -> "of" <+> detectToObject d <+> "location" <+> wrapInParens (tshow radius) SendFlying tmod -> "of impact" <+> tmodToSuff "" tmod PushActor tmod -> "of pushing" <+> tmodToSuff "" tmod PullActor tmod -> "of pulling" <+> tmodToSuff "" tmod AtMostOneOf effs -> let ts = filter (/= "") $ map (effectToSuffix detailLevel) effs subject = "marvel" header = makePhrase ["of", MU.CardinalWs (length ts) subject] sometimes = if length effs > length ts then "(sometimes)" else "" in case ts of [] -> "" [wonder] -> wonder <+> sometimes _ | detailLevel < DetailAll -> header _ -> header <+> "[" <> T.intercalate ", " ts <> "]" <+> sometimes OneOf effs -> let ts = filter (/= "") $ map (effectToSuffix detailLevel) effs subject = "wonder" header = makePhrase ["of", MU.CardinalWs (length ts) subject] sometimes = if length effs > length ts then "(sometimes)" else "" in case ts of [] -> "" [wonder] -> wonder <+> sometimes _ | detailLevel < DetailAll -> header _ -> header <+> "[" <> T.intercalate ", " ts <> "]" <+> sometimes OnSmash _ -> "" -- printed inside a separate section OnCombine _ -> "" -- printed inside a separate section OnUser eff -> let t = effectToSuffix detailLevel eff in if T.null t then "" else "(on user:" <+> t <> ")" NopEffect -> "" -- never printed AndEffect (ConsumeItems tools raw) eff -> case detailLevel of DetailAll -> let (tcraft, traw, ttools) = describeCrafting tools raw eff in tcraft <+> traw <+> ttools DetailHigh -> "of crafting (recipes in lore menu)" _ -> "of crafting" AndEffect eff1 eff2 -> let t = T.intercalate " and then " $ nub $ filter (not . T.null) $ map (effectToSuffix detailLevel) [eff1, eff2] in if T.null t then "of conjunctive processing" else t OrEffect eff1 eff2 -> let t = T.intercalate " or else " $ nub $ filter (not . T.null) $ map (effectToSuffix detailLevel) [eff1, eff2] in if T.null t then "of alternative processing" else t SeqEffect effs -> let t = T.intercalate " then " $ nub $ filter (not . T.null) $ map (effectToSuffix detailLevel) effs in if T.null t then "of sequential processing" else t When cond eff -> let object = conditionToObject cond object2 = effectToSuffix detailLevel eff in if T.null object2 then "" -- no 'conditional processing' --- probably a hack else "when" <+> object <+> "then" <+> object2 Unless cond eff -> let object = conditionToObject cond object2 = effectToSuffix detailLevel eff in if T.null object2 then "" else "unless" <+> object <+> "then" <+> object2 IfThenElse cond eff1 eff2 -> let object = conditionToObject cond object1 = effectToSuffix detailLevel eff1 object2 = effectToSuffix detailLevel eff2 in if T.null object1 && T.null object2 then "" else "if" <+> object <+> "then" <+> object1 <+> "else" <+> object2 VerbNoLonger{} -> "" -- no description for a flavour effect VerbMsg{} -> "" -- no description for an effect that prints a description VerbMsgFail{} -> "" conditionToObject :: Condition -> Text conditionToObject = \case HpLeq n -> "HP <=" <+> tshow n HpGeq n -> "HP >=" <+> tshow n CalmLeq n -> "Calm <=" <+> tshow n CalmGeq n -> "Calm >=" <+> tshow n TriggeredBy activationFlag -> "activated" <+> activationFlagToObject activationFlag activationFlagToObject :: ActivationFlag -> Text activationFlagToObject = \case ActivationMeleeable -> "by meleeing" ActivationPeriodic -> "periodically" ActivationUnderRanged -> "under ranged attack" ActivationUnderMelee -> "under melee attack" ActivationProjectile -> "when flung" ActivationTrigger -> "by triggering" ActivationOnSmash -> "on smash" ActivationOnCombine -> "when combined" ActivationEmbed -> "embedded in terrain" ActivationConsume -> "when consumed" detectToObject :: DetectKind -> Text detectToObject d = case d of DetectAll -> "detail" DetectActor -> "intruder" DetectLoot -> "merchandise" DetectExit -> "exit" DetectHidden -> "secret" DetectEmbed -> "feature" DetectStash -> "stash" detectToVerb :: DetectKind -> Text detectToVerb d = case d of DetectAll -> "map all" DetectActor -> "spot nearby" DetectLoot -> "locate nearby" DetectExit -> "learn nearby" DetectHidden -> "uncover nearby" DetectEmbed -> "notice nearby" DetectStash -> "locate" slotToSentence :: EqpSlot -> Text slotToSentence es = case es of EqpSlotMove -> "Those unskilled in locomotion equip it." EqpSlotMelee -> "Those unskilled in close combat equip it." EqpSlotDisplace -> "Those unskilled in moving in crowds equip it." EqpSlotAlter -> "Those unskilled in terrain modification equip it." EqpSlotWait -> "Those unskilled in watchfulness equip it." EqpSlotMoveItem -> "Those unskilled in inventory management equip it." EqpSlotProject -> "Those unskilled in item flinging equip it." EqpSlotApply -> "Those unskilled in applying items equip it." EqpSlotSwimming -> "Useful to any that wade or swim in water." EqpSlotFlying -> "Those not afraid to fly, put it on." EqpSlotHurtMelee -> "Veteran melee fighters are known to devote equipment slot to it." EqpSlotArmorMelee -> "Worn by people in risk of melee wounds." EqpSlotArmorRanged -> "People scared of shots in the dark wear it." EqpSlotMaxHP -> "The frail wear it to increase their Hit Point capacity." EqpSlotSpeed -> "The sluggish equip it to speed up their whole life." EqpSlotSight -> "The short-sighted wear it to notice their demise sooner." EqpSlotShine -> "Explorers brave enough to highlight themselves put it in their equipment." EqpSlotMiscBonus -> "Those that don't scorn minor bonuses may equip it." EqpSlotWeaponFast -> "Close range fighters pick it as their mainstay weapon." EqpSlotWeaponBig -> "Close range fighters pick it as their opening weapon." skillName :: Skill -> Text skillName SkMove = "move stat" skillName SkMelee = "melee stat" skillName SkDisplace = "displace stat" skillName SkAlter = "modify terrain stat" skillName SkWait = "wait stat" skillName SkMoveItem = "manage items stat" skillName SkProject = "fling stat" skillName SkApply = "trigger stat" skillName SkSwimming = "swimming" skillName SkFlying = "flying" skillName SkHurtMelee = "to melee damage" skillName SkArmorMelee = "melee armor" skillName SkArmorRanged = "ranged armor" skillName SkMaxHP = "max HP" skillName SkMaxCalm = "max Calm" skillName SkSpeed = "speed" skillName SkSight = "sight radius" skillName SkSmell = "smell radius" skillName SkShine = "shine radius" skillName SkNocto = "noctovision radius" skillName SkHearing = "hearing radius" skillName SkAggression = "aggression level" skillName SkOdor = "odor level" skillName SkDeflectRanged = "ranged deflection" skillName SkDeflectMelee = "melee deflection" skillDesc :: Skill -> Text skillDesc skill = let skName = skillName skill capSkillName = "The '" <> skName <> "' skill" capStatName = "The '" <> T.unwords (init $ T.words skName) <> "' stat" in case skill of SkMove -> capStatName <+> "determines whether the character can move. Actors not capable of movement can't be dominated." SkMelee -> capStatName <+> "determines whether the character can melee. Actors that can't melee can still cause damage by flinging missiles or by ramming (being pushed) at opponents." SkDisplace -> capStatName <+> "determines whether the character can displace adjacent actors. In some cases displacing is not possible regardless of skill: when the target is braced, dying, has no move skill or when both actors are supported by adjacent friendly units. Missiles can be displaced always, unless more than one occupies the map location." SkAlter -> capStatName <+> "determines which kinds of terrain can be activated and modified by the character. Opening doors and searching suspect tiles require skill 2, some stairs require 3, closing doors requires 4, others require 4 or 5. Actors not smart enough to be capable of using stairs can't be dominated." SkWait -> capStatName <+> "determines whether the character can wait, brace for combat (potentially blocking the effects of some attacks), sleep and lurk." SkMoveItem -> capStatName <+> "determines whether the character can pick up items and manage inventory." SkProject -> capStatName <+> "determines which kinds of items the character can propel. Items that can be lobbed to explode at a precise location, such as flasks, require skill 3. Other items travel until they meet an obstacle and skill 1 is enough to fling them. In some cases, e.g., of too intricate or two awkward items at low Calm, throwing is not possible regardless of the skill value." SkApply -> capStatName <+> "determines which kinds of items the character can use. Items that assume literacy require skill 2, others can be used already at skill 1. In some cases, e.g., when the item needs recharging, has no possible effects or is too intricate for distracted use, triggering may not be possible." SkSwimming -> capSkillName <+> "is the degree of avoidance of bad effects of terrain containing water, whether shallow or deep." SkFlying -> capSkillName <+> "is the degree of avoidance of bad effects of any hazards spread on the ground." SkHurtMelee -> capSkillName <+> "is a percentage of additional damage dealt by the actor (either a character or a missile) with any weapon. The value is capped at 200% and then the armor percentage of the defender is subtracted from it." SkArmorMelee -> capSkillName <+> "is a percentage of melee damage avoided by the actor. The value is capped at 200%, then the extra melee damage percentage of the attacker is subtracted from it and the resulting total is capped at 95% (always at least 5% of damage gets through). It includes 50% bonus from being braced for combat, if applicable." SkArmorRanged -> capSkillName <+> "is a percentage of ranged damage avoided by the actor. The value is capped at 200%, then the extra melee damage percentage of the attacker is subtracted from it and the resulting total is capped at 95% (always at least 5% of damage gets through). It includes 25% bonus from being braced for combat, if applicable." SkMaxHP -> capSkillName <+> "is a cap on HP of the actor, except for some rare effects able to overfill HP. At any direct enemy damage (but not, e.g., incremental poisoning damage or wounds inflicted by mishandling a device) HP is cut back to the cap." SkMaxCalm -> capSkillName <+> "is a cap on Calm of the actor, except for some rare effects able to overfill Calm. At any direct enemy damage (but not, e.g., incremental poisoning damage or wounds inflicted by mishandling a device) Calm is lowered, sometimes very significantly and always at least back down to the cap." SkSpeed -> capSkillName <+> "is expressed in meters per second, which corresponds to map location (1m by 1m) per two standard turns (0.5s each). Thus actor at standard speed of 2m/s moves one location per standard turn." SkSight -> capSkillName <+> "is the limit of visibility in light. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." SkSmell -> capSkillName <+> "determines the maximal area smelled by the actor. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." SkShine -> capSkillName <+> "determines the maximal area lit by the actor. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." SkNocto -> capSkillName <+> "is the limit of visibility in dark. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." SkHearing -> capSkillName <+> "is the limit of hearing. The radius is measured from the middle of the map location occupied by the character to the edge of the furthest covered location." SkAggression -> "The '" <> skName <> "' property" <+> "represents the willingness of the actor to engage in combat, especially close quarters, and conversely, to break engagement when overpowered." SkOdor -> "The '" <> skName <> "' property" <+> "represents the ability to communicate (more specifically, communicate one's presence) through personal odor. Zero or less means the odor is not trackable." SkDeflectRanged -> "The '" <> skName <> "' property" <+> "tells whether complete invulnerability to ranged attacks, piercing and of every other kind, is effective, and from how many sources." SkDeflectMelee -> "The '" <> skName <> "' property" <+> "tells whether complete invulnerability to melee attacks, piercing and of every other kind, is effective, and from how many sources." skillToDecorator :: Skill -> Actor -> Int -> Text skillToDecorator skill b t = let tshow200 n = let n200 = min 200 $ max (-200) n in tshow n200 <> if n200 /= n then "$" else "" -- Some values can be negative, for others 0 is equivalent but shorter. tshowRadius r = case compare r 0 of GT -> tshow (r - 1) <> ".5m" EQ -> "0m" LT -> tshow (r + 1) <> ".5m" in case skill of SkMove -> tshow t SkMelee -> tshow t SkDisplace -> tshow t SkAlter -> tshow t SkWait -> tshow t SkMoveItem -> tshow t SkProject -> tshow t SkApply -> tshow t SkSwimming -> tshow t SkFlying -> tshow t SkHurtMelee -> tshow200 t <> "%" SkArmorMelee -> "[" <> tshow200 t <> "%]" SkArmorRanged -> "{" <> tshow200 t <> "%}" SkMaxHP -> tshow $ max 0 t SkMaxCalm -> tshow $ max 0 t SkSpeed -> T.pack $ displaySpeed t SkSight -> let tcapped = min (fromEnum $ bcalm b `div` xM 5) t in tshowRadius tcapped <+> if tcapped == t then "" else "(max" <+> tshowRadius t <> ")" SkSmell -> tshowRadius t SkShine -> tshowRadius t SkNocto -> tshowRadius t SkHearing -> tshowRadius t SkAggression -> tshow t SkOdor -> tshow t SkDeflectRanged -> tshow t SkDeflectMelee -> tshow t skillSlots :: [Skill] skillSlots = [minBound .. maxBound] tmodToSuff :: Text -> ThrowMod -> Text tmodToSuff verb ThrowMod{..} = let vSuff | throwVelocity == 100 = "" | otherwise = "v=" <> tshow throwVelocity <> "%" tSuff | throwLinger == 100 = "" | otherwise = "t=" <> tshow throwLinger <> "%" hSuff | throwHP == 1 = "" | otherwise = "pierce=" <> tshow throwHP in if vSuff == "" && tSuff == "" && hSuff == "" then "" else verb <+> "with" <+> vSuff <+> tSuff <+> hSuff kindAspectToSuffix :: Aspect -> Text kindAspectToSuffix aspect = case aspect of Timeout{} -> "" -- printed specially AddSkill SkMove t -> wrapInParens $ affixDice t <+> "move" AddSkill SkMelee t -> wrapInParens $ affixDice t <+> "melee" AddSkill SkDisplace t -> wrapInParens $ affixDice t <+> "displace" AddSkill SkAlter t -> wrapInParens $ affixDice t <+> "modify" AddSkill SkWait t -> wrapInParens $ affixDice t <+> "wait" AddSkill SkMoveItem t -> wrapInParens $ affixDice t <+> "manage items" AddSkill SkProject t -> wrapInParens $ affixDice t <+> "fling" AddSkill SkApply t -> wrapInParens $ affixDice t <+> "trigger" AddSkill SkSwimming t -> wrapInParens $ affixDice t <+> "swimming" AddSkill SkFlying t -> wrapInParens $ affixDice t <+> "flying" AddSkill SkHurtMelee _ -> "" -- printed together with dice, even if dice is zero AddSkill SkArmorMelee t -> "[" <> affixDice t <> "%]" AddSkill SkArmorRanged t -> "{" <> affixDice t <> "%}" AddSkill SkMaxHP t -> wrapInParens $ affixDice t <+> "HP" AddSkill SkMaxCalm t -> wrapInParens $ affixDice t <+> "Calm" AddSkill SkSpeed t -> wrapInParens $ affixDice t <+> "speed" AddSkill SkSight t -> wrapInParens $ affixDice t <+> "sight" AddSkill SkSmell t -> wrapInParens $ affixDice t <+> "smell" AddSkill SkShine t -> wrapInParens $ affixDice t <+> "shine" AddSkill SkNocto t -> wrapInParens $ affixDice t <+> "night vision" AddSkill SkHearing t -> wrapInParens $ affixDice t <+> "hearing" AddSkill SkAggression t -> wrapInParens $ affixDice t <+> "aggression" AddSkill SkOdor t -> wrapInParens $ affixDice t <+> "odor" AddSkill SkDeflectRanged d -> if | Dice.infDice d >= 1 -> wrapInChevrons "deflecting ranged attacks" | Dice.supDice d <= -1 -> wrapInChevrons "vulnerable to ranged attacks" | otherwise -> "" -- bad content? AddSkill SkDeflectMelee d -> if | Dice.infDice d >= 1 -> wrapInChevrons "deflecting melee attacks" | Dice.supDice d <= -1 -> wrapInChevrons "vulnerable to melee attacks" | otherwise -> "" -- bad content? SetFlag Fragile -> wrapInChevrons "fragile" SetFlag Lobable -> wrapInChevrons "can be lobbed" SetFlag Durable -> wrapInChevrons "durable" SetFlag Equipable -> "" SetFlag Benign -> "" SetFlag Precious -> "" SetFlag Blast -> "" SetFlag Condition -> "" SetFlag Unique -> "" -- named specially by the content writer SetFlag MetaGame -> "" SetFlag MinorEffects -> "" -- cryptic override SetFlag MinorAspects -> "" -- cryptic override SetFlag Meleeable -> "" SetFlag Periodic -> "" -- printed specially SetFlag UnderRanged -> wrapInChevrons "applied under ranged attack" SetFlag UnderMelee -> wrapInChevrons "applied under melee attack" ELabel{} -> "" -- too late ToThrow tmod -> wrapInChevrons $ tmodToSuff "flies" tmod PresentAs{} -> "" EqpSlot{} -> "" -- used in @slotToSentence@ instead Odds{} -> "" aspectToSentence :: Aspect -> Maybe Text aspectToSentence feat = case feat of Timeout{} -> Nothing AddSkill{} -> Nothing SetFlag Fragile -> Nothing SetFlag Lobable -> Nothing SetFlag Durable -> Nothing SetFlag Equipable -> Nothing SetFlag Benign -> Just "It affects the opponent in a benign way." SetFlag Precious -> Just "It seems precious." SetFlag Blast -> Nothing SetFlag Condition -> Nothing SetFlag Unique -> Just "It is one of a kind." SetFlag MetaGame -> Just "It's characteristic to a person and easy to recognize once learned, even under very different circumstances." SetFlag MinorEffects -> Nothing SetFlag MinorAspects -> Nothing SetFlag Meleeable -> Just "It is considered for melee strikes." SetFlag Periodic -> Nothing SetFlag UnderRanged -> Nothing SetFlag UnderMelee -> Nothing ELabel{} -> Nothing ToThrow{} -> Nothing PresentAs{} -> Nothing EqpSlot es -> Just $ slotToSentence es Odds{} -> Just "Individual specimens sometimes have yet other properties." affixBonus :: Int -> Text affixBonus p = case compare p 0 of EQ -> "0" LT -> tshow p GT -> "+" <> tshow p wrapInParens :: Text -> Text wrapInParens "" = "" wrapInParens t = "(" <> t <> ")" wrapInChevrons :: Text -> Text wrapInChevrons "" = "" wrapInChevrons t = "<" <> t <> ">" affixDice :: Dice.Dice -> Text affixDice d = maybe "+?" affixBonus $ Dice.reduceDice d describeTools :: [(Int, GroupName ItemKind)] -> MU.Part describeTools = let carAWs (k, grp) = MU.CarAWs k (MU.Text $ fromGroupName grp) in MU.WWandW . map carAWs describeToolsAlternative :: [[(Int, GroupName ItemKind)]] -> Text describeToolsAlternative grps = T.intercalate " or " $ map (\grp -> makePhrase [describeTools grp]) $ filter (not . null) grps describeCrafting :: [(Int, GroupName ItemKind)] -> [(Int, GroupName ItemKind)] -> Effect -> (Text, Text, Text) describeCrafting tools raw eff = let unCreate (CreateItem (Just k) _ grp _) = [(k, grp)] unCreate (SeqEffect effs) = concatMap unCreate effs unCreate _ = [] grpsCreate = unCreate eff tcraft = makePhrase $ "of crafting" : (if null grpsCreate then ["nothing"] else [describeTools grpsCreate]) traw = makePhrase $ if null raw then [] else ["from", describeTools raw] ttools = makePhrase $ if null tools then [] else ["using", describeTools tools] in (tcraft, traw, ttools)