-- | Handle atomic commands received by the client. module Game.LambdaHack.Client.HandleAtomicM ( MonadClientSetup(..) , cmdAtomicSemCli #ifdef EXPOSE_INTERNAL -- * Internal operations , updateInMeleeDueToActor, updateInMeleeDueToItem, updateInMeleeInDungeon , wipeBfsIfItemAffectsSkills, tileChangeAffectsBfs , createActor, destroyActor , addItemToDiscoBenefit, perception , discoverKind, discoverKindAndAspect, coverKind, coverAspectAndKind , discoverAspect, coverAspect , killExit #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import qualified Data.Map.Strict as M import Game.LambdaHack.Atomic import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.BfsM import Game.LambdaHack.Client.CommonM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.Preferences import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.ClientOptions import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import qualified Game.LambdaHack.Content.CaveKind as CK import Game.LambdaHack.Content.ModeKind import Game.LambdaHack.Content.TileKind (TileKind) import Game.LambdaHack.Definition.Defs -- | Client monad for saving a game. class MonadClient m => MonadClientSetup m where saveClient :: m () -- | Effect of atomic actions on client state. It is calculated -- with the global state from after the command is executed -- (except where the supplied @oldState@ is used). cmdAtomicSemCli :: MonadClientSetup m => State -> UpdAtomic -> m () {-# INLINE cmdAtomicSemCli #-} cmdAtomicSemCli oldState cmd = case cmd of UpdRegisterItems ais -> mapM_ (addItemToDiscoBenefit . fst) ais UpdCreateActor aid b ais -> createActor aid b ais UpdDestroyActor aid b _ -> destroyActor aid b True UpdCreateItem _ iid _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills store aid addItemToDiscoBenefit iid updateInMeleeDueToItem aid store UpdCreateItem _ iid _ _ _ -> addItemToDiscoBenefit iid UpdDestroyItem _ _ _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills store aid updateInMeleeDueToItem aid store UpdDestroyItem{} -> return () UpdSpotActor aid b -> do ais <- getsState $ getCarriedAssocsAndTrunk b createActor aid b ais UpdLoseActor aid b -> destroyActor aid b False UpdSpotItem _ iid _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills store aid addItemToDiscoBenefit iid updateInMeleeDueToItem aid store UpdSpotItem _ iid _ _ -> addItemToDiscoBenefit iid UpdLoseItem _ _ _ (CActor aid store) -> do wipeBfsIfItemAffectsSkills store aid updateInMeleeDueToItem aid store UpdLoseItem{} -> return () UpdSpotItemBag _ (CActor aid store) bag -> do wipeBfsIfItemAffectsSkills store aid mapM_ addItemToDiscoBenefit $ EM.keys bag updateInMeleeDueToItem aid store UpdSpotItemBag _ _ bag -> mapM_ addItemToDiscoBenefit $ EM.keys bag UpdLoseItemBag _ (CActor aid store) _ -> do wipeBfsIfItemAffectsSkills store aid updateInMeleeDueToItem aid store UpdLoseItemBag{} -> return () UpdMoveActor aid _ _ -> do invalidateBfsAid aid -- other BFSes not invalidated, because distant actors may still move out -- of the way and close actors are considered when attempting to move -- and then BFS is invalidated, if needed. b <- getsState $ getActorBody aid updateInMeleeDueToActor b UpdWaitActor aid _fromW toW -> do -- So that we can later ignore such actors when updating targets -- and not risk they being pushed/displaced and targets getting illegal. when (toW == WSleep) $ modifyClient $ updateTarget aid (const Nothing) b <- getsState $ getActorBody aid updateInMeleeDueToActor b -- @bwatch@ checked in several places UpdDisplaceActor source target -> do invalidateBfsAid source invalidateBfsAid target -- other BFSes not invalidated, because distant actors may still move out -- of the way and close actors are considered when attempting to move -- and then BFS is invalidated, if needed. sb <- getsState $ getActorBody source -- At least one of these is not a projectile and both move, so update. insertInMeleeM (blid sb) UpdMoveItem _ _ aid s1 s2 -> do wipeBfsIfItemAffectsSkills s1 aid wipeBfsIfItemAffectsSkills s2 aid updateInMeleeDueToItem aid s1 updateInMeleeDueToItem aid s2 UpdRefillHP _ 0 -> return () UpdRefillHP aid delta -> do b <- getsState $ getActorBody aid unless (bproj b || signum (bhp b) -- new HP == signum (bhp b - delta)) $ -- old HP insertInMeleeM (blid b) -- @bhp@ checked in several places UpdRefillCalm{} -> return () UpdTrajectory{} -> return () UpdQuitFaction fid _ toSt _ -> do side <- getsClient sside gameModeId <- getsState sgameModeId when (side == fid) $ case toSt of Just Status{stOutcome=Camping} -> modifyClient $ \cli -> cli {scampings = ES.insert gameModeId $ scampings cli} Just Status{stOutcome=Restart} -> modifyClient $ \cli -> cli {srestarts = ES.insert gameModeId $ srestarts cli} Just Status{stOutcome} | stOutcome `elem` victoryOutcomes -> do scurChal <- getsClient scurChal let sing = M.singleton scurChal 1 f = M.unionWith (+) g = EM.insertWith f gameModeId sing modifyClient $ \cli -> cli {svictories = g $ svictories cli} _ -> return () UpdSpotStashFaction{} -> return () UpdLoseStashFaction{} -> return () UpdLeadFaction fid source target -> do side <- getsClient sside when (side == fid) $ do mleader <- getsClient sleader let !_A = assert (mleader == source -- somebody changed the leader for us || mleader == target -- we changed the leader ourselves `blame` "unexpected leader" `swith` (cmd, mleader)) () modifyClient $ \cli -> cli {_sleader = target} UpdDiplFaction{} -> -- Depends on who is a foe as opposed to a neutral actor. updateInMeleeInDungeon UpdAutoFaction{} -> do -- Regaining control of faction cancels some --stopAfter*. -- This is really a UI client issue, but is in general client state -- to make it simpler to set this via commandline. modifyClient $ \cli -> cli {soptions = (soptions cli) { sstopAfterSeconds = Nothing , sstopAfterFrames = Nothing }} -- @condBFS@ depends on the setting we change here (e.g., smarkSuspect). invalidateBfsAll UpdRecordKill{} -> return () UpdDoctrineFaction{} -> do -- Clear all targets except the leader's. mleader <- getsClient sleader mtgt <- case mleader of Nothing -> return Nothing Just leader -> getsClient $ EM.lookup leader . stargetD modifyClient $ \cli -> let stargetD | Just tgt <- mtgt , Just leader <- mleader = EM.singleton leader tgt | otherwise = EM.empty in cli {stargetD} UpdAlterTile lid p fromTile toTile -> do updateSalter lid [(p, toTile)] cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState t = lvl `at` p let !_A = assert (t == fromTile) () when (tileChangeAffectsBfs cops fromTile toTile) $ invalidateBfsLid lid UpdAlterExplorable{} -> return () UpdAlterGold{} -> return () UpdSearchTile aid p toTile -> do COps{cotile} <- getsState scops b <- getsState $ getActorBody aid let lid = blid b updateSalter lid [(p, toTile)] cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState t = lvl `at` p let !_A = assert (Just t == Tile.hideAs cotile toTile) () -- The following check is needed even if we verity in content -- that searching doesn't change clarity and light of tiles, -- because it modifies skill needed to alter the tile and even -- walkability and changeability. when (tileChangeAffectsBfs cops t toTile) $ invalidateBfsLid lid UpdHideTile{} -> return () UpdSpotTile lid ts -> do updateSalter lid ts cops <- getsState scops let lvl = (EM.! lid) . sdungeon $ oldState affects (p, toTile) = let fromTile = lvl `at` p in tileChangeAffectsBfs cops fromTile toTile bs = map affects ts when (or bs) $ invalidateBfsLid lid UpdLoseTile lid ts -> do updateSalter lid ts invalidateBfsLid lid -- from known to unknown tiles UpdSpotEntry{} -> return () UpdLoseEntry{} -> return () UpdAlterSmell{} -> return () UpdSpotSmell{} -> return () UpdLoseSmell{} -> return () UpdTimeItem{} -> return () UpdAgeGame{} -> return () UpdUnAgeGame{} -> return () UpdDiscover _ iid _ _ -> do item <- getsState $ getItemBody iid case jkind item of IdentityObvious _ik -> discoverAspect iid IdentityCovered ix _ik -> if ix `EM.notMember` sdiscoKind oldState then discoverKindAndAspect ix else discoverAspect iid UpdCover _ iid _ _ -> do item <- getsState $ getItemBody iid newState <- getState case jkind item of IdentityObvious _ik -> coverAspect iid IdentityCovered ix _ik -> if ix `EM.member` sdiscoKind newState then coverAspectAndKind ix else coverAspect iid UpdDiscoverKind _c ix _ik -> discoverKind ix UpdCoverKind _c ix _ik -> coverKind ix UpdDiscoverAspect _c iid _arItem -> discoverAspect iid UpdCoverAspect _c iid _arItem -> coverAspect iid UpdDiscoverServer{} -> error "server command leaked to client" UpdCoverServer{} -> error "server command leaked to client" UpdPerception lid outPer inPer -> perception lid outPer inPer UpdRestart side sfper _ scurChal soptionsNew srandom -> do COps{cocave} <- getsState scops fact <- getsState $ (EM.! side) . sfactionD snxtChal <- getsClient snxtChal smarkSuspect <- getsClient smarkSuspect svictories <- getsClient svictories scampings <- getsClient scampings srestarts <- getsClient srestarts stabs <- getsClient stabs soptionsOld <- getsClient soptions let h lvl = CK.labyrinth (okind cocave $ lkind lvl) && not (fhasGender $ gplayer fact) -- Not to burrow through a labyrinth instead of leaving it for -- the human player and to prevent AI losing time there instead -- of congregating at exits. sexplored <- getsState $ EM.keysSet . EM.filter h . sdungeon let cli = emptyStateClient side putClient cli { sexplored -- , sundo = [UpdAtomic cmd] , sfper , srandom , scurChal , snxtChal , smarkSuspect , svictories , scampings , srestarts , soptions = soptionsNew {snoAnim = -- persist @snoAnim@ between games snoAnim soptionsOld `mplus` snoAnim soptionsNew} , stabs } salter <- getsState createSalter modifyClient $ \cli1 -> cli1 {salter} updateInMeleeInDungeon UpdRestartServer{} -> return () UpdResume _side sfperNew -> do #ifdef WITH_EXPENSIVE_ASSERTIONS sfperOld <- getsClient sfper let !_A = assert (sfperNew == sfperOld `blame` (_side, sfperNew, sfperOld)) () #endif modifyClient $ \cli -> cli {sfper = sfperNew} salter <- getsState createSalter modifyClient $ \cli -> cli {salter} UpdResumeServer{} -> return () UpdKillExit _fid -> killExit UpdWriteSave -> saveClient UpdHearFid{} -> return () UpdMuteMessages{} -> return () updateInMeleeDueToActor :: MonadClient m => Actor -> m () updateInMeleeDueToActor b = unless (bproj b) $ insertInMeleeM (blid b) updateInMeleeDueToItem :: MonadClient m => ActorId -> CStore -> m () updateInMeleeDueToItem aid store = when (store `elem` [CEqp, COrgan]) $ do b <- getsState $ getActorBody aid updateInMeleeDueToActor b updateInMeleeInDungeon :: MonadClient m => m () updateInMeleeInDungeon = do dungeon <- getsState sdungeon mapM_ insertInMeleeM $ EM.keys dungeon -- For now, only checking the stores. wipeBfsIfItemAffectsSkills :: MonadClient m => CStore -> ActorId -> m () wipeBfsIfItemAffectsSkills store aid = when (store `elem` [CEqp, COrgan]) $ invalidateBfsAid aid tileChangeAffectsBfs :: COps -> ContentId TileKind -> ContentId TileKind -> Bool tileChangeAffectsBfs COps{coTileSpeedup} fromTile toTile = Tile.alterMinWalk coTileSpeedup fromTile /= Tile.alterMinWalk coTileSpeedup toTile createActor :: MonadClient m => ActorId -> Actor -> [(ItemId, Item)] -> m () createActor aid b ais = do side <- getsClient sside fact <- getsState $ (EM.! side) . sfactionD let affect3 tap@TgtAndPath{..} = case tapTgt of TPoint (TEnemyPos a) _ _ | a == aid -> let tgt | isFoe side fact (bfid b) = TEnemy a -- still a foe | otherwise = TPoint TKnown (blid b) (bpos b) in TgtAndPath tgt Nothing _ -> tap modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} mapM_ (addItemToDiscoBenefit . fst) ais unless (bproj b) $ invalidateBfsPathLid b updateInMeleeDueToActor b destroyActor :: MonadClient m => ActorId -> Actor -> Bool -> m () destroyActor aid b destroy = do when destroy $ -- if vanishes for a moment only, keep target modifyClient $ \cli -> cli {stargetD = EM.delete aid $ stargetD cli} -- gc -- Here, among others, (local) flee time of an actor changing level is reset. modifyClient $ \cli -> cli { sbfsD = EM.delete aid $ sbfsD cli , sfleeD = EM.delete aid $ sfleeD cli } localTime <- getsState $ getLocalTime $ blid b fleeD <- getsClient sfleeD let recentlyFled aid3 = maybe False (\(_, time) -> timeRecent5 localTime time) (aid3 `EM.lookup` fleeD) dummyTarget = TPoint TKnown (blid b) (bpos b) affect aid3 tgt = case tgt of TEnemy a | a == aid -> if destroy || recentlyFled aid3 -- if fleeing, don't chase the enemy soon after; -- unfortunately, the enemy also won't be recorded -- in case he gets out of sight, in order to avoid -- him when fleeing again, but all enemies should be -- recorded in such a case, so not a big difference then -- If *really* nothing more interesting, the actor will -- go to last known location to perhaps find other foes. dummyTarget else -- If enemy only hides (or we stepped behind obstacle) find him. TPoint (TEnemyPos a) (blid b) (bpos b) TNonEnemy a | a == aid -> dummyTarget _ -> tgt affect3 aid3 TgtAndPath{..} = let newMPath = case tapPath of Just AndPath{pathGoal} | pathGoal /= bpos b -> Nothing _ -> tapPath -- foe slow enough, so old path good in TgtAndPath (affect aid3 tapTgt) newMPath modifyClient $ \cli -> cli {stargetD = EM.mapWithKey affect3 (stargetD cli)} unless (bproj b) $ invalidateBfsPathLid b updateInMeleeDueToActor b addItemToDiscoBenefit :: MonadClient m => ItemId -> m () addItemToDiscoBenefit iid = do cops <- getsState scops discoBenefit <- getsClient sdiscoBenefit case EM.lookup iid discoBenefit of Just{} -> return () -- already there, with real or provisional aspect record, -- but we haven't learned anything new about the item Nothing -> do side <- getsClient sside factionD <- getsState sfactionD itemFull <- getsState $ itemToFull iid let benefit = totalUsefulness cops side factionD itemFull modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)} perception :: MonadClient m => LevelId -> Perception -> Perception -> m () perception lid outPer inPer = do -- Clients can't compute FOV on their own, because they don't know -- if unknown tiles are clear or not. Server would need to send -- info about properties of unknown tiles, which complicates -- and makes heavier the most bulky data set in the game: tile maps. -- Note we assume, but do not check that @outPer@ is contained -- in current perception and @inPer@ has no common part with it. -- It would make the already very costly operation even more expensive. {- perOld <- getPerFid lid -- Check if new perception is already set in @cmdAtomicFilterCli@ -- or if we are doing undo/redo, which does not involve filtering. -- The data structure is strict, so the cheap check can't be any simpler. let interAlready per = Just $ totalVisible per `ES.intersection` totalVisible perOld unset = maybe False ES.null (interAlready inPer) || maybe False (not . ES.null) (interAlready outPer) when unset $ do -} let adj Nothing = error $ "no perception to alter" `showFailure` lid adj (Just per) = Just $ addPer (diffPer per outPer) inPer f = EM.alter adj lid modifyClient $ \cli -> cli {sfper = f (sfper cli)} discoverKind :: MonadClient m => ItemKindIx -> m () discoverKind = discoverKindAndAspect discoverKindAndAspect :: MonadClient m => ItemKindIx -> m () discoverKindAndAspect ix = do cops <- getsState scops -- Wipe out BFS, because the player could potentially learn that his items -- affect his actors' skills relevant to BFS. invalidateBfsAll side <- getsClient sside factionD <- getsState sfactionD itemToF <- getsState $ flip itemToFull let benefit iid = totalUsefulness cops side factionD (itemToF iid) itemIxMap <- getsState $ (EM.! ix) . sitemIxMap -- Possibly overwrite earlier, provisional benefits. forM_ (ES.elems itemIxMap) $ \iid -> modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid (benefit iid) (sdiscoBenefit cli)} coverKind :: ItemKindIx -> m () coverKind = coverAspectAndKind coverAspectAndKind :: ItemKindIx -> m () coverAspectAndKind _ix = undefined discoverAspect :: MonadClient m => ItemId -> m () discoverAspect iid = do cops <- getsState scops -- Wipe out BFS, because the player could potentially learn that his items -- affect his actors' skills relevant to BFS. invalidateBfsAll side <- getsClient sside factionD <- getsState sfactionD itemFull <- getsState $ itemToFull iid let benefit = totalUsefulness cops side factionD itemFull -- Possibly overwrite earlier, provisional benefits. modifyClient $ \cli -> cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)} coverAspect :: ItemId -> m () coverAspect _iid = undefined killExit :: MonadClient m => m () killExit = do side <- getsClient sside debugPossiblyPrint $ "Client" <+> tshow side <+> "quitting." modifyClient $ \cli -> cli {squit = True} -- Verify that the not saved caches are equal to future reconstructed. -- Otherwise, save/restore would change game state. sactorMaxSkills2 <- getsState sactorMaxSkills salter <- getsClient salter sbfsD <- getsClient sbfsD alter <- getsState createSalter actorMaxSkills <- getsState maxSkillsInDungeon let f aid = do (canMove, alterSkill) <- condBFS aid bfsArr <- createBfs canMove alterSkill aid let bfsPath = EM.empty return (aid, BfsAndPath bfsArr bfsPath) actorD <- getsState sactorD lbfsD <- mapM f $ EM.keys actorD -- Some freshly generated bfses are not used for comparison, but at least -- we check they don't violate internal assertions themselves. Hence the bang. let bfsD = EM.fromDistinctAscList lbfsD g BfsInvalid !_ = True g _ BfsInvalid = False g (BfsAndPath bfsArr1 _) (BfsAndPath bfsArr2 _) = bfsArr1 == bfsArr2 subBfs = EM.isSubmapOfBy g let !_A1 = assert (salter == alter `blame` "wrong accumulated salter on side" `swith` (side, salter, alter)) () !_A2 = assert (sactorMaxSkills2 == actorMaxSkills `blame` "wrong accumulated sactorMaxSkills on side" `swith` (side, sactorMaxSkills2, actorMaxSkills)) () !_A3 = assert (sbfsD `subBfs` bfsD `blame` "wrong accumulated sbfsD on side" `swith` (side, sbfsD, bfsD)) () return ()