-- | Assorted conditions used later on in AI logic. module Game.LambdaHack.Client.AI.ConditionM ( condAimEnemyTargetedM , condAimEnemyOrStashM , condAimEnemyOrRememberedM , condAimNonEnemyPresentM , condAimCrucialM , condTgtNonmovingEnemyM , condAdjTriggerableM , meleeThreatDistList , condBlocksFriendsM , condFloorWeaponM , condNoEqpWeaponM , condCanProjectM , condProjectListM , benAvailableItems , hinders , condDesirableFloorItemM , benGroundItems , desirableItem , condSupport , condAloneM , condShineWouldBetrayM , fleeList ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState 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.MonadStateRead import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.ReqFailure 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 Game.LambdaHack.Content.FactionKind import qualified Game.LambdaHack.Content.ItemKind as IK import qualified Game.LambdaHack.Content.RuleKind as RK import qualified Game.LambdaHack.Core.Dice as Dice import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs -- All conditions are (partially) lazy, because they are not always -- used in the strict monadic computations they are in. -- | Require that a target enemy is visible by the party. condAimEnemyTargetedM :: MonadClientRead m => ActorId -> m Bool condAimEnemyTargetedM aid = do btarget <- getsClient $ getTarget aid return $ case btarget of Just (TEnemy _) -> True _ -> False -- | Require that a target enemy or enemy stash is visible by the party. condAimEnemyOrStashM :: MonadClientRead m => ActorId -> m Bool condAimEnemyOrStashM aid = do btarget <- getsClient $ getTarget aid return $ case btarget of Just (TEnemy _) -> True Just (TPoint (TStash _) _ _) -> True -- speedup from: lid == blid b _ -> False -- | Require that a target enemy is remembered on the actor's level. condAimEnemyOrRememberedM :: MonadClientRead m => ActorId -> m Bool condAimEnemyOrRememberedM aid = do b <- getsState $ getActorBody aid btarget <- getsClient $ getTarget aid return $ case btarget of Just (TEnemy _) -> True Just (TPoint (TEnemyPos _) lid _) -> lid == blid b Just (TPoint (TStash _) lid _) -> lid == blid b _ -> False -- | Require that a target non-enemy is visible by the party. condAimNonEnemyPresentM :: MonadClientRead m => ActorId -> m Bool condAimNonEnemyPresentM aid = do btarget <- getsClient $ getTarget aid return $ case btarget of Just (TNonEnemy _) -> True _ -> False -- | Require that the target is crucial to success, e.g., an item, -- or that it's not too far away and so the changes to get it are high. condAimCrucialM :: MonadClientRead m => ActorId -> m Bool condAimCrucialM aid = do b <- getsState $ getActorBody aid mtgtMPath <- getsClient $ EM.lookup aid . stargetD return $ case mtgtMPath of Just TgtAndPath{tapTgt=TEnemy _} -> True Just TgtAndPath{tapTgt=TPoint tgoal lid _, tapPath=Just AndPath{pathLen}} -> lid == blid b && (pathLen < 10 -- close enough to get there first || tgoal `notElem` [TUnknown, TKnown]) Just TgtAndPath{tapTgt=TVector{}, tapPath=Just AndPath{pathLen}} -> pathLen < 7 -- can't say if the target important, but the constants -- from @take6@ and @traSlack7@ ensure target is -- already approached or close to level edge -- or not a random @traSlack7@ wandering _ -> False -- includes the case of target with no path -- | Check if the target is a nonmoving enemy. condTgtNonmovingEnemyM :: MonadClientRead m => ActorId -> m Bool condTgtNonmovingEnemyM aid = do btarget <- getsClient $ getTarget aid case btarget of Just (TEnemy enemy) -> do actorMaxSk <- getsState $ getActorMaxSkills enemy return $ Ability.getSk Ability.SkMove actorMaxSk <= 0 _ -> return False -- | Require the actor stands on or adjacent to a triggerable tile -- (e.g., stairs). condAdjTriggerableM :: MonadStateRead m => Ability.Skills -> ActorId -> m Bool condAdjTriggerableM actorSk aid = do COps{coTileSpeedup} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel $ blid b let alterSkill = Ability.getSk Ability.SkAlter actorSk alterMinSkill p = Tile.alterMinSkill coTileSpeedup $ lvl `at` p underFeet p = p == bpos b -- if enter and alter, be more permissive -- Before items are applied (which AI attempts even if apply -- skills too low), tile must be alerable, hence both checks. hasTriggerable p = (underFeet p || alterSkill >= fromEnum (alterMinSkill p)) && p `EM.member` lembed lvl return $ any hasTriggerable $ bpos b : vicinityUnsafe (bpos b) -- | Produce the chess-distance-sorted list of non-low-HP, -- melee-cabable foes on the level. We don't consider path-distance, -- because we are interested in how soon the foe can close in to hit us, -- which can diverge greately from path distance for short distances, -- e.g., when terrain gets revealed. We don't consider non-moving actors, -- because they can't chase us and also because they can't be aggresive -- so to resolve the stalemate, the opposing AI has to be aggresive -- by ignoring them and closing in to melee distance. meleeThreatDistList :: [(ActorId, Actor)] -> ActorId -> State -> [(Int, (ActorId, Actor))] meleeThreatDistList foeAssocs aid s = let actorMaxSkills = sactorMaxSkills s b = getActorBody aid s strongActor (aid2, b2) = let actorMaxSk = actorMaxSkills EM.! aid2 nonmoving = Ability.getSk Ability.SkMove actorMaxSk <= 0 in not (hpTooLow b2 actorMaxSk || nonmoving) && actorCanMeleeToHarm actorMaxSkills aid2 b2 allThreats = filter strongActor foeAssocs addDist (aid2, b2) = (chessDist (bpos b) (bpos b2), (aid2, b2)) in sortBy (comparing fst) $ map addDist allThreats -- | Require the actor blocks the paths of any of his party members. condBlocksFriendsM :: MonadClientRead m => ActorId -> m Bool condBlocksFriendsM aid = do b <- getsState $ getActorBody aid targetD <- getsClient stargetD let blocked aid2 = aid2 /= aid && case EM.lookup aid2 targetD of Just TgtAndPath{tapPath=Just AndPath{pathList=q : _}} | q == bpos b -> True _ -> False any blocked <$> getsState (fidActorRegularIds (bfid b) (blid b)) -- | Require the actor stands over a weapon that would be auto-equipped, -- if only it was a desirable item (checked elsewhere). condFloorWeaponM :: MonadStateRead m => ActorId -> m Bool condFloorWeaponM aid = any (IA.checkFlag Ability.Meleeable . aspectRecordFull . snd) <$> getsState (fullAssocs aid [CGround]) -- | Check whether the actor has no weapon in equipment. condNoEqpWeaponM :: MonadStateRead m => ActorId -> m Bool condNoEqpWeaponM aid = not . any (IA.checkFlag Ability.Meleeable . aspectRecordFull . snd) <$> getsState (fullAssocs aid [CEqp]) -- | Require that the actor can project any items. condCanProjectM :: MonadClientRead m => Int -> ActorId -> m Bool condCanProjectM skill aid = do side <- getsClient sside curChal <- getsClient scurChal fact <- getsState $ (EM.! side) . sfactionD if skill < 1 || ckeeper curChal && fhasUI (gkind fact) then return False else -- shortcut -- Compared to conditions in @projectItem@, range and charge are ignored, -- because they may change by the time the position for the fling -- is reached. not . null <$> condProjectListM skill aid condProjectListM :: MonadClientRead m => Int -> ActorId -> m [(Double, CStore, ItemId, ItemFull, ItemQuant)] condProjectListM skill aid = do condShineWouldBetray <- condShineWouldBetrayM aid condAimEnemyOrRemembered <- condAimEnemyOrRememberedM aid discoBenefit <- getsClient sdiscoBenefit getsState $ projectList discoBenefit skill aid condShineWouldBetray condAimEnemyOrRemembered projectList :: DiscoveryBenefit -> Int -> ActorId -> Bool -> Bool -> State -> [(Double, CStore, ItemId, ItemFull, ItemQuant)] projectList discoBenefit skill aid condShineWouldBetray condAimEnemyOrRemembered s = let b = getActorBody aid s actorMaxSk = getActorMaxSkills aid s calmE = calmEnough b actorMaxSk heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltasSerious (bcalmDelta b) uneasy = condAimEnemyOrRemembered || not calmE || heavilyDistressed -- don't take recent fleeing into account when item can be lost coeff CGround = 2 -- pickup turn saved coeff COrgan = error $ "" `showFailure` benList coeff CEqp = 1000 -- must hinder currently (or be very potent); -- note: not larger, to avoid Int32 overflow coeff CStash = 1 -- This detects if the value of keeping the item in eqp is in fact < 0. hind = hinders condShineWouldBetray uneasy actorMaxSk goodMissile (Benefit{benInEqp, benFling}, cstore, iid, itemFull, kit) = let arItem = aspectRecordFull itemFull benR = coeff cstore * benFling in if benR < -1 -- ignore very weak projectiles && (not benInEqp -- can't wear, so OK to risk losing or breaking || not (IA.checkFlag Ability.Meleeable arItem) -- anything else expendable && hind itemFull) -- hinders now, so possibly often && permittedProjectAI skill calmE itemFull then Just (benR, cstore, iid, itemFull, kit) else Nothing stores = [CStash, CGround] ++ [CEqp | calmE] benList = benAvailableItems discoBenefit aid stores s in mapMaybe goodMissile benList -- | Produce the list of items from the given stores available to the actor -- and the items' values. benAvailableItems :: DiscoveryBenefit -> ActorId -> [CStore] -> State -> [(Benefit, CStore, ItemId, ItemFull, ItemQuant)] benAvailableItems discoBenefit aid cstores s = let b = getActorBody aid s mstash = gstash $ sfactionD s EM.! bfid b ben _ CGround | mstash == Just (blid b, bpos b) = [] ben bag cstore = [ (discoBenefit EM.! iid, cstore, iid, itemToFull iid s, kit) | (iid, kit) <- EM.assocs bag] benCStore cs = ben (getBodyStoreBag b cs s) cs in concatMap benCStore cstores hinders :: Bool -> Bool -> Ability.Skills -> ItemFull -> Bool hinders condShineWouldBetray uneasy actorMaxSk itemFull = let arItem = aspectRecordFull itemFull itemShine = 0 < IA.getSkill Ability.SkShine arItem -- @condAnyFoeAdj@ is not checked, because it's transient and also item -- management is unlikely to happen during melee, anyway itemShineBad = condShineWouldBetray && itemShine in -- In the presence of enemies (seen, remembered or unseen but distressing) -- actors want to hide in the dark. uneasy && itemShineBad -- even if it's a weapon, take it off -- Fast actors want to hit hard, because they hit much more often -- than receive hits. || gearSpeed actorMaxSk > speedWalk && not (IA.checkFlag Ability.Meleeable arItem) -- in case it's the only weapon && 0 > IA.getSkill Ability.SkHurtMelee arItem -- | Require that the actor stands over a desirable item. condDesirableFloorItemM :: MonadClientRead m => ActorId -> m Bool condDesirableFloorItemM aid = not . null <$> benGroundItems aid -- | Produce the list of items on the ground beneath the actor -- that are worth picking up. benGroundItems :: MonadClientRead m => ActorId -> m [(Benefit, CStore, ItemId, ItemFull, ItemQuant)] benGroundItems aid = do cops <- getsState scops b <- getsState $ getActorBody aid fact <- getsState $ (EM.! bfid b) . sfactionD discoBenefit <- getsClient sdiscoBenefit let canEsc = fcanEscape (gkind fact) isDesirable (ben, _, _, itemFull, _) = desirableItem cops canEsc (benPickup ben) (aspectRecordFull itemFull) (itemKind itemFull) 99 -- fake, because no time is wasted walking to item filter isDesirable <$> getsState (benAvailableItems discoBenefit aid [CGround]) desirableItem :: COps -> Bool -> Double -> IA.AspectRecord -> IK.ItemKind -> Int -> Bool desirableItem COps{corule} canEsc benPickup arItem itemKind k = let loneProjectile = IK.isymbol itemKind == IK.rsymbolProjectile (RK.ritemSymbols corule) && k == 1 && Dice.infDice (IK.icount itemKind) > 1 -- never generated as lone; usually means weak useful = if canEsc then benPickup > 0 || IA.checkFlag Ability.Precious arItem else -- A hack to prevent monsters from picking up -- treasure meant for heroes. let preciousNotUseful = IA.isHumanTrinket itemKind in benPickup > 0 && not preciousNotUseful in useful && not loneProjectile condSupport :: MonadClientRead m => [(ActorId, Actor)] -> Int -> ActorId -> m Bool {-# INLINE condSupport #-} condSupport friendAssocs param aid = do mtgtMPath <- getsClient $ EM.lookup aid . stargetD getsState $ strongSupport friendAssocs param aid mtgtMPath strongSupport :: [(ActorId, Actor)] -> Int -> ActorId -> Maybe TgtAndPath -> State -> Bool strongSupport friendAssocs param aid mtgtMPath s = -- The smaller the area scanned for friends, the lower number required. let actorMaxSkills = sactorMaxSkills s actorMaxSk = actorMaxSkills EM.! aid n = min 2 param - Ability.getSk Ability.SkAggression actorMaxSk b = getActorBody aid s approaching b2 = case mtgtMPath of Just TgtAndPath{tapTgt=TEnemy{},tapPath=Just AndPath{pathGoal}} -> chessDist (bpos b2) pathGoal <= 1 + param -- will soon melee anyway _ -> False closeEnough b2 = let dist = chessDist (bpos b) (bpos b2) in dist > 0 && (dist <= max 2 param || approaching b2) closeAndStrong (aid2, b2) = closeEnough b2 && actorCanMeleeToHarm actorMaxSkills aid2 b2 closeAndStrongFriends = filter closeAndStrong friendAssocs in n <= 0 || not (null (drop (n - 1) closeAndStrongFriends)) -- optimized: length closeAndStrongFriends >= n -- The numbers reflect fleeing AI conditions for non-aggresive actors -- so that actors don't wait for support that is not possible due to not -- enough friends on the level, even counting sleeping ones. condAloneM :: MonadStateRead m => [(ActorId, Actor)] -> ActorId -> m Bool condAloneM friendAssocs aid = do b <- getsState $ getActorBody aid mstash <- getsState $ \s -> gstash $ sfactionD s EM.! bfid b let onStashLevel = case mstash of Nothing -> False Just (lid, _) -> lid == blid b return $! length friendAssocs <= if onStashLevel then 3 else 2 -- | Require that the actor stands in the dark and so would be betrayed -- by his own equipped light, condShineWouldBetrayM :: MonadStateRead m => ActorId -> m Bool condShineWouldBetrayM aid = do b <- getsState $ getActorBody aid aInAmbient <- getsState $ actorInAmbient b return $ not aInAmbient -- tile is dark, so actor could hide -- | Produce a list of acceptable adjacent points to flee to. fleeList :: MonadClientRead m => [(ActorId, Actor)] -> ActorId -> m ([(Int, Point)], [(Int, Point)]) fleeList foeAssocs aid = do COps{coTileSpeedup} <- getsState scops mtgtMPath <- getsClient $ EM.lookup aid . stargetD -- Prefer fleeing along the path to target, unless the target is a foe, -- in which case flee in the opposite direction. let etgtPath = case mtgtMPath of Just TgtAndPath{ tapPath=Just AndPath{pathList, pathGoal} , tapTgt } -> case tapTgt of TEnemy{} -> Left pathGoal TPoint TEnemyPos{} _ _ -> Left pathGoal -- this is too weak, because only one is recorded and sometimes -- many are needed to decide to flee next turn as well _ -> Right pathList _ -> Right [] b <- getsState $ getActorBody aid lvl <- getLevel $ blid b localTime <- getsState $ getLocalTime (blid b) fleeD <- getsClient sfleeD -- But if fled recently, prefer even more fleeing further this turn. let eOldFleeOrTgt = case EM.lookup aid fleeD of Just (fleeStart, time) | timeRecent5 localTime time -> Left fleeStart _ -> etgtPath myVic = vicinityUnsafe $ bpos b dist p | null foeAssocs = 100 | otherwise = minimum $ map (chessDist p . bpos . snd) foeAssocs dVic = map (dist &&& id) myVic -- Flee, if possible. Direct access required; not enough time to open. -- Can't be occupied. accWalkUnocc p = Tile.isWalkable coTileSpeedup (lvl `at` p) && not (occupiedBigLvl p lvl) && not (occupiedProjLvl p lvl) accWalkVic = filter (accWalkUnocc . snd) dVic gtVic = filter ((> dist (bpos b)) . fst) accWalkVic eqVicRaw = filter ((== dist (bpos b)) . fst) accWalkVic (eqVicOld, eqVic) = partition ((== boldpos b) . Just . snd) eqVicRaw accNonWalkUnocc p = not (Tile.isWalkable coTileSpeedup (lvl `at` p)) && Tile.isEasyOpen coTileSpeedup (lvl `at` p) && not (occupiedBigLvl p lvl) && not (occupiedProjLvl p lvl) accNonWalkVic = filter (accNonWalkUnocc . snd) dVic gtEqNonVic = filter ((>= dist (bpos b)) . fst) accNonWalkVic ltAllVic = filter ((< dist (bpos b)) . fst) dVic rewardPath mult (d, p) = case eOldFleeOrTgt of Right tgtPathList | p `elem` tgtPathList -> (100 * mult * d, p) Right tgtPathList | any (adjacent p) tgtPathList -> (10 * mult * d, p) Left pathGoal | bpos b /= pathGoal -> let venemy = towards (bpos b) pathGoal vflee = towards (bpos b) p sq = euclidDistSqVector venemy vflee skew = case compare sq 2 of GT -> 100 * sq EQ -> 10 * sq LT -> sq -- going towards enemy (but may escape adjacent foes) in (mult * skew * d, p) _ -> (mult * d, p) -- far from target path or even on target goal goodVic = map (rewardPath 10000) gtVic ++ map (rewardPath 100) eqVic badVic = map (rewardPath 1) $ gtEqNonVic ++ eqVicOld ++ ltAllVic return (goodVic, badVic)