{-# LANGUAGE DeriveGeneric, TupleSections #-} -- | 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(..) , tshowDiplomacy, tshowChallenge, gleader, isHorrorFact, noRunWithMulti , bannedPointmanSwitchBetweenLevels, isFoe, isFriend , difficultyBound, difficultyDefault, difficultyCoeff , defaultChallenge, possibleActorFactions, ppContainer #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.Text as T import GHC.Generics (Generic) import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Types import Game.LambdaHack.Content.FactionKind import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK import Game.LambdaHack.Content.ModeKind (ModeKind) import Game.LambdaHack.Core.Frequency 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 { gkind :: FactionKind -- ^ the player spec for this faction, do not update! -- it is morally read-only, but not represented -- as @ContentId FactionKind@, because it's very small -- and it's looked up often enough in the code and during runtime; -- a side-effect is that if content changes mid-game, this stays; -- if we ever have thousands of factions in a single game, -- e.g., one for each separately spawned herd of animals, change this , gname :: Text -- ^ individual name , gcolor :: Color.Color -- ^ color of numbered actors , gdoctrine :: Ability.Doctrine -- ^ non-pointmen behave according to this , gunderAI :: Bool -- ^ whether the faction is under AI control , 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 , gstash :: Maybe (LevelId, Point) -- ^ level and position of faction's -- shared inventory stash , gvictims :: EM.EnumMap (ContentId ItemKind) Int -- ^ members killed } 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 -- | The difficulty level influencess HP of either the human player or the AI. -- The challenges restrict some abilities of the human player only. data Challenge = Challenge { cdiff :: Int -- ^ game difficulty level (HP bonus or malus) , cfish :: Bool -- ^ cold fish challenge (no healing from enemies) , cgoods :: Bool -- ^ ready goods challenge (crafting disabled) , cwolf :: Bool -- ^ lone wolf challenge (only one starting character) , ckeeper :: Bool -- ^ finder keeper challenge (ranged attacks disabled) } deriving (Show, Eq, Ord, Generic) instance Binary Challenge tshowDiplomacy :: Diplomacy -> Text tshowDiplomacy Unknown = "unknown to each other" tshowDiplomacy Neutral = "in neutral diplomatic relations" tshowDiplomacy Alliance = "allied" tshowDiplomacy War = "at war" tshowChallenge :: Challenge -> Text tshowChallenge Challenge{..} = "(" <> T.intercalate ", " (["difficulty" <+> tshow cdiff | cdiff /= difficultyDefault] ++ ["cold fish" | cfish] ++ ["ready goods" | cgoods] ++ ["lone wolf" | cwolf] ++ ["finder keeper" | ckeeper]) <> ")" 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 = fromMaybe 0 (lookup IK.HORROR $ fgroups $ gkind fact) > 0 -- 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 $ gkind fact in Ability.getSk Ability.SkMove skillsOther >= 0 || bannedPointmanSwitchBetweenLevels fact || not (fhasPointman (gkind fact)) bannedPointmanSwitchBetweenLevels :: Faction -> Bool bannedPointmanSwitchBetweenLevels = fspawnsFast . gkind -- | 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 defaultChallenge :: Challenge defaultChallenge = Challenge { cdiff = difficultyDefault , cfish = False , cgoods = False , cwolf = False , ckeeper = False } possibleActorFactions :: [GroupName ItemKind] -> ItemKind -> FactionDict -> Frequency (FactionId, Faction) possibleActorFactions itemGroups itemKind factionD = let candidatesFromGroups grps = let h (fid, fact) = let f grp (grp2, n) = [(n, (fid, fact)) | grp == grp2] g grp = concatMap (f grp) (fgroups (gkind fact)) in concatMap g grps in concatMap h $ EM.assocs factionD allCandidates = [ candidatesFromGroups itemGroups -- when origin known/matters , candidatesFromGroups $ map fst $ IK.ifreq itemKind -- otherwise , map (1,) $ filter (isHorrorFact . snd) $ EM.assocs factionD -- fall back , map (1,) $ EM.assocs factionD -- desperate fall back ] in case filter (not . null) allCandidates of [] -> error "possibleActorFactions: no faction found for an actor" candidates : _ -> toFreq "possibleActorFactions" candidates ppContainer :: FactionDict -> Container -> Text ppContainer factionD (CFloor lid p) = let f fact = case gstash fact of Just (slid, sp) | slid == lid && sp == p -> Just $ gname fact _ -> Nothing in case mapMaybe f $ EM.elems factionD of [] -> "nearby" [t] -> "in the shared inventory stash of" <+> t _ -> "in a shared zone of interests" ppContainer _ CEmbed{} = "embedded nearby" ppContainer _ (CActor _ cstore) = ppCStoreIn cstore ppContainer _ c@CTrunk{} = error $ "" `showFailure` c