{-# LANGUAGE DeriveGeneric, GeneralizedNewtypeDeriving #-} -- | Creation of items on the server. Types and operations that don't involve -- server state nor our custom monads. module Game.LambdaHack.Server.ItemRev ( ItemKnown(..), NewItem(..), ItemRev, UniqueSet , newItemKind, newItem -- * Item discovery types , DiscoveryKindRev, emptyDiscoveryKindRev, serverDiscos -- * The @FlavourMap@ type , FlavourMap, emptyFlavourMap, dungeonFlavourMap -- * Important implementation parts, exposed for tests , rollFlavourMap #ifdef EXPOSE_INTERNAL -- * Internal operations , buildItem, keepMetaGameInformation #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Binary import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import qualified Data.HashMap.Strict as HM import Data.Hashable (Hashable) import Data.Vector.Binary () import qualified Data.Vector.Unboxed as U import GHC.Generics (Generic) import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.ItemAspect as IA import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Types import Game.LambdaHack.Content.ItemKind (ItemKind) import qualified Game.LambdaHack.Content.ItemKind as IK import qualified Game.LambdaHack.Core.Dice as Dice import Game.LambdaHack.Core.Frequency import Game.LambdaHack.Core.Random import qualified Game.LambdaHack.Definition.Ability as Ability import Game.LambdaHack.Definition.Defs import Game.LambdaHack.Definition.Flavour -- | The essential item properties, used for the @ItemRev@ hash table -- from items to their ids, needed to assign ids to newly generated items. -- All the other meaningful properties can be derived from them. -- Note: item seed instead of @AspectRecord@ is not enough, -- becaused different seeds may result in the same @AspectRecord@ -- and we don't want such items to be distinct in UI and elsewhere. data ItemKnown = ItemKnown ItemIdentity IA.AspectRecord (Maybe FactionId) deriving (Show, Eq, Generic) instance Binary ItemKnown instance Hashable ItemKnown data NewItem = NewItem (GroupName ItemKind) ItemKnown ItemFull ItemQuant | NoNewItem -- | Reverse item map, for item creation, to keep items and item identifiers -- in bijection. type ItemRev = HM.HashMap ItemKnown ItemId type UniqueSet = ES.EnumSet (ContentId ItemKind) -- | Build an item with the given kind and aspects. buildItem :: COps -> IA.AspectRecord -> FlavourMap -> DiscoveryKindRev -> ContentId ItemKind -> Item buildItem COps{coitem} arItem (FlavourMap flavourMap) (DiscoveryKindRev discoRev) ikChosen = let jkind = case IA.aPresentAs arItem of Just grp -> let kindHidden = ouniqGroup coitem grp in IdentityCovered (toItemKindIx $ discoRev U.! contentIdIndex ikChosen) kindHidden Nothing -> IdentityObvious ikChosen jfid = Nothing -- the default jflavour = toEnum $ fromEnum $ flavourMap U.! contentIdIndex ikChosen in Item{..} -- | Roll an item kind based on given @Freqs@ and kind rarities newItemKind :: COps -> UniqueSet -> Freqs ItemKind -> Dice.AbsDepth -> Dice.AbsDepth -> Int -> Frequency (GroupName ItemKind, ContentId IK.ItemKind, ItemKind) newItemKind COps{coitem, coItemSpeedup} uniqueSet itemFreq (Dice.AbsDepth ldepth) (Dice.AbsDepth totalDepth) lvlSpawned = assert (any (\(_, n) -> n > 0) itemFreq) $ -- Effective generation depth of actors (not items) increases with spawns. -- Up to 10 spawns, no effect. With 20 spawns, depth + 5, and then -- each 10 spawns adds 5 depth. let numSpawnedCoeff = max 0 $ lvlSpawned `div` 2 - 5 ldSpawned = ldepth + numSpawnedCoeff f _ _ acc _ ik _ | ik `ES.member` uniqueSet = acc f !itemGroup !q !acc !p !ik !kind = -- Don't consider lvlSpawned for uniques, except those that have -- @Unique@ under @Odds@. let ld = if IA.checkFlag Ability.Unique $ IA.kmMean $ getKindMean ik coItemSpeedup then ldepth else ldSpawned rarity = linearInterpolation ld totalDepth (IK.irarity kind) !fr = q * p * rarity in (fr, (itemGroup, ik, kind)) : acc g (!itemGroup, !q) = ofoldlGroup' coitem itemGroup (f itemGroup q) [] freqDepth = concatMap g itemFreq in toFreq "newItemKind" freqDepth -- | Given item kind frequency, roll item kind, generate item aspects -- based on level and put together the full item data set. newItem :: COps -> Frequency (GroupName ItemKind, ContentId IK.ItemKind, ItemKind) -> FlavourMap -> DiscoveryKindRev -> Dice.AbsDepth -> Dice.AbsDepth -> Rnd NewItem newItem cops freq flavourMap discoRev levelDepth totalDepth = if nullFreq freq then return NoNewItem -- e.g., rare tile has a unique embed, only first time else do (itemGroup, itemKindId, itemKind) <- frequency freq -- Number of new items/actors unaffected by number of spawned actors. itemN <- castDice levelDepth totalDepth (IK.icount itemKind) arItem <- IA.rollAspectRecord (IK.iaspects itemKind) levelDepth totalDepth let itemBase = buildItem cops arItem flavourMap discoRev itemKindId itemIdentity = jkind itemBase !itemK = max 1 itemN !itemTimer = [itemTimerZero | IA.checkFlag Ability.Periodic arItem] -- enable optimization in @applyPeriodicLevel@ itemSuspect = False -- Bonuses on items/actors unaffected by number of spawned actors. itemDisco = ItemDiscoFull arItem itemFull = ItemFull {..} itemKnown = ItemKnown itemIdentity arItem (jfid itemBase) itemQuant = if itemK == 1 && null itemTimer then quantSingle else (itemK, itemTimer) return $! NewItem itemGroup itemKnown itemFull itemQuant -- | The reverse map to @DiscoveryKind@, needed for item creation. -- This is total and never changes, hence implemented as vector. -- Morally, it's indexed by @ContentId ItemKind@ and elements are @ItemKindIx@. newtype DiscoveryKindRev = DiscoveryKindRev (U.Vector Word16) deriving (Show, Binary) emptyDiscoveryKindRev :: DiscoveryKindRev emptyDiscoveryKindRev = DiscoveryKindRev U.empty serverDiscos :: COps -> DiscoveryKindRev -> Rnd (DiscoveryKind, DiscoveryKindRev) serverDiscos COps{coitem} (DiscoveryKindRev discoRevFromPreviousGame) = do let ixs = [0..toEnum (olength coitem - 1)] shuffled <- if U.null discoRevFromPreviousGame then shuffle ixs else shuffleExcept (keepMetaGameInformation coitem discoRevFromPreviousGame) (olength coitem) ixs let udiscoRev = U.fromListN (olength coitem) shuffled f :: ContentId ItemKind -> Word16 -> (ItemKindIx, ContentId ItemKind) f ik ikx = (toItemKindIx ikx, ik) -- Not @fromDistinctAscList@, because it's the reverse map. discoS = EM.fromList $ zipWith f [toEnum 0 ..] $ U.toList udiscoRev return (discoS, DiscoveryKindRev udiscoRev) -- | Keep in a vector the information that is retained from playthrough -- to playthrough. The information being, e.g., @ItemKindIx@ or @Flavour@. -- The information is morally indexed by @ContentId ItemKind@ and its @Enum@ -- instance fits in @Word16@. keepMetaGameInformation :: ContentData ItemKind -> U.Vector Word16 -> U.Vector Word16 keepMetaGameInformation coitem informationFromPreviousGame = let inMetaGame :: ContentId ItemKind -> Bool inMetaGame kindId = IK.SetFlag Ability.MetaGame `elem` IK.iaspects (okind coitem kindId) keepMeta :: Int -> Word16 -> Word16 keepMeta i ix = if inMetaGame (toEnum i) then ix else invalidInformationCode in U.imap keepMeta informationFromPreviousGame -- | Flavours assigned by the server to item kinds, in this particular game. -- This is total and never changes, hence implemented as vector. -- Morally, it's indexed by @ContentId ItemKind@ and elements are @Flavour@. newtype FlavourMap = FlavourMap (U.Vector Word16) deriving (Show, Binary) emptyFlavourMap :: FlavourMap emptyFlavourMap = FlavourMap U.empty -- | Assigns flavours to item kinds. Assures no flavor is repeated for the same -- symbol, except for items with only one permitted flavour. rollFlavourMap :: U.Vector Word16 -> Rnd ( EM.EnumMap (ContentId ItemKind) Flavour , EM.EnumMap (ContentSymbol ItemKind) (ES.EnumSet Flavour) ) -> ContentId ItemKind -> ItemKind -> Rnd ( EM.EnumMap (ContentId ItemKind) Flavour , EM.EnumMap (ContentSymbol ItemKind) (ES.EnumSet Flavour) ) rollFlavourMap uFlavMeta !rnd !key !ik = case IK.iflavour ik of [] -> error "empty iflavour" [flavour] -> do (!assocs, !availableMap) <- rnd return ( EM.insert key flavour assocs , availableMap ) flvs -> do (!assocs, !availableMap) <- rnd let a0 = uFlavMeta U.! toEnum (fromEnum key) if a0 == invalidInformationCode then do if length flvs < 6 then do -- too few to even attempt unique assignment flavour <- oneOf flvs return ( EM.insert key flavour assocs , availableMap ) else do let available = availableMap EM.! IK.isymbol ik proper = ES.fromList flvs `ES.intersection` available assert (not (ES.null proper) `blame` "not enough flavours for items" `swith` (flvs, available, ik, availableMap)) $ do flavour <- oneOf $ ES.elems proper let availableReduced = ES.delete flavour available return ( EM.insert key flavour assocs , EM.insert (IK.isymbol ik) availableReduced availableMap ) else return ( EM.insert key (toEnum $ fromEnum a0) assocs , availableMap ) -- | Randomly chooses flavour for all item kinds for this game. dungeonFlavourMap :: COps -> FlavourMap -> Rnd FlavourMap dungeonFlavourMap COps{coitem} (FlavourMap flavourMapFromPreviousGame) = do let uFlavMeta = if U.null flavourMapFromPreviousGame then U.replicate (olength coitem) invalidInformationCode else keepMetaGameInformation coitem flavourMapFromPreviousGame flavToAvailable :: EM.EnumMap Char (ES.EnumSet Flavour) -> Int -> Word16 -> EM.EnumMap Char (ES.EnumSet Flavour) flavToAvailable em i fl = let ik = okind coitem (toEnum i) setBase = EM.findWithDefault (ES.fromList stdFlavList) (IK.isymbol ik) em setMeta = if fl == invalidInformationCode then setBase else ES.delete (toEnum $ fromEnum fl) setBase in EM.insert (IK.isymbol ik) setMeta em availableMap = U.ifoldl' flavToAvailable EM.empty uFlavMeta (assocsFlav, _) <- ofoldlWithKey' coitem (rollFlavourMap uFlavMeta) (return (EM.empty, availableMap)) let uFlav = U.fromListN (olength coitem) $ map (toEnum . fromEnum) $ EM.elems assocsFlav return $! FlavourMap uFlav