-- | Semantics of client UI response to atomic commands. -- See -- . module Game.LambdaHack.Client.AtomicSemCli ( cmdAtomicSem, cmdAtomicSemCli, cmdAtomicFilterCli , drawCmdAtomicUI, drawSfxAtomicUI ) where import Control.Exception.Assert.Sugar import Control.Monad import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Maybe import Data.Monoid import qualified NLP.Miniutter.English as MU import Game.LambdaHack.Client.Action import Game.LambdaHack.Client.Draw import Game.LambdaHack.Client.HumanLocal import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Action import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Animation import Game.LambdaHack.Common.AtomicCmd import Game.LambdaHack.Common.AtomicPos import Game.LambdaHack.Common.AtomicSem import qualified Game.LambdaHack.Common.Color as Color import qualified Game.LambdaHack.Common.Effect as Effect import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Item import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Msg import Game.LambdaHack.Common.Perception import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Content.ActorKind import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Content.TileKind -- * CmdAtomicAI -- | Clients keep a subset of atomic commands sent by the server -- and add some of their own. The result of this function is the list -- of commands kept for each command received. cmdAtomicFilterCli :: MonadClient m => CmdAtomic -> m [CmdAtomic] cmdAtomicFilterCli cmd = case cmd of MoveActorA aid _ toP -> do cmdSml <- deleteSmell aid toP return $ [cmd] ++ cmdSml DisplaceActorA source target -> do bs <- getsState $ getActorBody source bt <- getsState $ getActorBody target cmdSource <- deleteSmell source (bpos bt) cmdTarget <- deleteSmell target (bpos bs) return $ [cmd] ++ cmdSource ++ cmdTarget AlterTileA lid p fromTile toTile -> do Kind.COps{cotile=Kind.Ops{okind}} <- getsState scops lvl <- getLevel lid let t = lvl `at` p if t == fromTile then return [cmd] else do -- From alterTileA@ we know @t == freshClientTile@, -- which is uncanny, so we produce a message. -- It happens when a client thinks the tile is @t@, -- but it's @fromTile@, and @AlterTileA@ changes it -- to @toTile@. See @alterTileA@. let subject = "" -- a hack, we we don't handle adverbs well verb = "turn into" msg = makeSentence [ "the", MU.Text $ tname $ okind t , "at position", MU.Text $ tshow p , "suddenly" -- adverb , MU.SubjectVerbSg subject verb , MU.AW $ MU.Text $ tname $ okind toTile ] return [ cmd -- reveal the tile , MsgAllA msg -- show the message ] SearchTileA aid p fromTile toTile -> do b <- getsState $ getActorBody aid lvl <- getLevel $ blid b let t = lvl `at` p return $! if t == fromTile then -- Fully ignorant. (No intermediate knowledge possible.) [ cmd -- show the message , AlterTileA (blid b) p fromTile toTile -- reveal tile ] else if t == toTile then [cmd] -- Already knows the tile fully, only confirm. else -- Misguided. assert `failure` "LoseTile fails to reset memory" `twith` (aid, p, fromTile, toTile, b, t, cmd) SpotTileA lid ts -> do Kind.COps{cotile} <- getsState scops lvl <- getLevel lid -- We ignore the server resending us hidden versions of the tiles -- (and resending us the same data we already got). -- If the tiles are changed to other variants of the hidden tile, -- we can still verify by searching, and the UI warns us "obscured". let notKnown (p, t) = let tClient = lvl `at` p in t /= tClient && (not (isSecretPos lvl p) || t /= Tile.hideAs cotile tClient) newTs = filter notKnown ts return $! if null newTs then [] else [SpotTileA lid newTs] AlterSmellA lid p fromSm _toSm -> do lvl <- getLevel lid let msml = EM.lookup p $ lsmell lvl return $ if msml /= fromSm then -- Revert to the server smell before server command executes. -- This is needed due to our hacky removal of traversed smells -- in @deleteSmell@. [AlterSmellA lid p msml fromSm, cmd] else [cmd] DiscoverA _ _ iid _ -> do disco <- getsClient sdisco item <- getsState $ getItemBody iid if jkindIx item `EM.member` disco then return [] else return [cmd] CoverA _ _ iid _ -> do disco <- getsClient sdisco item <- getsState $ getItemBody iid if jkindIx item `EM.notMember` disco then return [] else return [cmd] PerceptionA lid outPer inPer -> do -- Here we cheat by setting a new perception outright instead of -- in @cmdAtomicSemCli@, to avoid computing perception twice. -- TODO: try to assert similar things as for @atomicRemember@: -- that posCmdAtomic of all the Lose* commands was visible in old Per, -- but is not visible any more. perOld <- getPerFid lid perceptionA lid outPer inPer perNew <- getPerFid lid s <- getState fid <- getsClient sside -- Wipe out actors that just became invisible due to changed FOV. -- TODO: perhaps instead create LoseActorA for all actors in lprio, -- and keep only those where seenAtomicCli is True; this is even -- cheaper than repeated posToActor (until it's optimized). let outFov = totalVisible perOld ES.\\ totalVisible perNew outPrio = concatMap (\p -> posToActors p lid s) $ ES.elems outFov fActor ((aid, b), ais) = -- TODO: instead of bproj, check that actor sees himself. if not (bproj b) && bfid b == fid then Nothing -- optimization: the actor is soon lost anyway, -- e.g., via DominateActorA, so don't bother else Just $ LoseActorA aid b ais outActor = mapMaybe fActor outPrio -- Wipe out remembered items on tiles that now came into view. Level{lfloor, lsmell} <- getLevel lid let inFov = totalVisible perNew ES.\\ totalVisible perOld pMaybe p = maybe Nothing (\x -> Just (p, x)) inFloor = mapMaybe (\p -> pMaybe p $ EM.lookup p lfloor) (ES.elems inFov) fItem p (iid, k) = LoseItemA iid (getItemBody iid s) k (CFloor lid p) fBag (p, bag) = map (fItem p) $ EM.assocs bag inItem = concatMap fBag inFloor -- Remembered map tiles not wiped out, due to optimization in @spotTileA@. -- Wipe out remembered smell on tiles that now came into smell Fov. let inSmellFov = smellVisible perNew ES.\\ smellVisible perOld inSm = mapMaybe (\p -> pMaybe p $ EM.lookup p lsmell) (ES.elems inSmellFov) inSmell = if null inSm then [] else [LoseSmellA lid inSm] let seenNew = seenAtomicCli False fid perNew seenOld = seenAtomicCli False fid perOld -- TODO: these assertions are probably expensive psActor <- mapM posCmdAtomic outActor -- Verify that we forget only previously seen actors. assert (allB seenOld psActor) skip -- Verify that we forget only currently invisible actors. assert (allB (not . seenNew) psActor) skip psItemSmell <- mapM posCmdAtomic $ inItem ++ inSmell -- Verify that we forget only previously invisible items and smell. assert (allB (not . seenOld) psItemSmell) skip -- Verify that we forget only currently seen items and smell. assert (allB seenNew psItemSmell) skip return $! cmd : outActor ++ inItem ++ inSmell _ -> return [cmd] deleteSmell :: MonadClient m => ActorId -> Point -> m [CmdAtomic] deleteSmell aid pos = do Kind.COps{coactor = Kind.Ops{okind}} <- getsState scops b <- getsState $ getActorBody aid let canSmell = asmell $ okind $ bkind b if canSmell then do lvl <- getLevel $ blid b let msml = EM.lookup pos $ lsmell lvl return $ maybe [] (\sml -> [AlterSmellA (blid b) pos (Just sml) Nothing]) msml else return [] -- | Effect of atomic actions on client state is calculated -- in the global state before the command is executed. cmdAtomicSemCli :: MonadClient m => CmdAtomic -> m () cmdAtomicSemCli cmd = case cmd of CreateActorA aid body _ -> createActorA aid body DestroyActorA aid b _ -> destroyActorA aid b True SpotActorA aid body _ -> createActorA aid body LoseActorA aid b _ -> destroyActorA aid b False LeadFactionA fid source target -> do side <- getsClient sside when (side == fid) $ do mleader <- getsClient _sleader assert (mleader == source -- somebody changed the leader for us || mleader == target -- we changed the leader originally `blame` "unexpected leader" `twith` (cmd, mleader)) skip modifyClient $ \cli -> cli {_sleader = target} DiscoverA lid p iid ik -> discoverA lid p iid ik CoverA lid p iid ik -> coverA lid p iid ik PerceptionA lid outPer inPer -> perceptionA lid outPer inPer RestartA side sdisco sfper _ sdebugCli _ -> do shistory <- getsClient shistory sconfigUI <- getsClient sconfigUI isAI <- getsClient sisAI let cli = defStateClient shistory sconfigUI side isAI putClient cli { sdisco , sfper -- , sundo = [CmdAtomic cmd] , scurDifficulty = sdifficultyCli sdebugCli , sdebugCli } ResumeA _fid sfper -> modifyClient $ \cli -> cli {sfper} KillExitA _fid -> killExitA SaveBkpA -> saveClient _ -> return () createActorA :: MonadClient m => ActorId -> Actor -> m () createActorA aid _b = do let affect tgt = case tgt of TEnemyPos a _ _ permit | a == aid -> TEnemy a permit _ -> tgt affect3 (tgt, mpath) = case tgt of TEnemyPos a _ _ permit | a == aid -> (TEnemy a permit, Nothing) _ -> (tgt, mpath) modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} modifyClient $ \cli -> cli {scursor = affect $ scursor cli} destroyActorA :: MonadClient m => ActorId -> Actor -> Bool -> m () destroyActorA aid b destroy = do when destroy $ modifyClient $ updateTarget aid (const Nothing) -- gc modifyClient $ \cli -> cli {sbfsD = EM.delete aid $ sbfsD cli} -- gc let affect tgt = case tgt of TEnemy a permit | a == aid -> TEnemyPos a (blid b) (bpos b) permit -- Don't consider @destroy@, because even if actor dead, it makes -- sense to go to last known location to loot or find others. _ -> tgt affect3 (tgt, mpath) = (affect tgt, mpath) -- old path always good modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)} modifyClient $ \cli -> cli {scursor = affect $ scursor cli} perceptionA :: MonadClient m => LevelId -> Perception -> Perception -> m () perceptionA 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 = assert `failure` "no perception to alter" `twith` lid adj (Just per) = Just $ addPer (diffPer per outPer) inPer f = EM.alter adj lid modifyClient $ \cli -> cli {sfper = f (sfper cli)} discoverA :: MonadClient m => LevelId -> Point -> ItemId -> Kind.Id ItemKind -> m () discoverA lid p iid ik = do item <- getsState $ getItemBody iid let f Nothing = Just ik f (Just ik2) = assert `failure` "already discovered" `twith` (lid, p, iid, ik, ik2) modifyClient $ \cli -> cli {sdisco = EM.alter f (jkindIx item) (sdisco cli)} coverA :: MonadClient m => LevelId -> Point -> ItemId -> Kind.Id ItemKind -> m () coverA lid p iid ik = do item <- getsState $ getItemBody iid let f Nothing = assert `failure` "already covered" `twith` (lid, p, iid, ik) f (Just ik2) = assert (ik == ik2 `blame` "unexpected covered item kind" `twith` (ik, ik2)) Nothing modifyClient $ \cli -> cli {sdisco = EM.alter f (jkindIx item) (sdisco cli)} killExitA :: MonadClient m => m () killExitA = modifyClient $ \cli -> cli {squit = True} -- * CmdAtomicUI -- TODO: let user configure which messages are not created, which are -- slightly hidden, which are shown and which flash and center screen -- and perhaps highligh the related location/actor. Perhaps even -- switch to the actor, changing HP displayed on screen, etc. -- but it's too short a clip to read the numbers, so probably -- highlighing should be enough. -- TODO: for a start, flesh out the verbose variant and then add -- a single client debug option that flips verbosity -- -- | Visualization of atomic actions for the client is perfomed -- in the global state after the command is executed and after -- the client state is modified by the command. drawCmdAtomicUI :: MonadClientUI m => Bool -> CmdAtomic -> m () drawCmdAtomicUI verbose cmd = case cmd of CreateActorA aid body _ -> createActorUI aid body verbose "appear" DestroyActorA aid body _ -> do destroyActorUI aid body "die" "be destroyed" verbose side <- getsClient sside when (bfid body == side && not (bproj body)) stopPlayBack CreateItemA _ item k _ -> itemVerbMU item k "drop to the ground" DestroyItemA _ item k _ -> itemVerbMU item k "disappear" SpotActorA aid body _ -> createActorUI aid body verbose "be spotted" LoseActorA aid body _ -> destroyActorUI aid body "be missing in action" "be lost" verbose SpotItemA _ item k c -> do scursorOld <- getsClient scursor case scursorOld of TEnemy{} -> return () -- probably too important to overwrite TEnemyPos{} -> return () _ -> do (lid, p) <- posOfContainer c modifyClient $ \cli -> cli {scursor = TPoint lid p} stopPlayBack -- TODO: perhaps don't spam for already seen items; very hard to do itemVerbMU item k "be spotted" MoveActorA aid _ _ -> lookAtMove aid WaitActorA aid _ _| verbose -> aVerbMU aid "wait" DisplaceActorA source target -> displaceActorUI source target MoveItemA iid k c1 c2 -> moveItemUI verbose iid k c1 c2 HealActorA aid n -> do when verbose $ aVerbMU aid $ MU.Text $ (if n > 0 then "heal" else "lose") <+> tshow (abs n) <> "HP" mleader <- getsClient _sleader when (Just aid == mleader) $ do Kind.COps{coactor=Kind.Ops{okind}} <- getsState scops b <- getsState $ getActorBody aid let ActorKind{ahp} = okind $ bkind b when (bhp b == maxDice ahp) $ do actorVerbMU aid b "heal fully" stopPlayBack HasteActorA aid delta -> aVerbMU aid $ if delta > speedZero then "speed up" else "slow down" LeadFactionA fid (Just source) (Just target) -> do side <- getsClient sside when (fid == side) $ do actorD <- getsState sactorD case EM.lookup source actorD of Just sb | bhp sb <= 0 -> assert (not $ bproj sb) $ do -- Regardless who the leader is, give proper names here, not 'you'. tb <- getsState $ getActorBody target let subject = partActor tb object = partActor sb msgAdd $ makeSentence [ MU.SubjectVerbSg subject "take command" , "from", object ] _ -> skip DiplFactionA fid1 fid2 _ toDipl -> do name1 <- getsState $ gname . (EM.! fid1) . sfactionD name2 <- getsState $ gname . (EM.! fid2) . sfactionD let showDipl Unknown = "unknown to each other" showDipl Neutral = "in neutral diplomatic relations" showDipl Alliance = "allied" showDipl War = "at war" msgAdd $ name1 <+> "and" <+> name2 <+> "are now" <+> showDipl toDipl <> "." QuitFactionA fid mbody _ toSt -> quitFactionUI fid mbody toSt AlterTileA{} | verbose -> return () -- TODO: door opens SearchTileA aid p fromTile toTile -> do Kind.COps{cotile = Kind.Ops{okind}} <- getsState scops b <- getsState $ getActorBody aid lvl <- getLevel $ blid b subject <- partAidLeader aid let t = lvl `at` p verb | t == toTile = "confirm" | otherwise = "reveal" subject2 = MU.Text $ tname $ okind fromTile verb2 = "be" let msg = makeSentence [ MU.SubjectVerbSg subject verb , "that the" , MU.SubjectVerbSg subject2 verb2 , "a hidden" , MU.Text $ tname $ okind toTile ] msgAdd msg AgeGameA t -> do when (t > timeClip) $ displayFrames [Nothing] -- show delay -- TODO: shows messages on leader level, instead of recently shown -- level (e.g., between animations); perhaps draw messages separately -- from level (but on the same text window) or keep last level frame -- and only overlay messages on it when needed; or store the level -- of last shown displayPush -- TODO: is this really needed? write why DiscoverA _ _ iid _ -> do disco <- getsClient sdisco item <- getsState $ getItemBody iid let ix = jkindIx item Kind.COps{coitem} <- getsState scops let discoUnknown = EM.delete ix disco (objUnkown1, objUnkown2) = partItem coitem discoUnknown item msg = makeSentence [ "the", MU.SubjectVerbSg (MU.Phrase [objUnkown1, objUnkown2]) "turn out to be" , partItemAW coitem disco item ] msgAdd msg CoverA _ _ iid ik -> do discoUnknown <- getsClient sdisco item <- getsState $ getItemBody iid let ix = jkindIx item Kind.COps{coitem} <- getsState scops let disco = EM.insert ix ik discoUnknown (objUnkown1, objUnkown2) = partItem coitem discoUnknown item (obj1, obj2) = partItem coitem disco item msg = makeSentence [ "the", MU.SubjectVerbSg (MU.Phrase [obj1, obj2]) "look like an ordinary" , objUnkown1, objUnkown2 ] msgAdd msg RestartA _ _ _ _ _ t -> msgAdd $ "New game started in" <+> t <+> "mode." SaveBkpA | verbose -> msgAdd "Saving backup." MsgAllA msg -> msgAdd msg _ -> return () lookAtMove :: MonadClientUI m => ActorId -> m () lookAtMove aid = do body <- getsState $ getActorBody aid side <- getsClient sside tgtMode <- getsClient stgtMode when (not (bproj body) && bfid body == side && isNothing tgtMode) $ do -- targeting does a more extensive look lookMsg <- lookAt False "" True (bpos body) aid "" msgAdd lookMsg fact <- getsState $ (EM.! bfid body) . sfactionD Level{lxsize, lysize} <- getsState $ (EM.! blid body) . sdungeon if side == bfid body then do foes <- getsState $ actorList (isAtWar fact) (blid body) when (foesAdjacent lxsize lysize (bpos body) foes) stopPlayBack else when (isAtWar fact side) $ do foes <- getsState $ actorNotProjList (== side) (blid body) when (foesAdjacent lxsize lysize (bpos body) foes) stopPlayBack -- | Sentences such as \"Dog barks loudly.\". actorVerbMU :: MonadClientUI m => ActorId -> Actor -> MU.Part -> m () actorVerbMU aid b verb = do subject <- partActorLeader aid b msgAdd $ makeSentence [MU.SubjectVerbSg subject verb] aVerbMU :: MonadClientUI m => ActorId -> MU.Part -> m () aVerbMU aid verb = do b <- getsState $ getActorBody aid actorVerbMU aid b verb itemVerbMU :: MonadClientUI m => Item -> Int -> MU.Part -> m () itemVerbMU item k verb = assert (k > 0) $ do Kind.COps{coitem} <- getsState scops disco <- getsClient sdisco let subject = partItemWs coitem disco k item msg | k > 1 = makeSentence [MU.SubjectVerb MU.PlEtc MU.Yes subject verb] | otherwise = makeSentence [MU.SubjectVerbSg subject verb] msgAdd msg _iVerbMU :: MonadClientUI m => ItemId -> Int -> MU.Part -> m () _iVerbMU iid k verb = do item <- getsState $ getItemBody iid itemVerbMU item k verb aiVerbMU :: MonadClientUI m => ActorId -> MU.Part -> ItemId -> Int -> m () aiVerbMU aid verb iid k = do Kind.COps{coitem} <- getsState scops disco <- getsClient sdisco item <- getsState $ getItemBody iid subject <- partAidLeader aid let msg = makeSentence [ MU.SubjectVerbSg subject verb , partItemWs coitem disco k item ] msgAdd msg -- TODO: "XXX spots YYY"? or blink or show the changed cursor? createActorUI :: MonadClientUI m => ActorId -> Actor -> Bool -> MU.Part -> m () createActorUI aid body verbose verb = do side <- getsClient sside when (verbose || bfid body /= side) $ actorVerbMU aid body verb when (bfid body /= side) $ do fact <- getsState $ (EM.! bfid body) . sfactionD when (not (bproj body) && isAtWar fact side) $ do -- Target even if nobody can aim at the enemy. Let's home in on him -- and then we can aim or melee. We set permit to False, because it's -- technically very hard to check aimability here, because we are -- in-between turns and, e.g., leader's move has not yet been taken -- into account. modifyClient $ \cli -> cli {scursor = TEnemy aid False} stopPlayBack lookAtMove aid destroyActorUI :: MonadClientUI m => ActorId -> Actor -> MU.Part -> MU.Part -> Bool -> m () destroyActorUI aid body verb verboseVerb verbose = do side <- getsClient sside if (bfid body == side && bhp body <= 0 && not (bproj body)) then do actorVerbMU aid body verb void $ displayMore ColorBW "" else when verbose $ actorVerbMU aid body verboseVerb moveItemUI :: MonadClientUI m => Bool -> ItemId -> Int -> Container -> Container -> m () moveItemUI verbose iid k c1 c2 = do Kind.COps{coitem} <- getsState scops item <- getsState $ getItemBody iid disco <- getsClient sdisco case (c1, c2) of (CFloor _ _, CActor aid l) -> do b <- getsState $ getActorBody aid unless (bproj b) $ do let n = bbag b EM.! iid side <- getsClient sside if bfid b == side then msgAdd $ makePhrase [ letterLabel l , partItemWs coitem disco n item , "\n" ] else aiVerbMU aid "pick up" iid k (CActor aid _, CFloor _ _) | verbose -> aiVerbMU aid "drop" iid k _ -> return () displaceActorUI :: MonadClientUI m => ActorId -> ActorId -> m () displaceActorUI source target = do sb <- getsState $ getActorBody source tb <- getsState $ getActorBody target spart <- partActorLeader source sb tpart <- partActorLeader target tb let msg = makeSentence [MU.SubjectVerbSg spart "displace", tpart] msgAdd msg when (bfid sb /= bfid tb) $ do lookAtMove source lookAtMove target let ps = (bpos tb, bpos sb) animFrs <- animate (blid sb) $ swapPlaces ps displayFrames $ Nothing : animFrs quitFactionUI :: MonadClientUI m => FactionId -> Maybe Actor -> Maybe Status -> m () quitFactionUI fid mbody toSt = do cops@Kind.COps{coitem=Kind.Ops{okind, ouniqGroup}} <- getsState scops fact <- getsState $ (EM.! fid) . sfactionD let fidName = MU.Text $ gname fact horror = isHorrorFact cops fact side <- getsClient sside let msgIfSide _ | fid /= side = Nothing msgIfSide s = Just s (startingPart, partingPart) = case toSt of _ | horror -> (Nothing, Nothing) -- Ignore summoned actors' factions. Just Status{stOutcome=Killed} -> ( Just "be eliminated" , msgIfSide "Let's hope another party can save the day!" ) Just Status{stOutcome=Defeated} -> ( Just "be decisively defeated" , msgIfSide "Let's hope your new overlords let you live." ) Just Status{stOutcome=Camping} -> ( Just "order save and exit" , Just $ if fid == side then "See you soon, stronger and braver!" else "See you soon, stalwart warrior!" ) Just Status{stOutcome=Conquer} -> ( Just "vanquish all foes" , msgIfSide "Can it be done in a better style, though?" ) Just Status{stOutcome=Escape} -> ( Just "achieve victory" , msgIfSide "Can it be done better, though?" ) Just Status{stOutcome=Restart, stInfo} -> ( Just $ MU.Text $ "order mission restart in" <+> stInfo <+> "mode" , Just $ if fid == side then "This time for real." else "Somebody couldn't stand the heat." ) Nothing -> (Nothing, Nothing) -- Wipe out the quit flag for the savegame files. case startingPart of Nothing -> return () Just sp -> do let msg = makeSentence [MU.SubjectVerbSg fidName sp] msgAdd msg case (toSt, partingPart) of (Just status, Just pp) -> do (bag, total) <- case mbody of Just body | fid == side -> getsState $ calculateTotal body _ -> case gleader fact of Nothing -> return (EM.empty, 0) Just aid -> do b <- getsState $ getActorBody aid getsState $ calculateTotal b let currencyName = MU.Text $ iname $ okind $ ouniqGroup "currency" itemMsg = makeSentence [ "Your loot is worth" , MU.CarWs total currencyName ] <+> moreMsg startingSlide <- promptToSlideshow moreMsg recordHistory -- we are going to exit or restart, so record itemSlides <- if EM.null bag then return mempty else do io <- floorItemOverlay bag overlayToSlideshow itemMsg io -- Show score for any UI client, even though it is saved only -- for human UI clients. scoreSlides <- scoreToSlideshow total status partingSlide <- promptToSlideshow $ pp <+> moreMsg shutdownSlide <- promptToSlideshow pp -- TODO: First ESC cancels items display. void $ getInitConfirms ColorFull [] $ startingSlide <> itemSlides -- TODO: Second ESC cancels high score and parting message display. -- The last slide stays onscreen during shutdown, etc. <> scoreSlides <> partingSlide <> shutdownSlide _ -> return () -- * SfxAtomicUI drawSfxAtomicUI :: MonadClientUI m => Bool -> SfxAtomic -> m () drawSfxAtomicUI verbose sfx = case sfx of StrikeD source target item b -> strikeD source target item b RecoilD source target _ _ -> do spart <- partAidLeader source tpart <- partAidLeader target msgAdd $ makeSentence [MU.SubjectVerbSg spart "shrink away from", tpart] ProjectD aid iid -> aiVerbMU aid "aim" iid 1 CatchD aid iid -> aiVerbMU aid "catch" iid 1 ActivateD aid iid -> aiVerbMU aid "activate"{-TODO-} iid 1 CheckD aid iid -> aiVerbMU aid "check" iid 1 TriggerD aid _p _feat | verbose -> aVerbMU aid "trigger" -- TODO: opens door ShunD aid _p _ | verbose -> aVerbMU aid "shun" -- TODO: shuns stairs down EffectD aid effect -> do b <- getsState $ getActorBody aid side <- getsClient sside let fid = bfid b if bhp b <= 0 && not (bproj b) || bhp b < 0 then do -- We assume the effect is the cause of incapacitation. let firstFall | fid == side && bproj b = "fall apart" | fid == side = "fall down" | bproj b = "break up" | otherwise = "collapse" hurtExtra | fid == side && bproj b = "be stomped flat" | fid == side = "be ground into the floor" | bproj b = "be shattered into little pieces" | otherwise = "be reduced to a bloody pulp" subject <- partActorLeader aid b let deadPreviousTurn p = p < 0 && (bhp b <= p && not (bproj b) || bhp b < p) (deadBefore, verbDie) = case effect of Effect.Hurt _ p | deadPreviousTurn p -> (True, hurtExtra) Effect.Heal p | deadPreviousTurn p -> (True, hurtExtra) _ -> (False, firstFall) msgDie = makeSentence [MU.SubjectVerbSg subject verbDie] msgAdd msgDie when (fid == side && not (bproj b)) $ do animDie <- if deadBefore then animate (blid b) $ twirlSplash (bpos b, bpos b) Color.Red Color.Red else animate (blid b) $ deathBody $ bpos b displayFrames animDie else case effect of Effect.NoEffect -> msgAdd "Nothing happens." Effect.Heal p | p > 0 -> do if fid == side then actorVerbMU aid b "feel healthier" else actorVerbMU aid b "look healthier" let ps = (bpos b, bpos b) animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue displayFrames $ Nothing : animFrs Effect.Heal _ -> do if fid == side then actorVerbMU aid b "feel wounded" else actorVerbMU aid b "look wounded" let ps = (bpos b, bpos b) animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red displayFrames $ Nothing : animFrs Effect.Mindprobe nEnemy -> do let msg = makeSentence [MU.CardinalWs nEnemy "howl", "of anger", "can be heard"] msgAdd msg Effect.Dominate -> do if fid == side then do aVerbMU aid $ MU.Text "black out, dominated by foes" void $ displayMore ColorFull "" else do fidName <- getsState $ gname . (EM.! fid) . sfactionD aVerbMU aid $ MU.Text $ "be no longer controlled by" <+> fidName Effect.ApplyPerfume -> msgAdd "The fragrance quells all scents in the vicinity." Effect.Searching{} -> do subject <- partActorLeader aid b let msg = makeSentence [ "It gets lost and" , MU.SubjectVerbSg subject "search in vain" ] msgAdd msg Effect.Ascend k | k > 0 -> actorVerbMU aid b "find a way upstairs" Effect.Ascend k | k < 0 -> actorVerbMU aid b "find a way downstairs" Effect.Ascend{} -> assert `failure` sfx _ -> return () MsgFidD _ msg -> msgAdd msg MsgAllD msg -> msgAdd msg DisplayPushD _ -> -- TODO: shows messages on leader level, instead of recently shown -- level (e.g., between animations); perhaps draw messages separately -- from level (but on the same text window) or keep last level frame -- and only overlay messages on it when needed; or store the level -- of last shown displayPush DisplayDelayD _ -> displayFrames [Nothing] RecordHistoryD _ -> recordHistory _ -> return () strikeD :: MonadClientUI m => ActorId -> ActorId -> Item -> HitAtomic -> m () strikeD source target item b = assert (source /= target) $ do Kind.COps{coitem=coitem@Kind.Ops{okind}} <- getsState scops disco <- getsClient sdisco sb <- getsState $ getActorBody source tb <- getsState $ getActorBody target spart <- partActorLeader source sb tpart <- partActorLeader target tb let (verb, withWhat) | bproj sb = ("hit", False) | otherwise = case jkind disco item of Nothing -> ("hit", False) -- not identified Just ik -> let kind = okind ik in ( iverbApply kind , isNothing $ lookup "hth" $ ifreq kind ) msg MissBlockD = let (partBlock1, partBlock2) = if withWhat then ("swing", partItemAW coitem disco item) else ("try to", verb) in makeSentence [ MU.SubjectVerbSg spart partBlock1 , partBlock2 MU.:> ", but" , MU.SubjectVerbSg tpart "block" ] msg _ = makeSentence $ [MU.SubjectVerbSg spart verb, tpart] ++ if withWhat then ["with", partItemAW coitem disco item] else [] msgAdd $ msg b let ps = (bpos tb, bpos sb) anim HitD = twirlSplash ps Color.BrRed Color.Red anim HitBlockD = blockHit ps Color.BrRed Color.Red anim MissBlockD = blockMiss ps animFrs <- animate (blid sb) $ anim b displayFrames $ Nothing : animFrs