module Game.LambdaHack.Server.HandleAtomicM
( cmdAtomicSemSer
#ifdef EXPOSE_INTERNAL
, addItemToActor, updateSclear, updateSlit
, invalidateLucidLid, invalidateLucidAid
, actorHasShine, itemAffectsShineRadius, itemAffectsPerRadius
, addPerActor, addPerActorAny, deletePerActor, deletePerActorAny
, invalidatePerActor, reconsiderPerActor, invalidatePerLid
#endif
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Game.LambdaHack.Atomic
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.Kind as Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.PointArray as PointArray
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Content.TileKind (TileKind)
import Game.LambdaHack.Server.Fov
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.State
cmdAtomicSemSer :: MonadServer m => UpdAtomic -> m ()
cmdAtomicSemSer cmd = case cmd of
UpdCreateActor aid b _ -> do
discoAspect <- getsServer sdiscoAspect
let aspectRecord = aspectRecordFromActorServer discoAspect b
f = EM.insert aid aspectRecord
modifyServer $ \ser -> ser {sactorAspect = f $ sactorAspect ser}
actorAspect <- getsServer sactorAspect
when (actorHasShine actorAspect aid) $ invalidateLucidLid $ blid b
addPerActor aid b
UpdDestroyActor aid b _ -> do
deletePerActor aid b
actorAspectOld <- getsServer sactorAspect
when (actorHasShine actorAspectOld aid) $ invalidateLucidLid $ blid b
modifyServer $ \ser -> ser {sactorAspect = EM.delete aid $ sactorAspect ser}
modifyServer $ \ser ->
ser {sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(sactorTime ser)}
UpdCreateItem iid _ _ (CFloor lid _) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdCreateItem iid _ (k, _) (CActor aid store) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $ do
addItemToActor iid k aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdDestroyItem iid _ _ (CFloor lid _) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdDestroyItem iid _ (k, _) (CActor aid store) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $ do
addItemToActor iid (-k) aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdSpotActor aid b _ -> do
actorAspect <- getsServer sactorAspect
when (actorHasShine actorAspect aid) $ invalidateLucidLid $ blid b
addPerActor aid b
UpdLoseActor aid b _ -> do
deletePerActor aid b
actorAspectOld <- getsServer sactorAspect
when (actorHasShine actorAspectOld aid) $ invalidateLucidLid $ blid b
modifyServer $ \ser ->
ser {sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(sactorTime ser)}
UpdSpotItem _ iid _ _ (CFloor lid _) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdSpotItem _ iid _ (k, _) (CActor aid store) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $ do
addItemToActor iid k aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdLoseItem _ iid _ _ (CFloor lid _) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
UpdLoseItem _ iid _ (k, _) (CActor aid store) -> do
discoAspect <- getsServer sdiscoAspect
when (itemAffectsShineRadius discoAspect iid [store]) $
invalidateLucidAid aid
when (store `elem` [CEqp, COrgan]) $ do
addItemToActor iid (-k) aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdMoveActor aid _ _ -> do
actorAspect <- getsServer sactorAspect
when (actorHasShine actorAspect aid) $ invalidateLucidAid aid
invalidatePerActor aid
UpdDisplaceActor aid1 aid2 -> do
actorAspect <- getsServer sactorAspect
when (actorHasShine actorAspect aid1 || actorHasShine actorAspect aid2) $
invalidateLucidAid aid1
invalidatePerActor aid1
invalidatePerActor aid2
UpdMoveItem iid k aid s1 s2 -> do
discoAspect <- getsServer sdiscoAspect
let itemAffectsPer = itemAffectsPerRadius discoAspect iid
invalidatePer = when itemAffectsPer $ reconsiderPerActor aid
itemAffectsShine = itemAffectsShineRadius discoAspect iid [s1, s2]
invalidateLucid = when itemAffectsShine $ invalidateLucidAid aid
case s1 of
CEqp -> case s2 of
COrgan -> return ()
_ -> do
addItemToActor iid (-k) aid
invalidatePer
invalidateLucid
COrgan -> case s2 of
CEqp -> return ()
_ -> do
addItemToActor iid (-k) aid
invalidatePer
invalidateLucid
_ -> do
when (s2 `elem` [CEqp, COrgan]) $ do
addItemToActor iid k aid
invalidatePer
invalidateLucid
UpdRefillCalm aid n -> do
actorAspect <- getsServer sactorAspect
body <- getsState $ getActorBody aid
let AspectRecord{aSight} = actorAspect EM.! aid
radiusOld = boundSightByCalm aSight (bcalm body)
radiusNew = boundSightByCalm aSight (bcalm body + n)
when (radiusOld /= radiusNew) $ invalidatePerActor aid
UpdLeadFaction{} -> invalidateArenas
UpdRecordKill{} -> invalidateArenas
UpdAlterTile lid pos fromTile toTile -> do
clearChanged <- updateSclear lid pos fromTile toTile
litChanged <- updateSlit lid pos fromTile toTile
when (clearChanged || litChanged) $ invalidateLucidLid lid
when clearChanged $ invalidatePerLid lid
_ -> return ()
invalidateArenas :: MonadServer m => m ()
invalidateArenas = modifyServer $ \ser -> ser {svalidArenas = False}
addItemToActor :: MonadServer m => ItemId -> Int -> ActorId -> m ()
addItemToActor iid k aid = do
discoAspect <- getsServer sdiscoAspect
let arItem = discoAspect EM.! iid
g arActor = sumAspectRecord [(arActor, 1), (arItem, k)]
f = EM.adjust g aid
modifyServer $ \ser -> ser {sactorAspect = f $ sactorAspect ser}
updateSclear :: MonadServer m
=> LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind -> m Bool
updateSclear lid pos fromTile toTile = do
Kind.COps{coTileSpeedup} <- getsState scops
let fromClear = Tile.isClear coTileSpeedup fromTile
toClear = Tile.isClear coTileSpeedup toTile
if fromClear == toClear then return False else do
let f FovClear{fovClear} =
FovClear $ fovClear PointArray.// [(pos, toClear)]
modifyServer $ \ser ->
ser {sfovClearLid = EM.adjust f lid $ sfovClearLid ser}
return True
updateSlit :: MonadServer m
=> LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind -> m Bool
updateSlit lid pos fromTile toTile = do
Kind.COps{coTileSpeedup} <- getsState scops
let fromLit = Tile.isLit coTileSpeedup fromTile
toLit = Tile.isLit coTileSpeedup toTile
if fromLit == toLit then return False else do
let f (FovLit set) =
FovLit $ if toLit then ES.insert pos set else ES.delete pos set
modifyServer $ \ser -> ser {sfovLitLid = EM.adjust f lid $ sfovLitLid ser}
return True
invalidateLucidLid :: MonadServer m => LevelId -> m ()
invalidateLucidLid lid =
modifyServer $ \ser ->
ser { sfovLucidLid = EM.insert lid FovInvalid $ sfovLucidLid ser
, sperValidFid = EM.map (EM.insert lid False) $ sperValidFid ser }
invalidateLucidAid :: MonadServer m => ActorId -> m ()
invalidateLucidAid aid = do
lid <- getsState $ blid . getActorBody aid
invalidateLucidLid lid
actorHasShine :: ActorAspect -> ActorId -> Bool
actorHasShine actorAspect aid = case EM.lookup aid actorAspect of
Just AspectRecord{aShine} -> aShine > 0
Nothing -> error $ "" `showFailure` aid
itemAffectsShineRadius :: DiscoveryAspect -> ItemId -> [CStore] -> Bool
itemAffectsShineRadius discoAspect iid stores =
(null stores || not (null $ intersect stores [CEqp, COrgan, CGround]))
&& case EM.lookup iid discoAspect of
Just AspectRecord{aShine} -> aShine /= 0
Nothing -> error $ "" `showFailure` iid
itemAffectsPerRadius :: DiscoveryAspect -> ItemId -> Bool
itemAffectsPerRadius discoAspect iid =
case EM.lookup iid discoAspect of
Just AspectRecord{aSight, aSmell, aNocto} ->
aSight /= 0 || aSmell /= 0 || aNocto /= 0
Nothing -> error $ "" `showFailure` iid
addPerActor :: MonadServer m => ActorId -> Actor -> m ()
addPerActor aid b = do
actorAspect <- getsServer sactorAspect
let AspectRecord{..} = actorAspect EM.! aid
unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ addPerActorAny aid b
addPerActorAny :: MonadServer m => ActorId -> Actor -> m ()
addPerActorAny aid b = do
let fid = bfid b
lid = blid b
f PerceptionCache{perActor} = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.insert aid FovInvalid perActor }
modifyServer $ \ser ->
ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
, sperValidFid = EM.adjust (EM.insert lid False) fid
$ sperValidFid ser }
deletePerActor :: MonadServer m => ActorId -> Actor -> m ()
deletePerActor aid b = do
actorAspect <- getsServer sactorAspect
let AspectRecord{..} = actorAspect EM.! aid
unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ deletePerActorAny aid b
deletePerActorAny :: MonadServer m => ActorId -> Actor -> m ()
deletePerActorAny aid b = do
let fid = bfid b
lid = blid b
f PerceptionCache{perActor} = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.delete aid perActor }
modifyServer $ \ser ->
ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
, sperValidFid = EM.adjust (EM.insert lid False) fid
$ sperValidFid ser }
invalidatePerActor :: MonadServer m => ActorId -> m ()
invalidatePerActor aid = do
actorAspect <- getsServer sactorAspect
let AspectRecord{..} = actorAspect EM.! aid
unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ do
b <- getsState $ getActorBody aid
addPerActorAny aid b
reconsiderPerActor :: MonadServer m => ActorId -> m ()
reconsiderPerActor aid = do
b <- getsState $ getActorBody aid
actorAspect <- getsServer sactorAspect
let AspectRecord{..} = actorAspect EM.! aid
if aSight <= 0 && aNocto <= 0 && aSmell <= 0
then do
perCacheFid <- getsServer sperCacheFid
when (EM.member aid $ perActor ((perCacheFid EM.! bfid b) EM.! blid b)) $
deletePerActorAny aid b
else addPerActorAny aid b
invalidatePerLid :: MonadServer m => LevelId -> m ()
invalidatePerLid lid = do
let f pc@PerceptionCache{perActor}
| EM.null perActor = pc
| otherwise = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.map (const FovInvalid) perActor }
modifyServer $ \ser ->
let perCacheFidNew = EM.map (EM.adjust f lid) $ sperCacheFid ser
g fid valid |
ptotal ((perCacheFidNew EM.! fid) EM.! lid) == FovInvalid =
EM.insert lid False valid
g _ valid = valid
in ser { sperCacheFid = perCacheFidNew
, sperValidFid = EM.mapWithKey g $ sperValidFid ser }