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|
{-# LANGUAGE DeriveGeneric #-}
-- | The type of kinds of weapons, treasure, organs, blasts, etc.
module Game.LambdaHack.Content.ItemKind
( pattern CONDITION, pattern COMMON_ITEM, pattern S_BONUS_HP, pattern S_BRACED, pattern S_ASLEEP, pattern S_IMPRESSED, pattern S_CURRENCY, pattern MOBILE
, pattern CRAWL_ITEM, pattern TREASURE, pattern ANY_SCROLL, pattern ANY_GLASS, pattern ANY_POTION, pattern ANY_FLASK, pattern EXPLOSIVE, pattern ANY_JEWELRY, pattern S_SINGLE_SPARK, pattern S_SPARK, pattern S_FRAGRANCE
, pattern HORROR, pattern VALUABLE, pattern UNREPORTED_INVENTORY, pattern AQUATIC
, ItemKind(..), makeData
, Aspect(..), Effect(..), Condition(..), DetectKind(..)
, TimerDice, ThrowMod(..)
, ItemSymbolsUsedInEngine(..), emptyItemSymbolsUsedInEngine
, boostItemKindList, forApplyEffect, forDamageEffect, isDamagingKind
, strengthOnCombine, strengthOnSmash, getDropOrgans
, getMandatoryPresentAsFromKind, isEffEscape, isEffEscapeOrAscend
, timeoutAspect, orEffect, onSmashEffect, onCombineEffect, alwaysDudEffect
, damageUsefulness, verbMsgNoLonger, verbMsgLess, toVelocity, toLinger
, timerNone, isTimerNone, foldTimer, toOrganBad, toOrganGood, toOrganNoTimer
, validateSingle
, mandatoryGroups, mandatoryGroupsSingleton
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, boostItemKind, onSmashOrCombineEffect
, validateAll, validateDups, validateDamage
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Data.Binary
import Data.Hashable (Hashable)
import qualified Data.Text as T
import GHC.Generics (Generic)
import qualified System.Random.SplitMix32 as SM
import qualified Game.LambdaHack.Core.Dice as Dice
import Game.LambdaHack.Core.Random (nextRandom)
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.ContentData
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.DefsInternal
import Game.LambdaHack.Definition.Flavour
-- * Mandatory item groups
mandatoryGroupsSingleton :: [GroupName ItemKind]
mandatoryGroupsSingleton =
[S_BONUS_HP, S_BRACED, S_ASLEEP, S_IMPRESSED, S_CURRENCY]
pattern S_BONUS_HP, S_BRACED, S_ASLEEP, S_IMPRESSED, S_CURRENCY :: GroupName ItemKind
mandatoryGroups :: [GroupName ItemKind]
mandatoryGroups =
[CONDITION, COMMON_ITEM, MOBILE]
pattern CONDITION, COMMON_ITEM, MOBILE :: GroupName ItemKind
-- From Preferences.hs
pattern CONDITION = GroupName "condition"
pattern COMMON_ITEM = GroupName "common item"
-- Assorted
pattern S_BONUS_HP = GroupName "bonus HP"
pattern S_BRACED = GroupName "braced"
pattern S_ASLEEP = GroupName "asleep"
pattern S_IMPRESSED = GroupName "impressed"
pattern S_CURRENCY = GroupName "currency"
pattern MOBILE = GroupName "mobile"
-- * Optional item groups
pattern S_SINGLE_SPARK, S_SPARK, S_FRAGRANCE, CRAWL_ITEM, TREASURE, ANY_SCROLL, ANY_GLASS, ANY_POTION, ANY_FLASK, EXPLOSIVE, ANY_JEWELRY, VALUABLE, UNREPORTED_INVENTORY, AQUATIC, HORROR :: GroupName ItemKind
-- Used in Preferences.hs
pattern S_SINGLE_SPARK = GroupName "single spark"
pattern S_SPARK = GroupName "spark"
pattern S_FRAGRANCE = GroupName "fragrance"
pattern CRAWL_ITEM = GroupName "curious item"
-- to be used only in long scenarios, such as multi-level dungeon crawl;
-- may be a powerful or a mundate item, unlike @TREASURE@ item
pattern TREASURE = GroupName "treasure"
-- particularly powerful items, but may appear in any scenario
pattern ANY_SCROLL = GroupName "scroll"
pattern ANY_GLASS = GroupName "glass"
pattern ANY_POTION = GroupName "potion"
pattern ANY_FLASK = GroupName "flask"
pattern EXPLOSIVE = GroupName "explosive"
pattern ANY_JEWELRY = GroupName "jewelry"
-- * Used elsewhere
pattern VALUABLE = GroupName "valuable"
pattern UNREPORTED_INVENTORY = GroupName "unreported inventory"
pattern AQUATIC = GroupName "aquatic"
pattern HORROR = GroupName "horror"
-- | Item properties that are fixed for a given kind of items.
-- Of these, aspects and effects are jointly called item powers.
-- Note that this type is mutually recursive with 'Effect' and `Aspect`.
data ItemKind = ItemKind
{ isymbol :: ContentSymbol ItemKind
-- ^ map symbol
, iname :: Text -- ^ generic name; is pluralized if needed
, ifreq :: Freqs ItemKind -- ^ frequency within groups
, iflavour :: [Flavour] -- ^ possible flavours
, icount :: Dice.Dice -- ^ created in that quantity
, irarity :: Rarity -- ^ rarity on given depths
, iverbHit :: Text -- ^ the verb for hitting
, iweight :: Int -- ^ weight in grams
, idamage :: Dice.Dice -- ^ basic kinetic damage
, iaspects :: [Aspect] -- ^ affect the actor continuously
, ieffects :: [Effect] -- ^ cause the effects when triggered
, ikit :: [(GroupName ItemKind, CStore)]
-- ^ accompanying organs and equipment
, idesc :: Text -- ^ description
}
deriving Show -- No Eq and Ord to make extending logically sound
-- | Aspects of items. Aspect @AddSkill@ is additive (starting at 0)
-- for all items wielded by an actor and it affects the actor.
-- The others affect only the item in question, not the actor carrying it,
-- and so are not additive in any sense.
data Aspect =
Timeout Dice.Dice -- ^ specifies the cooldown before an item may be
-- applied again; if a copy of an item is applied
-- manually (not via periodic activation),
-- all effects on a single copy of the item are
-- disabled until the copy recharges for the given
-- time expressed in game turns; all copies
-- recharge concurrently
| AddSkill Ability.Skill Dice.Dice
-- ^ bonus to a skill; in content, avoid boosting
-- skills such as SkApply via permanent equipment,
-- to avoid micromanagement through swapping items
-- among party members before each skill use
| SetFlag Ability.Flag
-- ^ item feature
| ELabel Text -- ^ extra label of the item; it's not pluralized
| ToThrow ThrowMod -- ^ parameters modifying a throw
| PresentAs (GroupName ItemKind)
-- ^ until identified, presents as this unique kind
| EqpSlot Ability.EqpSlot
-- ^ AI and UI flag that leaks item intended use
| Odds Dice.Dice [Aspect] [Aspect]
-- ^ if level-scaled dice roll > 50,
-- pick the former aspects, otherwise the latter
deriving (Show, Eq)
-- | Effects of items. Can be invoked by the item wielder to affect
-- another actor or the wielder himself.
--
-- Various effects of an item kind are all groupped in one list,
-- at the cost of conditionals, sequences, etc., to ensure brevity
-- and simplicity of content definitions. Most effects fire regardless
-- of activation kind (the only exceptions are @OnSmash@ and @OnCombine@
-- effects) so the deviations, handled via the conditionals, are rare
-- and the definitions remain simple. Whether an item can be activated
-- in any particular way, OTOH, is specified via simple flags elsewhere,
-- again, by default, assuming that most activations are possible for all.
data Effect =
Burn Dice.Dice -- ^ burn with this damage
| Explode (GroupName ItemKind)
-- ^ explode producing this group of blasts
| RefillHP Int -- ^ modify HP of the actor by this amount
| RefillCalm Int -- ^ modify Calm of the actor by this amount
| Dominate -- ^ change actor's allegiance
| Impress -- ^ make actor susceptible to domination
| PutToSleep -- ^ put actor to sleep, also calming him
| Yell -- ^ make the actor yell/yawn, waking him and others up
| Summon (GroupName ItemKind) Dice.Dice
-- ^ summon the given number of actors of this group
| Ascend Bool -- ^ ascend to another level of the dungeon
| Escape -- ^ escape from the dungeon
| Paralyze Dice.Dice -- ^ paralyze for this many game clips
| ParalyzeInWater Dice.Dice
-- ^ paralyze for this many game clips due to water
| InsertMove Dice.Dice -- ^ give actor this many extra tenths of actor move
| Teleport Dice.Dice -- ^ teleport actor across rougly this distance
| CreateItem (Maybe Int) CStore (GroupName ItemKind) TimerDice
-- ^ create an item of the group and insert into the store with the given
-- random timer; it cardinality not specified, roll it
| DestroyItem Int Int CStore (GroupName ItemKind)
-- ^ destroy some items of the group from the store; see below about Ints
| ConsumeItems [(Int, GroupName ItemKind)] [(Int, GroupName ItemKind)]
-- ^ @ConsumeItems toUse toDestroy@ uses items matching @toUse@
-- (destroys non-durable, without invoking OnSmash effects;
-- applies normal effects of durable, without destroying them;
-- the same behaviour as when transforming terrain using items)
-- and destroys items matching @toDestroy@, invoking no effects,
-- regardless of durability;
-- the items are taken from @CGround@ (but not from @CEqp@),
-- preferring non-durable (since durable can harm when used
-- and may be more vauable when destroyed); if not all required items
-- are present, no item are destroyed; if an item belongs to many groups
-- in the sum of @toUse@ and @toDestroy@, it counts for all
-- (otherwise, some orders of destroying would succeed,
-- while others would not); even if item durable, as many copies
-- are needed as specified, not just one applied many times;
-- items are first destroyed and then, if any copies left, applied
| DropItem Int Int CStore (GroupName ItemKind)
-- ^ make the actor drop items of the given group from the given store;
-- the first integer says how many item kinds to drop, the second,
-- how many copies of each kind to drop;
-- for non-organs, beware of not dropping all kinds, or cluttering
-- store with rubbish becomes beneficial
| Recharge Int Dice.Dice
-- ^ reduce the cooldown period of this number of discharged items
-- in the victim's equipment and organs by this dice of game clips;
-- if the result is negative, set to 0, instantly recharging the item;
-- starts with weapons with highest raw damage in equipment,
-- then among organs, then non-weapons in equipment and among organs;
-- beware of exploiting for healing periodic items
| Discharge Int Dice.Dice
-- ^ increase the cooldown period of this number of fully recharged items
-- in the victim's equipment and organs by this dice of game clips;
-- starts with weapons with highest raw damage in equipment,
-- then among organs, then non-weapons in equipment and among organs;
-- beware of exploiting for hunger inducing and similar organs
| PolyItem
-- ^ get a suitable (i.e., numerous enough) non-unique common item stack
-- on the floor and polymorph it to a stack of random common items,
-- with current depth coefficient
| RerollItem
-- ^ get a suitable (i.e., with any random aspects) single item
-- (even unique) on the floor and change the random bonuses
-- of the items randomly, with maximal depth coefficient
| DupItem
-- ^ exactly duplicate a single non-unique, non-valuable item on the floor
| Identify
-- ^ find a suitable (i.e., not identified) item, starting from
-- the floor, and identify it
| Detect DetectKind Int -- ^ detect something on the map in the given radius
| SendFlying ThrowMod -- ^ send an actor flying (push or pull, depending)
| PushActor ThrowMod -- ^ push an actor
| PullActor ThrowMod -- ^ pull an actor
| ApplyPerfume -- ^ remove all smell on the level
| AtMostOneOf [Effect] -- ^ try to trigger a single random effect of the list
| OneOf [Effect] -- ^ trigger, with equal probability,
-- one of the effects that don't end with @UseDud@
| OnSmash Effect
-- ^ trigger the effect when item smashed (not when applied nor meleed)
| OnCombine Effect
-- ^ trigger the effect only when the actor explicitly desires
-- to combine items or otherwise subtly tinker with an
-- item or a tile, e.g., craft items from other items in a workshop;
-- in particular, don't trigger the effects when entering a tile;
-- trigger exclusively the effects when activating walkable terrain
| OnUser Effect -- ^ apply the effect to the user, not the victim
| NopEffect -- ^ nothing happens, @UseDud@, no description
| AndEffect Effect Effect -- ^ only fire second effect if first activated
| OrEffect Effect Effect -- ^ only fire second effect if first not activated
| SeqEffect [Effect] -- ^ fire all effects in order; always suceed
| When Condition Effect -- ^ if condition not met, fail without a message;
-- better avoided, since AI can't value it well
| Unless Condition Effect -- ^ if condition met, fail without a message;
-- better avoided, since AI can't value it well
| IfThenElse Condition Effect Effect
-- ^ conditional effect;
-- better avoided, since AI can't value it well
| VerbNoLonger Text Text
-- ^ a sentence with the actor causing the effect as subject, the given
-- texts as the verb and the ending of the sentence (that may be
-- ignored when the message is cited, e.g., as heard by someone)
-- that is emitted when an activation causes an item to expire;
-- no spam is emitted if a projectile; the ending is appended
-- without a space in-between
| VerbMsg Text Text
-- ^ as @VerbNoLonger@ but that is emitted whenever the item is activated;
| VerbMsgFail Text Text
-- ^ as @VerbMsg@, but a failed effect (returns @UseId@)
deriving (Show, Eq)
data Condition =
HpLeq Int
| HpGeq Int
| CalmLeq Int
| CalmGeq Int
| TriggeredBy Ability.ActivationFlag
deriving (Show, Eq)
data DetectKind =
DetectAll
| DetectActor
| DetectLoot
| DetectExit
| DetectHidden
| DetectEmbed
| DetectStash
deriving (Show, Eq)
-- | Specification of how to randomly roll a timer at item creation
-- to obtain a fixed timer for the item's lifetime.
data TimerDice =
TimerNone
| TimerGameTurn Dice.Dice
| TimerActorTurn Dice.Dice
deriving Eq
instance Show TimerDice where
show TimerNone = "0"
show (TimerGameTurn nDm) =
show nDm ++ " " ++ if nDm == 1 then "turn" else "turns"
show (TimerActorTurn nDm) =
show nDm ++ " " ++ if nDm == 1 then "move" else "moves"
-- | Parameters modifying a throw of a projectile or flight of pushed actor.
-- Not additive and don't start at 0.
data ThrowMod = ThrowMod
{ throwVelocity :: Int -- ^ fly with this percentage of base throw speed
, throwLinger :: Int -- ^ fly for this percentage of 2 turns
, throwHP :: Int -- ^ start flight with this many HP
}
deriving (Show, Eq, Ord, Generic)
instance Binary ThrowMod
instance Hashable ThrowMod
data ItemSymbolsUsedInEngine = ItemSymbolsUsedInEngine
{ rsymbolProjectile :: ContentSymbol ItemKind
, rsymbolLight :: ContentSymbol ItemKind
, rsymbolTool :: ContentSymbol ItemKind
, rsymbolSpecial :: ContentSymbol ItemKind
, rsymbolGold :: ContentSymbol ItemKind
, rsymbolNecklace :: ContentSymbol ItemKind
, rsymbolRing :: ContentSymbol ItemKind
, rsymbolPotion :: ContentSymbol ItemKind
, rsymbolFlask :: ContentSymbol ItemKind
, rsymbolScroll :: ContentSymbol ItemKind
, rsymbolTorsoArmor :: ContentSymbol ItemKind
, rsymbolMiscArmor :: ContentSymbol ItemKind
, rsymbolClothes :: ContentSymbol ItemKind
, rsymbolShield :: ContentSymbol ItemKind
, rsymbolPolearm :: ContentSymbol ItemKind
, rsymbolEdged :: ContentSymbol ItemKind
, rsymbolHafted :: ContentSymbol ItemKind
, rsymbolWand :: ContentSymbol ItemKind
, rsymbolFood :: ContentSymbol ItemKind
}
emptyItemSymbolsUsedInEngine :: ItemSymbolsUsedInEngine
emptyItemSymbolsUsedInEngine = ItemSymbolsUsedInEngine
{ rsymbolProjectile = toContentSymbol '0'
, rsymbolLight = toContentSymbol '0'
, rsymbolTool = toContentSymbol '0'
, rsymbolSpecial = toContentSymbol '0'
, rsymbolGold = toContentSymbol '0'
, rsymbolNecklace = toContentSymbol '0'
, rsymbolRing = toContentSymbol '0'
, rsymbolPotion = toContentSymbol '0'
, rsymbolFlask = toContentSymbol '0'
, rsymbolScroll = toContentSymbol '0'
, rsymbolTorsoArmor = toContentSymbol '0'
, rsymbolMiscArmor = toContentSymbol '0'
, rsymbolClothes = toContentSymbol '0'
, rsymbolShield = toContentSymbol '0'
, rsymbolPolearm = toContentSymbol '0'
, rsymbolEdged = toContentSymbol '0'
, rsymbolHafted = toContentSymbol '0'
, rsymbolWand = toContentSymbol '0'
, rsymbolFood = toContentSymbol '0'
}
boostItemKindList :: SM.SMGen -> [ItemKind] -> [ItemKind]
boostItemKindList _ [] = []
boostItemKindList initialGen l =
let (r, _) = nextRandom (length l - 1) initialGen
in case splitAt r l of
(pre, i : post) -> pre ++ boostItemKind i : post
_ -> error $ "" `showFailure` l
boostItemKind :: ItemKind -> ItemKind
boostItemKind i =
let mainlineLabel (label, _) =
label `elem` [COMMON_ITEM, CRAWL_ITEM, TREASURE]
in if any mainlineLabel (ifreq i)
then i { ifreq = (COMMON_ITEM, 10000) : filter (not . mainlineLabel)
(ifreq i)
, iaspects = delete (SetFlag Ability.Unique) $ iaspects i
}
else i
-- | Whether the effect has a chance of exhibiting any potentially
-- noticeable behaviour, except when the item is destroyed or combined.
-- We assume at least one of @OneOf@ effects must be noticeable.
forApplyEffect :: Effect -> Bool
forApplyEffect eff = case eff of
OnSmash{} -> False
OnCombine{} -> False
OnUser eff1 -> forApplyEffect eff1
NopEffect -> False
AndEffect eff1 eff2 -> forApplyEffect eff1 || forApplyEffect eff2
OrEffect eff1 eff2 -> forApplyEffect eff1 || forApplyEffect eff2
SeqEffect effs -> any forApplyEffect effs
When _ eff1 -> forApplyEffect eff1
Unless _ eff1 -> forApplyEffect eff1
IfThenElse _ eff1 eff2 -> forApplyEffect eff1 || forApplyEffect eff2
VerbNoLonger{} -> False
VerbMsg{} -> False
VerbMsgFail{} -> False
ParalyzeInWater{} -> False -- barely noticeable, spams when resisted
_ -> True
-- | Whether a non-nested effect always applies raw damage.
forDamageEffect :: Effect -> Bool
forDamageEffect eff = case eff of
Burn{} -> True
RefillHP n | n < 0 -> True
_ -> False
-- | Whether an item is damaging. Such items may trigger embedded items
-- and may collide with bursting items mid-air.
isDamagingKind :: ItemKind -> Bool
isDamagingKind itemKind = Dice.infDice (idamage itemKind) > 0
|| any forDamageEffect (ieffects itemKind)
isEffEscape :: Effect -> Bool
isEffEscape Escape{} = True
isEffEscape (AtMostOneOf l) = any isEffEscape l
isEffEscape (OneOf l) = any isEffEscape l
isEffEscape (OnCombine eff) = isEffEscape eff
isEffEscape (OnUser eff) = isEffEscape eff
isEffEscape (AndEffect eff1 eff2) = isEffEscape eff1 || isEffEscape eff2
isEffEscape (OrEffect eff1 eff2) = isEffEscape eff1 || isEffEscape eff2
isEffEscape (SeqEffect effs) = any isEffEscape effs
isEffEscape (When _ eff) = isEffEscape eff
isEffEscape (Unless _ eff) = isEffEscape eff
isEffEscape (IfThenElse _ eff1 eff2) = isEffEscape eff1 || isEffEscape eff2
isEffEscape _ = False
isEffEscapeOrAscend :: Effect -> Bool
isEffEscapeOrAscend Ascend{} = True
isEffEscapeOrAscend Escape{} = True
isEffEscapeOrAscend (AtMostOneOf l) = any isEffEscapeOrAscend l
isEffEscapeOrAscend (OneOf l) = any isEffEscapeOrAscend l
isEffEscapeOrAscend (OnCombine eff) = isEffEscapeOrAscend eff
isEffEscapeOrAscend (OnUser eff) = isEffEscapeOrAscend eff
isEffEscapeOrAscend (AndEffect eff1 eff2) =
isEffEscapeOrAscend eff1 || isEffEscapeOrAscend eff2
isEffEscapeOrAscend (OrEffect eff1 eff2) =
isEffEscapeOrAscend eff1 || isEffEscapeOrAscend eff2
isEffEscapeOrAscend (SeqEffect effs) =
any isEffEscapeOrAscend effs
isEffEscapeOrAscend (When _ eff) = isEffEscapeOrAscend eff
isEffEscapeOrAscend (Unless _ eff) = isEffEscapeOrAscend eff
isEffEscapeOrAscend (IfThenElse _ eff1 eff2) =
isEffEscapeOrAscend eff1 || isEffEscapeOrAscend eff2
isEffEscapeOrAscend _ = False
timeoutAspect :: Aspect -> Bool
timeoutAspect Timeout{} = True
timeoutAspect _ = False
orEffect :: Effect -> Bool
orEffect OrEffect{} = True
orEffect _ = False
onSmashEffect :: Effect -> Bool
onSmashEffect OnSmash{} = True
onSmashEffect _ = False
onCombineEffect :: Effect -> Bool
onCombineEffect OnCombine{} = True
onCombineEffect _ = False
onSmashOrCombineEffect :: Effect -> Bool
onSmashOrCombineEffect OnSmash{} = True
onSmashOrCombineEffect OnCombine{} = True
onSmashOrCombineEffect _ = False
alwaysDudEffect :: Effect -> Bool
alwaysDudEffect OnSmash{} = True
alwaysDudEffect OnCombine{} = True
alwaysDudEffect NopEffect = True
alwaysDudEffect _ = False
strengthOnSmash :: ItemKind -> [Effect]
strengthOnSmash =
let f (OnSmash eff) = [eff]
f _ = []
in concatMap f . ieffects
strengthOnCombine :: ItemKind -> [Effect]
strengthOnCombine =
let f (OnCombine eff) = [eff]
f _ = []
in concatMap f . ieffects
getDropOrgans :: ItemKind -> [GroupName ItemKind]
getDropOrgans =
let f (DestroyItem _ _ COrgan grp) = [grp]
f (DropItem _ _ COrgan grp) = [grp]
f Impress = [S_IMPRESSED]
f (AtMostOneOf l) = concatMap f l -- even remote possibility accepted
f (OneOf l) = concatMap f l -- even remote possibility accepted
f (OnUser eff) = f eff -- no OnCombine, because checked for potions, etc.
f (AndEffect eff1 eff2) = f eff1 ++ f eff2 -- not certain, but accepted
f (OrEffect eff1 eff2) = f eff1 ++ f eff2 -- not certain, but accepted
f (SeqEffect effs) = concatMap f effs
f (When _ eff) = f eff
f (Unless _ eff) = f eff
f (IfThenElse _ eff1 eff2) = f eff1 ++ f eff2
f _ = []
in concatMap f . ieffects
-- Anything under @Odds@ is ignored, because it's not mandatory.
getMandatoryPresentAsFromKind :: ItemKind -> Maybe (GroupName ItemKind)
getMandatoryPresentAsFromKind itemKind =
let f (PresentAs grp) = [grp]
f _ = []
in listToMaybe $ concatMap f (iaspects itemKind)
damageUsefulness :: ItemKind -> Double
damageUsefulness itemKind =
let v = min 1000 (10 * Dice.meanDice (idamage itemKind))
in assert (v >= 0) v
verbMsgNoLonger :: Text -> Effect
verbMsgNoLonger name = VerbNoLonger ("be no longer" <+> name) "."
verbMsgLess :: Text -> Effect
verbMsgLess name = VerbMsg ("appear less" <+> name) "."
toVelocity :: Int -> Aspect
toVelocity n = ToThrow $ ThrowMod n 100 1
toLinger :: Int -> Aspect
toLinger n = ToThrow $ ThrowMod 100 n 1
timerNone :: TimerDice
timerNone = TimerNone
isTimerNone :: TimerDice -> Bool
isTimerNone tim = tim == TimerNone
foldTimer :: a -> (Dice.Dice -> a) -> (Dice.Dice -> a) -> TimerDice -> a
foldTimer a fgame factor tim = case tim of
TimerNone -> a
TimerGameTurn nDm -> fgame nDm
TimerActorTurn nDm -> factor nDm
toOrganBad :: GroupName ItemKind -> Dice.Dice -> Effect
toOrganBad grp nDm = CreateItem Nothing COrgan grp (TimerGameTurn nDm)
toOrganGood :: GroupName ItemKind -> Dice.Dice -> Effect
toOrganGood grp nDm = CreateItem Nothing COrgan grp (TimerActorTurn nDm)
toOrganNoTimer :: GroupName ItemKind -> Effect
toOrganNoTimer grp = CreateItem Nothing COrgan grp TimerNone
-- | Catch invalid item kind definitions.
validateSingle :: ItemSymbolsUsedInEngine -> ItemKind -> [Text]
validateSingle itemSymbols ik@ItemKind{..} =
["iname longer than 23" | T.length iname > 23]
++ ["icount < 0" | Dice.infDice icount < 0]
++ validateRarity irarity
++ validateDamage idamage
-- Reject duplicate Timeout, because it's not additive.
++ (let ts = filter timeoutAspect iaspects
in ["more than one Timeout specification" | length ts > 1])
++ [ "Conflicting Fragile and Durable"
| SetFlag Ability.Fragile `elem` iaspects
&& SetFlag Ability.Durable `elem` iaspects ]
++ (let f :: Aspect -> Bool
f EqpSlot{} = True
f _ = False
ts = filter f iaspects
equipable = SetFlag Ability.Equipable `elem` iaspects
meleeable = SetFlag Ability.Meleeable `elem` iaspects
likelyTemplate = case ifreq of
[(grp, 1)] -> "unknown" `T.isSuffixOf` fromGroupName grp
_ -> False
likelyException = isymbol `elem` [ rsymbolFood itemSymbols
, rsymbolNecklace itemSymbols
, rsymbolWand itemSymbols ]
|| likelyTemplate
in [ "EqpSlot specified but not Equipable nor Meleeable"
| length ts == 1 && not equipable && not meleeable ]
++ [ "EqpSlot not specified but Equipable or Meleeable and not a likely organ or necklace or template"
| not likelyException
&& null ts && (equipable || meleeable) ]
++ [ "More than one EqpSlot specified"
| length ts > 1 ] )
++ [ "Redundant Equipable or Meleeable"
| SetFlag Ability.Equipable `elem` iaspects
&& SetFlag Ability.Meleeable `elem` iaspects ]
++ [ "Conflicting Durable and Blast"
| SetFlag Ability.Durable `elem` iaspects
&& SetFlag Ability.Blast `elem` iaspects ]
++ [ "Conflicting Durable and Condition"
| SetFlag Ability.Durable `elem` iaspects
&& SetFlag Ability.Condition `elem` iaspects ]
++ [ "Conflicting Blast and Condition"
| SetFlag Ability.Blast `elem` iaspects
&& SetFlag Ability.Condition `elem` iaspects ]
++ (let f :: Aspect -> Bool
f ELabel{} = True
f _ = False
ts = filter f iaspects
in ["more than one ELabel specification" | length ts > 1])
++ (let f :: Aspect -> Bool
f ToThrow{} = True
f _ = False
ts = filter f iaspects
in ["more than one ToThrow specification" | length ts > 1])
++ (let f :: Aspect -> Bool
f PresentAs{} = True
f _ = False
ts = filter f iaspects
in ["more than one PresentAs specification" | length ts > 1])
++ concatMap (validateDups ik . SetFlag) [minBound .. maxBound]
++ (let f :: Effect -> Bool
f VerbNoLonger{} = True
f _ = False
in validateOnlyOne ieffects "VerbNoLonger" f) -- may be duped if nested
++ (let f :: Effect -> Bool
f VerbMsg{} = True
f _ = False
in validateOnlyOne ieffects "VerbMsg" f) -- may be duplicated if nested
++ (let f :: Effect -> Bool
f VerbMsgFail{} = True
f _ = False
in validateOnlyOne ieffects "VerbMsgFail" f) -- may be duped if nested
++ validateNotNested ieffects "OnSmash or OnCombine" onSmashOrCombineEffect
-- but duplicates permitted
++ let nonPositiveBurn :: Effect -> Bool
nonPositiveBurn (Burn d) = Dice.infDice d <= 0
nonPositiveBurn _ = False
containingNonPositiveBurn =
filter (checkSubEffectProp nonPositiveBurn) ieffects
in [ "effects with non-positive Burn:" <+> tshow containingNonPositiveBurn
| not $ null containingNonPositiveBurn ]
++ let emptyOneOf :: Effect -> Bool
emptyOneOf (AtMostOneOf []) = True
emptyOneOf (OneOf []) = True
emptyOneOf _ = False
containingEmptyOneOf = filter (checkSubEffectProp emptyOneOf) ieffects
in [ "effects with empty AtMostOneOf or OneOf:"
<+> tshow containingEmptyOneOf
| not $ null containingEmptyOneOf ]
++ (let nonPositiveEffect :: Effect -> Bool
nonPositiveEffect (CreateItem (Just n) _ _ _) | n <= 0 = True
nonPositiveEffect (DestroyItem n k _ _) | n <= 0 || k <= 0 = True
nonPositiveEffect (ConsumeItems tools raw)
| any ((<= 0) . fst) (tools ++ raw) = True
nonPositiveEffect (DropItem n k _ _) | n <= 0 || k <= 0 = True
nonPositiveEffect (Detect _ n) | n <= 0 = True
nonPositiveEffect _ = False
containingNonPositiveEffect =
filter (checkSubEffectProp nonPositiveEffect) ieffects
in [ "effects with forbidden non-positive parameters:"
<+> tshow containingNonPositiveEffect
| not $ null containingNonPositiveEffect ])
++ (let nonPositiveEffect :: Effect -> Bool
nonPositiveEffect (Summon _ d) | Dice.infDice d <= 0 = True
nonPositiveEffect (Paralyze d) | Dice.infDice d <= 0 = True
nonPositiveEffect (ParalyzeInWater d) | Dice.infDice d <= 0 = True
nonPositiveEffect (InsertMove d) | Dice.infDice d <= 0 = True
nonPositiveEffect (Teleport d) | Dice.infDice d <= 0 = True
nonPositiveEffect (CreateItem _ _ _ (TimerGameTurn d))
| Dice.infDice d <= 0 = True
nonPositiveEffect (CreateItem _ _ _ (TimerActorTurn d))
| Dice.infDice d <= 0 = True
nonPositiveEffect (Recharge n d)
| n <= 0 || Dice.infDice d <= 0 = True
nonPositiveEffect (Discharge n d)
| n <= 0 || Dice.infDice d <= 0 = True
nonPositiveEffect _ = False
containingNonPositiveEffect =
filter (checkSubEffectProp nonPositiveEffect) ieffects
in [ "effects with forbidden potentially non-positive or negative number or dice:"
<+> tshow containingNonPositiveEffect
| not $ null containingNonPositiveEffect ])
-- We only check there are no duplicates at top level. If it may be nested,
-- it may presumably be duplicated inside the nesting as well.
validateOnlyOne :: [Effect] -> Text -> (Effect -> Bool) -> [Text]
validateOnlyOne effs t f =
let ts = filter f effs
in ["more than one" <+> t <+> "specification" | length ts > 1]
-- We check it's not nested one nor more levels.
validateNotNested :: [Effect] -> Text -> (Effect -> Bool) -> [Text]
validateNotNested effs t f =
let g (AtMostOneOf l) = any h l
g (OneOf l) = any h l
g (OnSmash effect) = h effect
g (OnCombine effect) = h effect
g (OnUser effect) = h effect
g (AndEffect eff1 eff2) = h eff1 || h eff2
g (OrEffect eff1 eff2) = h eff1 || h eff2
g (SeqEffect effs2) = any h effs2
g (When _ effect) = h effect
g (Unless _ effect) = h effect
g (IfThenElse _ eff1 eff2) = h eff1 || h eff2
g _ = False
h effect = f effect || g effect
ts = filter g effs
in [ "effect" <+> t <+> "should be specified at top level, not nested"
| not (null ts) ]
checkSubEffectProp :: (Effect -> Bool) -> Effect -> Bool
checkSubEffectProp f eff =
let g (AtMostOneOf l) = any h l
g (OneOf l) = any h l
g (OnSmash effect) = h effect
g (OnCombine effect) = h effect
g (OnUser effect) = h effect
g (AndEffect eff1 eff2) = h eff1 || h eff2
g (OrEffect eff1 eff2) = h eff1 || h eff2
g (SeqEffect effs) = any h effs
g (When _ effect) = h effect
g (Unless _ effect) = h effect
g (IfThenElse _ eff1 eff2) = h eff1 || h eff2
g _ = False
h effect = f effect || g effect
in h eff
validateDups :: ItemKind -> Aspect -> [Text]
validateDups ItemKind{..} feat =
let ts = filter (== feat) iaspects
in ["more than one" <+> tshow feat <+> "specification" | length ts > 1]
validateDamage :: Dice.Dice -> [Text]
validateDamage dice = [ "potentially negative dice:" <+> tshow dice
| Dice.infDice dice < 0]
-- | Validate all item kinds.
validateAll :: [ItemKind] -> ContentData ItemKind -> [Text]
validateAll content coitem =
let f :: Aspect -> Bool
f PresentAs{} = True
f _ = False
wrongPresentAsGroups =
[ cgroup
| k <- content
, let (cgroup, notSingleton) = case find f (iaspects k) of
Just (PresentAs grp) | not $ oisSingletonGroup coitem grp ->
(grp, True)
_ -> (undefined, False)
, notSingleton
]
in [ "PresentAs groups not singletons:" <+> tshow wrongPresentAsGroups
| not $ null wrongPresentAsGroups ]
makeData :: ItemSymbolsUsedInEngine
-> [ItemKind] -> [GroupName ItemKind] -> [GroupName ItemKind]
-> ContentData ItemKind
makeData itemSymbols content groupNamesSingleton groupNames =
let allGroupNamesTooLong = filter ((> 23) . T.length . fromGroupName)
$ groupNamesSingleton ++ groupNames
in assert (null allGroupNamesTooLong
`blame` "ItemKind: some item group names too long"
`swith` allGroupNamesTooLong) $
makeContentData "ItemKind" iname ifreq
(validateSingle itemSymbols) validateAll content
(mandatoryGroupsSingleton ++ groupNamesSingleton)
(mandatoryGroups ++ groupNames)
|