1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759
|
{-# LANGUAGE FlexibleContexts #-}
-- | Semantics of atomic commands shared by client and server.
--
-- See
-- <https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture>.
module Game.LambdaHack.Atomic.HandleAtomicWrite
( handleUpdAtomic
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, updRegisterItems, updCreateActor, updDestroyActor
, updCreateItem, updDestroyItem, updSpotItemBag, updLoseItemBag
, updMoveActor, updWaitActor, updDisplaceActor, updMoveItem
, updRefillHP, updRefillCalm
, updTrajectory, updQuitFaction, updSpotStashFaction, updLoseStashFaction
, updLeadFaction, updDiplFaction, updDoctrineFaction, updAutoFaction
, updRecordKill, updAlterTile, updAlterExplorable, updSearchTile
, updSpotTile, updLoseTile, updAlterSmell, updSpotSmell, updLoseSmell
, updTimeItem, updAgeGame, updUnAgeGame, ageLevel, updDiscover, updCover
, updDiscoverKind, discoverKind, updCoverKind
, updDiscoverAspect, discoverAspect, updCoverAspect
, updDiscoverServer, updCoverServer
, updRestart, updRestartServer, updResumeServer
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.Int (Int64)
import Game.LambdaHack.Atomic.CmdAtomic
import Game.LambdaHack.Atomic.MonadStateWrite
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.ItemAspect as IA
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Perception
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.Common.Time
import Game.LambdaHack.Common.Types
import Game.LambdaHack.Common.Vector
import Game.LambdaHack.Content.FactionKind
import Game.LambdaHack.Content.ItemKind (ItemKind)
import qualified Game.LambdaHack.Content.PlaceKind as PK
import Game.LambdaHack.Content.TileKind (TileKind, unknownId)
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
-- | The game-state semantics of atomic game commands.
-- There is no corresponding definition for special effects (@SfxAtomic@),
-- because they don't modify 'State'.
--
-- For each of the commands, we are guaranteed that the client,
-- the command is addressed to, perceives all the positions the command
-- affects (as computed by 'Game.LambdaHack.Atomic.PosAtomicRead.posUpdAtomic').
-- In the code for each semantic function we additonally verify
-- the client is aware of any relevant items and/or actors and we throw
-- the @AtomicFail@ exception if it's not.
-- The server keeps copies of all clients' states and, before sending a command
-- to a client, applies it to the client's state copy.
-- If @AtomicFail@ is signalled, the command is ignored for that client.
-- This enables simpler server code that addresses commands to all clients
-- that can see it, even though not all are able to process it.
handleUpdAtomic :: MonadStateWrite m => UpdAtomic -> m ()
handleUpdAtomic cmd = case cmd of
UpdRegisterItems ais -> updRegisterItems ais
UpdCreateActor aid body ais -> updCreateActor aid body ais
UpdDestroyActor aid body ais -> updDestroyActor aid body ais
UpdCreateItem _ iid item kit c -> updCreateItem iid item kit c
UpdDestroyItem _ iid item kit c -> updDestroyItem iid item kit c
UpdSpotActor aid body -> updSpotActor aid body
UpdLoseActor aid body -> updLoseActor aid body
UpdSpotItem _ iid kit c -> updSpotItem iid kit c
UpdLoseItem _ iid kit c -> updLoseItem iid kit c
UpdSpotItemBag _ c bag -> updSpotItemBag c bag
UpdLoseItemBag _ c bag -> updLoseItemBag c bag
UpdMoveActor aid fromP toP -> updMoveActor aid fromP toP
UpdWaitActor aid fromWS toWS -> updWaitActor aid fromWS toWS
UpdDisplaceActor source target -> updDisplaceActor source target
UpdMoveItem iid k aid c1 c2 -> updMoveItem iid k aid c1 c2
UpdRefillHP aid n -> updRefillHP aid n
UpdRefillCalm aid n -> updRefillCalm aid n
UpdTrajectory aid fromT toT -> updTrajectory aid fromT toT
UpdQuitFaction fid fromSt toSt _ -> updQuitFaction fid fromSt toSt
UpdSpotStashFaction _ fid lid pos -> updSpotStashFaction fid lid pos
UpdLoseStashFaction _ fid lid pos -> updLoseStashFaction fid lid pos
UpdLeadFaction fid source target -> updLeadFaction fid source target
UpdDiplFaction fid1 fid2 fromDipl toDipl ->
updDiplFaction fid1 fid2 fromDipl toDipl
UpdDoctrineFaction fid toT fromT -> updDoctrineFaction fid toT fromT
UpdAutoFaction fid st -> updAutoFaction fid st
UpdRecordKill aid ikind k -> updRecordKill aid ikind k
UpdAlterTile lid p fromTile toTile -> updAlterTile lid p fromTile toTile
UpdAlterExplorable lid delta -> updAlterExplorable lid delta
UpdAlterGold delta -> updAlterGold delta
UpdSearchTile aid p toTile -> updSearchTile aid p toTile
UpdHideTile{} -> undefined
UpdSpotTile lid ts -> updSpotTile lid ts
UpdLoseTile lid ts -> updLoseTile lid ts
UpdSpotEntry lid ts -> updSpotEntry lid ts
UpdLoseEntry lid ts -> updLoseEntry lid ts
UpdAlterSmell lid p fromSm toSm -> updAlterSmell lid p fromSm toSm
UpdSpotSmell lid sms -> updSpotSmell lid sms
UpdLoseSmell lid sms -> updLoseSmell lid sms
UpdTimeItem iid c fromIt toIt -> updTimeItem iid c fromIt toIt
UpdAgeGame lids -> updAgeGame lids
UpdUnAgeGame lids -> updUnAgeGame lids
UpdDiscover c iid ik arItem -> updDiscover c iid ik arItem
UpdCover c iid ik arItem -> updCover c iid ik arItem
UpdDiscoverKind c ix ik -> updDiscoverKind c ix ik
UpdCoverKind c ix ik -> updCoverKind c ix ik
UpdDiscoverAspect c iid arItem -> updDiscoverAspect c iid arItem
UpdCoverAspect c iid arItem -> updCoverAspect c iid arItem
UpdDiscoverServer iid arItem -> updDiscoverServer iid arItem
UpdCoverServer iid arItem -> updCoverServer iid arItem
UpdPerception _ outPer inPer ->
assert (not (nullPer outPer && nullPer inPer)) (return ())
UpdRestart _ _ s _ _ _ -> updRestart s
UpdRestartServer s -> updRestartServer s
UpdResume{} -> return ()
UpdResumeServer s -> updResumeServer s
UpdKillExit{} -> return ()
UpdWriteSave -> return ()
UpdHearFid{} -> return ()
UpdMuteMessages{} -> return ()
-- Actor's items may or may not be already present in @sitemD@,
-- regardless if they are already present otherwise in the dungeon.
-- We re-add them all to save time determining which really need it.
-- If collision occurs, pick the item found on easier level.
updRegisterItems :: MonadStateWrite m => [(ItemId, Item)] -> m ()
updRegisterItems ais = do
let h item1 item2 =
assert (itemsMatch item1 item2
`blame` "inconsistent added items"
`swith` (item1, item2, ais))
item2 -- keep the first found level
forM_ ais $ \(iid, item) -> do
let f = case jkind item of
IdentityObvious _ -> id
IdentityCovered ix _ ->
updateItemIxMap $ EM.insertWith ES.union ix (ES.singleton iid)
modifyState $ f . updateItemD (EM.insertWith h iid item)
-- Note: after this command, usually a new leader
-- for the party should be elected (in case this actor is the only one alive).
updCreateActor :: MonadStateWrite m
=> ActorId -> Actor -> [(ItemId, Item)] -> m ()
updCreateActor aid body ais = do
updRegisterItems ais
updSpotActor aid body
-- If a leader dies, a new leader should be elected on the server
-- before this command is executed (not checked).
updDestroyActor :: MonadStateWrite m
=> ActorId -> Actor -> [(ItemId, Item)] -> m ()
updDestroyActor aid body ais = do
-- Assert that actor's items belong to @sitemD@. Do not remove those
-- that do not appear anywhere else, for simplicity and speed.
itemD <- getsState sitemD
let match (iid, item) = itemsMatch (itemD EM.! iid) item
let !_A = assert (allB match ais `blame` "destroyed actor items not found"
`swith` (aid, body, ais, itemD)) ()
updLoseActor aid body
-- Create a few copies of an item that is already registered for the dungeon
-- (in @sitemRev@ field of @StateServer@).
--
-- Number of copies may be zero, when the item is only created as a sample
-- to let the player know what can potentially be genereated in the dungeon.
updCreateItem :: MonadStateWrite m
=> ItemId -> Item -> ItemQuant -> Container -> m ()
updCreateItem iid item kit c = do
updRegisterItems [(iid, item)]
updSpotItem iid kit c
-- Destroy some copies (possibly not all) of an item.
updDestroyItem :: MonadStateWrite m
=> ItemId -> Item -> ItemQuant -> Container -> m ()
updDestroyItem iid item kit@(k, _) c = assert (k > 0) $ do
-- Do not remove the item from @sitemD@ nor from @sitemRev@
-- nor from @DiscoveryAspect@, @ItemIxMap@, etc.
-- It's incredibly costly and not particularly noticeable for the player.
-- Moreover, copies of the item may reappear in the future
-- and then we save computation and the player remembers past discovery.
-- However, assert the item is registered in @sitemD@.
itemD <- getsState sitemD
let !_A = assert ((case iid `EM.lookup` itemD of
Nothing -> False
Just item0 -> itemsMatch item0 item)
`blame` "item already removed"
`swith` (iid, item, itemD)) ()
updLoseItem iid kit c
updSpotActor :: MonadStateWrite m => ActorId -> Actor -> m ()
updSpotActor aid body = do
-- The exception is possible, e.g., when we teleport and so see our actor
-- at the new location, but also the location is part of new perception,
-- so @UpdSpotActor@ is sent.
let f Nothing = Just body
f (Just b) = assert (body == b `blame` (aid, body, b)) $
atomicFail $ "actor already added" `showFailure` (aid, body, b)
modifyState $ updateActorD $ EM.alter f aid
let g Nothing = Just [aid]
g (Just l) =
#ifdef WITH_EXPENSIVE_ASSERTIONS
-- Not so much expensive, as doubly impossible.
assert (aid `notElem` l `blame` "actor already added"
`swith` (aid, body, l))
#endif
(Just $ aid : l)
let h Nothing = Just aid
h (Just aid2) = error $ "an actor already present there"
`showFailure` (aid, body, aid2)
updateLevel (blid body) $ if bproj body
then updateProjMap (EM.alter g (bpos body))
else updateBigMap (EM.alter h (bpos body))
actorMaxSk <- getsState $ maxSkillsFromActor body
modifyState $ updateActorMaxSkills $ EM.insert aid actorMaxSk
updLoseActor :: MonadStateWrite m => ActorId -> Actor -> m ()
updLoseActor aid body = do
-- Remove actor from @sactorD@.
let f Nothing = error $ "actor already removed" `showFailure` (aid, body)
f (Just b) = assert (b == body `blame` "inconsistent destroyed actor body"
`swith` (aid, body, b)) Nothing
modifyState $ updateActorD $ EM.alter f aid
let g Nothing = error $ "actor already removed" `showFailure` (aid, body)
g (Just l) =
#ifdef WITH_EXPENSIVE_ASSERTIONS
-- Not so much expensive, as doubly impossible.
assert (aid `elem` l `blame` "actor already removed"
`swith` (aid, body, l))
#endif
(let l2 = delete aid l
in if null l2 then Nothing else Just l2)
let h Nothing = error $ "actor already removed" `showFailure` (aid, body)
h (Just _aid2) =
#ifdef WITH_EXPENSIVE_ASSERTIONS
-- Not so much expensive, as doubly impossible.
assert (aid == _aid2 `blame` "actor already removed"
`swith` (aid, body, _aid2))
#endif
Nothing
updateLevel (blid body) $ if bproj body
then updateProjMap (EM.alter g (bpos body))
else updateBigMap (EM.alter h (bpos body))
modifyState $ updateActorMaxSkills $ EM.delete aid
updSpotItem :: MonadStateWrite m => ItemId -> ItemQuant -> Container -> m ()
updSpotItem iid kit@(k, _) c = do
item <- getsState $ getItemBody iid
when (k > 0) $ do
insertItemContainer iid kit c
case c of
CActor aid store -> when (store `elem` [CEqp, COrgan])
$ addItemToActorMaxSkills iid item k aid
_ -> return ()
updLoseItem :: MonadStateWrite m => ItemId -> ItemQuant -> Container -> m ()
updLoseItem iid kit@(k, _) c = assert (k > 0) $ do
item <- getsState $ getItemBody iid
deleteItemContainer iid kit c
case c of
CActor aid store -> when (store `elem` [CEqp, COrgan])
$ addItemToActorMaxSkills iid item (-k) aid
_ -> return ()
updSpotItemBag :: MonadStateWrite m => Container -> ItemBag -> m ()
updSpotItemBag c bag =
-- The case of empty bag is for a hack to help identifying sample items.
unless (EM.null bag) $ do
insertBagContainer bag c
case c of
CActor aid store ->
when (store `elem` [CEqp, COrgan]) $ do
itemD <- getsState sitemD
let ais = map (\iid -> (iid, itemD EM.! iid)) $ EM.keys bag
forM_ ais $ \(iid, item) ->
addItemToActorMaxSkills iid item (fst $ bag EM.! iid) aid
_ -> return ()
updLoseItemBag :: MonadStateWrite m => Container -> ItemBag -> m ()
updLoseItemBag c bag = assert (EM.size bag > 0) $ do
deleteBagContainer bag c
-- Do not remove the items from @sitemD@ nor from @sitemRev@,
-- It's incredibly costly and not noticeable for the player.
-- However, assert the items are registered in @sitemD@.
case c of
CActor aid store ->
when (store `elem` [CEqp, COrgan]) $ do
itemD <- getsState sitemD
let ais = map (\iid -> (iid, itemD EM.! iid)) $ EM.keys bag
forM_ ais $ \(iid, item) ->
addItemToActorMaxSkills iid item (- (fst $ bag EM.! iid)) aid
_ -> return ()
updMoveActor :: MonadStateWrite m => ActorId -> Point -> Point -> m ()
updMoveActor aid fromP toP = assert (fromP /= toP) $ do
body <- getsState $ getActorBody aid
let !_A = assert (fromP == bpos body
`blame` "unexpected moved actor position"
`swith` (aid, fromP, toP, bpos body, body)) ()
newBody = body {bpos = toP, boldpos = Just fromP}
updateActor aid $ const newBody
moveActorMap aid body newBody
updWaitActor :: MonadStateWrite m
=> ActorId -> Watchfulness -> Watchfulness -> m ()
updWaitActor aid fromWS toWS = assert (fromWS /= toWS) $ do
body <- getsState $ getActorBody aid
let !_A = assert (fromWS == bwatch body
`blame` "unexpected actor wait state"
`swith` (aid, fromWS, bwatch body, body)) ()
updateActor aid $ \b -> b {bwatch = toWS}
updDisplaceActor :: MonadStateWrite m => ActorId -> ActorId -> m ()
updDisplaceActor source target = assert (source /= target) $ do
sbody <- getsState $ getActorBody source
tbody <- getsState $ getActorBody target
let spos = bpos sbody
tpos = bpos tbody
snewBody = sbody {bpos = tpos, boldpos = Just spos}
tnewBody = tbody {bpos = spos, boldpos = Just tpos}
updateActor source $ const snewBody
updateActor target $ const tnewBody
swapActorMap source sbody target tbody
updMoveItem :: MonadStateWrite m
=> ItemId -> Int -> ActorId -> CStore -> CStore
-> m ()
updMoveItem iid k aid s1 s2 = assert (k > 0 && s1 /= s2) $ do
b <- getsState $ getActorBody aid
bag <- getsState $ getBodyStoreBag b s1
case iid `EM.lookup` bag of
Nothing -> error $ "" `showFailure` (iid, k, aid, s1, s2)
Just (_, it) -> do
deleteItemActor iid (k, take k it) aid s1
insertItemActor iid (k, take k it) aid s2
case s1 of
CEqp -> case s2 of
COrgan -> return ()
_ -> do
itemBase <- getsState $ getItemBody iid
addItemToActorMaxSkills iid itemBase (-k) aid
COrgan -> case s2 of
CEqp -> return ()
_ -> do
itemBase <- getsState $ getItemBody iid
addItemToActorMaxSkills iid itemBase (-k) aid
_ ->
when (s2 `elem` [CEqp, COrgan]) $ do
itemBase <- getsState $ getItemBody iid
addItemToActorMaxSkills iid itemBase k aid
updRefillHP :: MonadStateWrite m => ActorId -> Int64 -> m ()
updRefillHP aid nRaw =
updateActor aid $ \b ->
-- Make rescue easier by not going into negative HP the first time.
let newRawHP = bhp b + nRaw
newHP = if bhp b <= 0 then newRawHP else max 0 newRawHP
n = newHP - bhp b
in b { bhp = newHP
, bhpDelta = let oldD = bhpDelta b
in case compare n 0 of
EQ -> ResDelta { resCurrentTurn = (0, 0)
, resPreviousTurn = resCurrentTurn oldD }
LT -> oldD {resCurrentTurn =
( fst (resCurrentTurn oldD) + n
, snd (resCurrentTurn oldD) )}
GT -> oldD {resCurrentTurn =
( fst (resCurrentTurn oldD)
, snd (resCurrentTurn oldD) + n )}
}
updRefillCalm :: MonadStateWrite m => ActorId -> Int64 -> m ()
updRefillCalm aid n =
updateActor aid $ \b ->
b { bcalm = max 0 $ bcalm b + n
, bcalmDelta = let oldD = bcalmDelta b
in case compare n 0 of
EQ -> ResDelta { resCurrentTurn = (0, 0)
, resPreviousTurn = resCurrentTurn oldD }
LT -> oldD {resCurrentTurn =
( fst (resCurrentTurn oldD) + n
, snd (resCurrentTurn oldD) )}
GT -> oldD {resCurrentTurn =
( fst (resCurrentTurn oldD)
, snd (resCurrentTurn oldD) + n )}
}
updTrajectory :: MonadStateWrite m
=> ActorId
-> Maybe ([Vector], Speed)
-> Maybe ([Vector], Speed)
-> m ()
updTrajectory aid fromT toT = assert (fromT /= toT) $ do
body <- getsState $ getActorBody aid
let !_A = assert (fromT == btrajectory body
`blame` "unexpected actor trajectory"
`swith` (aid, fromT, toT, body)) ()
updateActor aid $ \b -> b {btrajectory = toT}
updQuitFaction :: MonadStateWrite m
=> FactionId -> Maybe Status -> Maybe Status
-> m ()
updQuitFaction fid fromSt toSt = do
let !_A = assert (fromSt /= toSt `blame` (fid, fromSt, toSt)) ()
fact <- getsState $ (EM.! fid) . sfactionD
let !_A = assert (fromSt == gquit fact
`blame` "unexpected actor quit status"
`swith` (fid, fromSt, toSt, fact)) ()
let adj fa = fa {gquit = toSt}
updateFaction fid adj
updSpotStashFaction :: MonadStateWrite m
=> FactionId -> LevelId -> Point -> m ()
updSpotStashFaction fid lid pos = do
let adj fa = fa {gstash = Just (lid, pos)}
-- the stash may be outdated, but not empty and it's correct,
-- because we know stash may be only one, so here it's added,
-- the old one is removed, despite us not seeing its location;
-- warning: in this form, this is not reversible, no undo,
-- so we'd need to add the required @UpdLoseStashFaction@
-- elsehwere, similarly as @LoseTile@ is added when FOV
-- reveals that tile is different than expected
updateFaction fid adj
updLoseStashFaction :: MonadStateWrite m
=> FactionId -> LevelId -> Point -> m ()
updLoseStashFaction fid lid pos = do
let adj fa = assert (gstash fa == Just (lid, pos)
`blame` "unexpected lack of gstash"
`swith` (fid, lid, pos, fa))
$ fa {gstash = Nothing}
updateFaction fid adj
-- The previous leader is assumed to be alive.
updLeadFaction :: MonadStateWrite m
=> FactionId
-> Maybe ActorId
-> Maybe ActorId
-> m ()
updLeadFaction fid source target = assert (source /= target) $ do
fact <- getsState $ (EM.! fid) . sfactionD
let !_A = assert (fhasPointman (gkind fact)) ()
-- @PosNone@ ensures this
mtb <- getsState $ \s -> flip getActorBody s <$> target
let !_A = assert (maybe True (not . bproj) mtb
`blame` (fid, source, target, mtb, fact)) ()
let !_A = assert (source == gleader fact
`blame` "unexpected actor leader"
`swith` (fid, source, target, mtb, fact)) ()
let adj fa = fa {_gleader = target}
updateFaction fid adj
updDiplFaction :: MonadStateWrite m
=> FactionId -> FactionId -> Diplomacy -> Diplomacy -> m ()
updDiplFaction fid1 fid2 fromDipl toDipl =
assert (fid1 /= fid2 && fromDipl /= toDipl) $ do
fact1 <- getsState $ (EM.! fid1) . sfactionD
fact2 <- getsState $ (EM.! fid2) . sfactionD
let !_A =
assert (fromDipl == EM.findWithDefault Unknown fid2 (gdipl fact1)
&& fromDipl == EM.findWithDefault Unknown fid1 (gdipl fact2)
`blame` "unexpected actor diplomacy status"
`swith` (fid1, fid2, fromDipl, toDipl, fact1, fact2)) ()
let adj fid fact = fact {gdipl = EM.insert fid toDipl (gdipl fact)}
updateFaction fid1 (adj fid2)
updateFaction fid2 (adj fid1)
updDoctrineFaction :: MonadStateWrite m
=> FactionId -> Ability.Doctrine -> Ability.Doctrine -> m ()
updDoctrineFaction fid toT fromT = do
let adj fact = assert (gdoctrine fact == fromT) $ fact {gdoctrine = toT}
updateFaction fid adj
updAutoFaction :: MonadStateWrite m => FactionId -> Bool -> m ()
updAutoFaction fid st =
updateFaction fid (\fact ->
assert (gunderAI fact == not st) $ fact {gunderAI = st})
-- Record a given number (usually just 1, or -1 for undo) of actor kills
-- for score calculation.
updRecordKill :: MonadStateWrite m
=> ActorId -> ContentId ItemKind -> Int -> m ()
updRecordKill aid ikind k = do
b <- getsState $ getActorBody aid
let !_A = assert (not (bproj b) `blame` (aid, b))
let alterKind mn = let n = fromMaybe 0 mn + k
in if n == 0 then Nothing else Just n
adjFact fact = fact {gvictims = EM.alter alterKind ikind
$ gvictims fact}
updateFaction (bfid b) adjFact
-- The death of a dominated actor counts as the dominating faction's loss
-- for score purposes, so human nor AI can't treat such actor as disposable,
-- which means domination will not be as cruel, as frustrating,
-- as it could be and there is a higher chance of getting back alive
-- the actor, the human player has grown attached to.
-- Alter an attribute (actually, the only, the defining attribute)
-- of a visible tile. This is similar to e.g., @UpdTrajectory@.
--
-- Removing and creating embedded items when altering a tile
-- is done separately via @UpdCreateItem@ and @UpdDestroyItem@.
updAlterTile :: MonadStateWrite m
=> LevelId -> Point -> ContentId TileKind -> ContentId TileKind
-> m ()
updAlterTile lid p fromTile toTile = assert (fromTile /= toTile) $ do
COps{coTileSpeedup} <- getsState scops
lvl <- getLevel lid
let t = lvl `at` p
if t /= fromTile
then atomicFail "terrain to modify is different than assumed"
else do
let adj ts = ts PointArray.// [(p, toTile)]
updateLevel lid $ updateTile adj
case ( Tile.isExplorable coTileSpeedup fromTile
, Tile.isExplorable coTileSpeedup toTile ) of
(False, True) -> updateLevel lid $ \lvl2 -> lvl2 {lseen = lseen lvl2 + 1}
(True, False) -> updateLevel lid $ \lvl2 -> lvl2 {lseen = lseen lvl2 - 1}
_ -> return ()
updAlterExplorable :: MonadStateWrite m => LevelId -> Int -> m ()
updAlterExplorable lid delta = assert (delta /= 0) $
updateLevel lid $ \lvl -> lvl {lexpl = lexpl lvl + delta}
updAlterGold :: MonadStateWrite m => Int -> m ()
updAlterGold delta = assert (delta /= 0) $
modifyState $ updateGold (+ delta)
-- Showing to the client the embedded items, if any, is done elsewhere.
updSearchTile :: MonadStateWrite m
=> ActorId -> Point -> ContentId TileKind -> m ()
updSearchTile aid p toTile = do
COps{cotile} <- getsState scops
b <- getsState $ getActorBody aid
lvl <- getLevel $ blid b
let t = lvl `at` p
if t == toTile
then atomicFail "tile already searched"
else assert (Just t == Tile.hideAs cotile toTile) $ do
updLoseTile (blid b) [(p, t)]
updSpotTile (blid b) [(p, toTile)] -- not the hidden version this one time
-- Notice previously invisible tiles. This is done in bulk,
-- because it often involves dozens of tiles per move.
-- We verify that the old tiles at the positions in question
-- are indeed unknown.
updSpotTile :: MonadStateWrite m
=> LevelId -> [(Point, ContentId TileKind)] -> m ()
updSpotTile lid ts = assert (not $ null ts) $ do
COps{coTileSpeedup} <- getsState scops
let unk tileMap (p, _) = tileMap PointArray.! p == unknownId
adj tileMap = assert (allB (unk tileMap) ts)
$ tileMap PointArray.// ts
updateLevel lid $ updateTile adj
let f (_, t1) = when (Tile.isExplorable coTileSpeedup t1) $
updateLevel lid $ \lvl -> lvl {lseen = lseen lvl + 1}
mapM_ f ts
-- Stop noticing previously visible tiles. It verifies
-- the state of the tiles before wiping them out.
updLoseTile :: MonadStateWrite m
=> LevelId -> [(Point, ContentId TileKind)] -> m ()
updLoseTile lid ts = assert (not $ null ts) $ do
COps{coTileSpeedup} <- getsState scops
let matches tileMap (p, ov) = tileMap PointArray.! p == ov
tu = map (second (const unknownId)) ts
adj tileMap = assert (allB (matches tileMap) ts)
$ tileMap PointArray.// tu
updateLevel lid $ updateTile adj
let f (_, t1) = when (Tile.isExplorable coTileSpeedup t1) $
updateLevel lid $ \lvl -> lvl {lseen = lseen lvl - 1}
mapM_ f ts
updSpotEntry :: MonadStateWrite m => LevelId -> [(Point, PK.PlaceEntry)] -> m ()
updSpotEntry lid ts = assert (not $ null ts) $ do
let alt en Nothing = Just en
alt en (Just oldEn) = atomicFail $ "entry already added"
`showFailure` (lid, ts, en, oldEn)
f (p, en) = EM.alter (alt en) p
upd m = foldr f m ts
updateLevel lid $ updateEntry upd
updLoseEntry :: MonadStateWrite m => LevelId -> [(Point, PK.PlaceEntry)] -> m ()
updLoseEntry lid ts = assert (not $ null ts) $ do
let alt en Nothing = error $ "entry already removed"
`showFailure` (lid, ts, en)
alt en (Just oldEn) =
assert (en == oldEn `blame` "unexpected lost entry"
`swith` (lid, ts, en, oldEn)) Nothing
f (p, en) = EM.alter (alt en) p
upd m = foldr f m ts
updateLevel lid $ updateEntry upd
updAlterSmell :: MonadStateWrite m => LevelId -> Point -> Time -> Time -> m ()
updAlterSmell lid p fromSm' toSm' = do
let fromSm = if fromSm' == timeZero then Nothing else Just fromSm'
toSm = if toSm' == timeZero then Nothing else Just toSm'
alt sm = assert (sm == fromSm `blame` "unexpected tile smell"
`swith` (lid, p, fromSm, toSm, sm)) toSm
updateLevel lid $ updateSmell $ EM.alter alt p
updSpotSmell :: MonadStateWrite m => LevelId -> [(Point, Time)] -> m ()
updSpotSmell lid sms = assert (not $ null sms) $ do
let alt sm Nothing = Just sm
alt sm (Just oldSm) = error $ "smell already added"
`showFailure` (lid, sms, sm, oldSm)
f (p, sm) = EM.alter (alt sm) p
upd m = foldr f m sms
updateLevel lid $ updateSmell upd
updLoseSmell :: MonadStateWrite m => LevelId -> [(Point, Time)] -> m ()
updLoseSmell lid sms = assert (not $ null sms) $ do
let alt sm Nothing = error $ "smell already removed"
`showFailure` (lid, sms, sm)
alt sm (Just oldSm) =
assert (sm == oldSm `blame` "unexpected lost smell"
`swith` (lid, sms, sm, oldSm)) Nothing
f (p, sm) = EM.alter (alt sm) p
upd m = foldr f m sms
updateLevel lid $ updateSmell upd
updTimeItem :: MonadStateWrite m
=> ItemId -> Container -> ItemTimers -> ItemTimers
-> m ()
updTimeItem iid c fromIt toIt = assert (fromIt /= toIt) $ do
bag <- getsState $ getContainerBag c
case iid `EM.lookup` bag of
Just (k, it) -> do
let !_A1 = assert (fromIt == it `blame` (k, it, iid, c, fromIt, toIt)) ()
!_A2 = assert (length toIt <= k `blame` (k, toIt, iid, c, fromIt)) ()
deleteItemContainer iid (k, fromIt) c
insertItemContainer iid (k, toIt) c
Nothing -> error $ "" `showFailure` (bag, iid, c, fromIt, toIt)
updAgeGame :: MonadStateWrite m => ES.EnumSet LevelId -> m ()
updAgeGame lids = do
modifyState $ updateTime $ flip timeShift (Delta timeClip)
mapM_ (ageLevel (Delta timeClip)) $ ES.elems lids
updUnAgeGame :: MonadStateWrite m => ES.EnumSet LevelId -> m ()
updUnAgeGame lids = do
modifyState $ updateTime $ flip timeShift (timeDeltaReverse $ Delta timeClip)
mapM_ (ageLevel (timeDeltaReverse $ Delta timeClip)) $ ES.elems lids
ageLevel :: MonadStateWrite m => Delta Time -> LevelId -> m ()
ageLevel delta lid =
updateLevel lid $ \lvl -> lvl {ltime = timeShift (ltime lvl) delta}
updDiscover :: MonadStateWrite m
=> Container -> ItemId -> ContentId ItemKind -> IA.AspectRecord
-> m ()
updDiscover _c iid ik arItem = do
itemD <- getsState sitemD
COps{coItemSpeedup} <- getsState scops
let kmIsConst = IA.kmConst $ getKindMean ik coItemSpeedup
discoKind <- getsState sdiscoKind
let discoverAtMostAspect = do
discoAspect <- getsState sdiscoAspect
if kmIsConst || iid `EM.member` discoAspect
then atomicFail "item already fully discovered"
else discoverAspect iid arItem
case EM.lookup iid itemD of
Nothing -> atomicFail "discovered item unheard of"
Just item -> case jkind item of
IdentityObvious _ -> discoverAtMostAspect
IdentityCovered ix _ik -> case EM.lookup ix discoKind of
Just{} -> discoverAtMostAspect
Nothing -> do
discoverKind ix ik
unless kmIsConst $ discoverAspect iid arItem
resetActorMaxSkills
updCover :: Container -> ItemId -> ContentId ItemKind -> IA.AspectRecord -> m ()
updCover _c _iid _ik _arItem = undefined
updDiscoverKind :: MonadStateWrite m
=> Container -> ItemKindIx -> ContentId ItemKind -> m ()
updDiscoverKind _c ix kmKind = do
discoKind <- getsState sdiscoKind
if ix `EM.member` discoKind
then atomicFail "item kind already discovered"
else do
discoverKind ix kmKind
resetActorMaxSkills
discoverKind :: MonadStateWrite m => ItemKindIx -> ContentId ItemKind -> m ()
discoverKind ix kindId = do
let f Nothing = Just kindId
f Just{} = error $ "already discovered" `showFailure` (ix, kindId)
modifyState $ updateDiscoKind $ \discoKind1 ->
EM.alter f ix discoKind1
updCoverKind :: Container -> ItemKindIx -> ContentId ItemKind -> m ()
updCoverKind _c _ix _ik = undefined
updDiscoverAspect :: MonadStateWrite m
=> Container -> ItemId -> IA.AspectRecord -> m ()
updDiscoverAspect _c iid arItem = do
COps{coItemSpeedup} <- getsState scops
itemD <- getsState sitemD
case EM.lookup iid itemD of
Nothing -> atomicFail "discovered item unheard of"
Just item -> do
-- Here the kind information is exact, hence @getItemKindIdServer@.
kindId <- getsState $ getItemKindIdServer item
discoAspect <- getsState sdiscoAspect
let kmIsConst = IA.kmConst $ getKindMean kindId coItemSpeedup
if kmIsConst || iid `EM.member` discoAspect
then atomicFail "item arItem already discovered"
else do
discoverAspect iid arItem
resetActorMaxSkills
discoverAspect :: MonadStateWrite m => ItemId -> IA.AspectRecord -> m ()
discoverAspect iid arItem = do
let f Nothing = Just arItem
f Just{} = error $ "already discovered" `showFailure` (iid, arItem)
-- At this point we know the item is not @kmConst@.
modifyState $ updateDiscoAspect $ \discoAspect1 ->
EM.alter f iid discoAspect1
updCoverAspect :: Container -> ItemId -> IA.AspectRecord -> m ()
updCoverAspect _c _iid _arItem = undefined
updDiscoverServer :: MonadStateWrite m => ItemId -> IA.AspectRecord -> m ()
updDiscoverServer iid arItem =
modifyState $ updateDiscoAspect $ \discoAspect1 ->
EM.insert iid arItem discoAspect1
updCoverServer :: MonadStateWrite m => ItemId -> IA.AspectRecord -> m ()
updCoverServer iid arItem =
modifyState $ updateDiscoAspect $ \discoAspect1 ->
assert (discoAspect1 EM.! iid == arItem)
$ EM.delete iid discoAspect1
-- This is ever run only on clients.
updRestart :: MonadStateWrite m => State -> m ()
updRestart = putState
-- This is ever run only on the server.
updRestartServer :: MonadStateWrite m => State -> m ()
updRestartServer = putState
-- This is ever run only on the server.
updResumeServer :: MonadStateWrite m => State -> m ()
updResumeServer = putState
|