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-- | Ways for the client to use player input via UI to produce server
-- requests, based on the client's view (visualized for the player)
-- of the game state.
--
-- This module is leaking quite a bit of implementation details
-- for the sake of "Game.LambdaHack.Client.LoopM". After multiplayer
-- is enabled again and the new requirements sorted out, this should be
-- redesigned and some code moved down the module hierarhy tree,
-- exposing a smaller API here.
module Game.LambdaHack.Client.UI
( -- * Querying the human player
queryUI, queryUIunderAI
-- * UI monad operations
, MonadClientUI(..), putSession, anyKeyPressed, resetPressedKeys
-- * UI session type
, SessionUI(..), ReqDelay(..), emptySessionUI
-- * Updating UI state wrt game state changes
, watchRespUpdAtomicUI, watchRespSfxAtomicUI
-- * Startup and initialization
, CCUI(..)
, UIOptions, applyUIOptions, uOverrideCmdline, mkUIOptions
-- * Assorted operations and types
, ChanFrontend, chanFrontend, tryRestore, clientPrintUI
, pushReportFrame, msgAdd, MsgClassShow(..)
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, stepQueryUIwithLeader, stepQueryUI
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import qualified Data.Map.Strict as M
import qualified Data.Text as T
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.Request
import Game.LambdaHack.Client.State
import Game.LambdaHack.Client.UI.Content.Input
import Game.LambdaHack.Client.UI.ContentClientUI
import Game.LambdaHack.Client.UI.Frame
import Game.LambdaHack.Client.UI.FrameM
import Game.LambdaHack.Client.UI.Frontend
import Game.LambdaHack.Client.UI.HandleHelperM
import Game.LambdaHack.Client.UI.HandleHumanM
import qualified Game.LambdaHack.Client.UI.Key as K
import Game.LambdaHack.Client.UI.MonadClientUI
import Game.LambdaHack.Client.UI.Msg
import Game.LambdaHack.Client.UI.MsgM
import Game.LambdaHack.Client.UI.Overlay
import Game.LambdaHack.Client.UI.SessionUI
import Game.LambdaHack.Client.UI.Slideshow
import Game.LambdaHack.Client.UI.SlideshowM
import Game.LambdaHack.Client.UI.UIOptions
import Game.LambdaHack.Client.UI.UIOptionsParse
import Game.LambdaHack.Client.UI.Watch
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.ClientOptions
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.State
import Game.LambdaHack.Content.FactionKind
-- | Handle the move of a human player.
queryUI :: (MonadClient m, MonadClientUI m) => m (Maybe RequestUI)
queryUI = do
sreqQueried <- getsSession sreqQueried
let !_A = assert (not sreqQueried) () -- querying not nested
modifySession $ \sess -> sess {sreqQueried = True}
let loop = do
mres <- stepQueryUIwithLeader
saimMode <- getsSession saimMode
case mres of
Nothing | isJust saimMode -> loop -- loop until aiming finished
_ -> return mres
mres <- loop
modifySession $ \sess -> sess {sreqQueried = False}
return mres
queryUIunderAI :: (MonadClient m, MonadClientUI m) => m RequestUI
queryUIunderAI = do
-- Record history so the player can browse it later on.
recordHistory
-- As long as UI faction is under AI control, check, once per move,
-- for immediate control regain or benchmark game stop.
sregainControl <- getsSession sregainControl
if sregainControl then do
modifySession $ \sess -> sess { sregainControl = False
, sreqDelay = ReqDelayNot
, sreqPending = Nothing } -- just in case
-- The keys mashed to gain control are not considered a command.
resetPressedKeys
-- Menu is entered in @displayRespUpdAtomicUI@ at @UpdAutoFaction@
-- and @stopAfter@ is canceled in @cmdAtomicSemCli@
-- when handling the results of the request below.
return (ReqUIAutomate, Nothing)
else do
stopAfterFrames <- getsClient $ sstopAfterFrames . soptions
bench <- getsClient $ sbenchmark . soptions
let exitCmd = if bench then ReqUIGameDropAndExit else ReqUIGameSaveAndExit
case stopAfterFrames of
Nothing -> do
stopAfterSeconds <- getsClient $ sstopAfterSeconds . soptions
case stopAfterSeconds of
Nothing -> return (ReqUINop, Nothing)
Just stopS -> do
sstartPOSIX <- getsSession sstart
exit <- elapsedSessionTimeGT sstartPOSIX stopS
if exit then do
tellAllClipPS
return (exitCmd, Nothing) -- ask server to exit
else return (ReqUINop, Nothing)
Just stopF -> do
allNframes <- getsSession sallNframes
gnframes <- getsSession snframes
if allNframes + gnframes >= stopF then do
tellAllClipPS
return (exitCmd, Nothing) -- ask server to exit
else return (ReqUINop, Nothing)
stepQueryUIwithLeader :: (MonadClient m, MonadClientUI m)
=> m (Maybe RequestUI)
stepQueryUIwithLeader = do
side <- getsClient sside
mleader <- getsState $ gleader . (EM.! side) . sfactionD
mreq <- stepQueryUI
case mreq of
Nothing -> return Nothing
Just req -> do
mleader2 <- getsClient sleader
-- Don't send the leader switch to the server with these commands,
-- to avoid leader death at resume if his HP <= 0. That would violate
-- the principle that save and reload doesn't change game state.
let saveCmd cmd = case cmd of
ReqUIGameDropAndExit -> True
ReqUIGameSaveAndExit -> True
ReqUIGameSave -> True
_ -> False
return $ Just (req, if mleader /= mleader2 && not (saveCmd req)
then mleader2
else Nothing)
-- | Let the human player issue commands until any command takes time.
stepQueryUI :: (MonadClient m, MonadClientUI m) => m (Maybe ReqUI)
stepQueryUI = do
FontSetup{propFont} <- getFontSetup
keyPressed <- anyKeyPressed
macroFrame <- getsSession smacroFrame
-- This message, in particular, disturbs.
when (keyPressed && not (null (unKeyMacro (keyPending macroFrame)))) $
msgAdd MsgActionWarning "*interrupted*"
report <- getsSession $ newReport . shistory
modifySession $ \sess -> sess {sreportNull = nullVisibleReport report}
slides <- reportToSlideshowKeepHalt False []
ovs <- case unsnocSlideshow slides of
Nothing -> return EM.empty
Just (allButLast, (ov, _)) ->
if allButLast == emptySlideshow
then do
-- Display the only generated slide while waiting for next key.
-- Strip the "--end-" prompt from it, by ignoring @MonoFont@.
let ovProp = ov EM.! propFont
return $!
EM.singleton propFont $ if EM.size ov > 1 then ovProp else init ovProp
else do
-- Show, one by one, all slides, awaiting confirmation for each.
void $ getConfirms ColorFull [K.spaceKM, K.escKM] slides
-- Indicate that report wiped out.
modifySession $ \sess -> sess {sreportNull = True}
-- Display base frame at the end.
return EM.empty
mleader <- getsClient sleader
case mleader of
Nothing -> return ()
Just leader -> do
body <- getsState $ getActorBody leader
lastLost <- getsSession slastLost
if bhp body <= 0 then do
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
let gameOver = maybe False ((/= Camping) . stOutcome) (gquit fact)
when (not gameOver && leader `ES.notMember` lastLost) $ do
-- Hacky reuse of @slastLost@ for near-death spam prevention.
modifySession $ \sess ->
sess {slastLost = ES.insert leader lastLost}
displayMore ColorBW "If you move, the exertion will kill you. Consider asking for first aid instead."
else
modifySession $ \sess -> sess {slastLost = ES.empty}
km <- promptGetKey ColorFull ovs False []
abortOrCmd <- do
-- Look up the key.
CCUI{coinput=InputContent{bcmdMap}} <- getsSession sccui
case km `M.lookup` bcmdMap of
Just (_, _, cmd) -> do
modifySession $ \sess -> sess {swaitTimes = if swaitTimes sess > 0
then - swaitTimes sess
else 0}
cmdSemInCxtOfKM km cmd
_ -> let msgKey = "unknown command '" <> K.showKM km <> "'"
in weaveJust <$> failWith (T.pack msgKey)
-- GC macro stack if there are no actions left to handle,
-- removing all unnecessary macro frames at once,
-- but leaving the last one for user's in-game macros.
modifySession $ \sess ->
let (smacroFrameNew, smacroStackMew) =
dropEmptyMacroFrames (smacroFrame sess) (smacroStack sess)
in sess { smacroFrame = smacroFrameNew
, smacroStack = smacroStackMew }
-- The command was failed or successful and if the latter,
-- possibly took some time.
case abortOrCmd of
Right cmdS ->
-- Exit the loop and let other actors act. No next key needed
-- and no report could have been generated.
return $ Just cmdS
Left Nothing -> return Nothing
Left (Just err) -> do
msgAdd MsgActionAlert $ showFailError err
return Nothing
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