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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109
|
-- | Helper functions for both inventory management and human commands.
module Game.LambdaHack.Client.UI.HandleHelperM
( FailError, showFailError, MError, mergeMError, FailOrCmd, failWith
, failSer, failMsg, weaveJust
, pointmanCycle, pointmanCycleLevel, partyAfterLeader
, pickLeader, doLook, pickLeaderWithPointer
, itemOverlay, skillsOverlay, placesFromState, placesOverlay
, factionsFromState, factionsOverlay
, describeMode, modesOverlay
, pickNumber, guardItemSize, lookAtItems, lookAtStash, lookAtPosition
, displayOneMenuItem, okxItemLoreInline, okxItemLoreMsg, itemDescOverlays
, cycleLore, spoilsBlurb, ppContainerWownW, nxtGameMode
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, itemOverlayFromState, lookAtTile, lookAtActors, guardItemVerbs
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Control.Applicative
import qualified Data.Char as Char
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 qualified NLP.Miniutter.English as MU
import Game.LambdaHack.Client.CommonM
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
import Game.LambdaHack.Client.UI.ActorUI
import Game.LambdaHack.Client.UI.Content.Screen
import Game.LambdaHack.Client.UI.ContentClientUI
import Game.LambdaHack.Client.UI.EffectDescription
import Game.LambdaHack.Client.UI.Frame
import Game.LambdaHack.Client.UI.ItemDescription
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.PointUI
import Game.LambdaHack.Client.UI.SessionUI
import Game.LambdaHack.Client.UI.Slideshow
import Game.LambdaHack.Client.UI.SlideshowM
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.ClientOptions
import Game.LambdaHack.Common.Faction
import qualified Game.LambdaHack.Common.HighScore as HighScore
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.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Perception
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.ReqFailure
import Game.LambdaHack.Common.State
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Common.Types
import qualified Game.LambdaHack.Content.FactionKind as FK
import qualified Game.LambdaHack.Content.ItemKind as IK
import qualified Game.LambdaHack.Content.ModeKind as MK
import qualified Game.LambdaHack.Content.PlaceKind as PK
import qualified Game.LambdaHack.Content.TileKind as TK
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import Game.LambdaHack.Definition.Defs
-- | Message describing the cause of failure of human command.
newtype FailError = FailError {failError :: Text}
deriving (Show, Eq)
showFailError :: FailError -> Text
showFailError (FailError err) = "*" <> err <> "*"
type MError = Maybe FailError
mergeMError :: MError -> MError -> MError
mergeMError Nothing Nothing = Nothing
mergeMError merr1@Just{} Nothing = merr1
mergeMError Nothing merr2@Just{} = merr2
mergeMError (Just err1) (Just err2) =
Just $ FailError $ failError err1 <+> "and" <+> failError err2
type FailOrCmd a = Either FailError a
failWith :: MonadClientUI m => Text -> m (FailOrCmd a)
failWith err = assert (not $ T.null err) $ return $ Left $ FailError err
failSer :: MonadClientUI m => ReqFailure -> m (FailOrCmd a)
failSer = failWith . showReqFailure
failMsg :: MonadClientUI m => Text -> m MError
failMsg err = assert (not $ T.null err) $ return $ Just $ FailError err
weaveJust :: FailOrCmd a -> Either MError a
weaveJust (Left ferr) = Left $ Just ferr
weaveJust (Right a) = Right a
-- | Switches current pointman to the next on the level, if any, wrapping.
pointmanCycleLevel :: MonadClientUI m
=> ActorId -> Bool -> Direction -> m MError
pointmanCycleLevel leader verbose direction = do
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
lidV <- viewedLevelUI
body <- getsState $ getActorBody leader
hs <- partyAfterLeader leader
let banned = bannedPointmanSwitchBetweenLevels fact
hsSort = case direction of
Forward -> hs
Backward -> reverse hs
case filter (\(_, b, _) -> blid b == lidV) hsSort of
_ | banned && lidV /= blid body ->
failMsg $ showReqFailure NoChangeDunLeader
[] -> failMsg "cannot pick any other pointman on this level"
(np, _b, _) : _ -> do
_success <- pickLeader verbose np
-- This apparently crashes rarely, probably becuase @leader@ gets out of sync
-- with the leader in client state, during nested UI manipulations.
-- The worst that can happen is TAB doing nothing and having to be repeated
-- or perhaps item manipulation needs to be exited for TAB to work again.
-- let !_A = assert (success `blame` "same leader"
-- `swith` (leader, np, b)) ()
return Nothing
-- | Switches current pointman to the previous in the whole dungeon, wrapping.
pointmanCycle :: MonadClientUI m
=> ActorId -> Bool -> Direction -> m MError
pointmanCycle leader verbose direction = do
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
hs <- partyAfterLeader leader
let banned = bannedPointmanSwitchBetweenLevels fact
hsSort = case direction of
Forward -> hs
Backward -> reverse hs
case hsSort of
_ | banned -> failMsg $ showReqFailure NoChangeDunLeader
[] -> failMsg "no other member in the party"
(np, b, _) : _ -> do
success <- pickLeader verbose np
let !_A = assert (success `blame` "same leader"
`swith` (leader, np, b)) ()
return Nothing
partyAfterLeader :: MonadClientUI m => ActorId -> m [(ActorId, Actor, ActorUI)]
partyAfterLeader leader = do
side <- getsClient sside
sactorUI <- getsSession sactorUI
allOurs <- getsState $ fidActorNotProjGlobalAssocs side -- not only on level
let allOursUI = map (\(aid, b) -> (aid, b, sactorUI EM.! aid)) allOurs
hs = sortOn keySelected allOursUI
i = fromMaybe (-1) $ findIndex (\(aid, _, _) -> aid == leader) hs
(lt, gt) = (take i hs, drop (i + 1) hs)
return $! gt ++ lt
-- | Select a faction leader. False, if nothing to do.
pickLeader :: MonadClientUI m => Bool -> ActorId -> m Bool
pickLeader verbose aid = do
mleader <- getsClient sleader
if mleader == Just aid
then return False -- already picked
else do
body <- getsState $ getActorBody aid
bodyUI <- getsSession $ getActorUI aid
let !_A = assert (not (bproj body)
`blame` "projectile chosen as the pointman"
`swith` (aid, body)) ()
-- Even if it's already the leader, give his proper name, not 'you'.
let subject = partActor bodyUI
when verbose $
msgAdd MsgPointmanSwap $ makeSentence [subject, "picked as a pointman"]
-- Update client state.
updateClientLeader aid
-- Move the xhair, if active, to the new level.
modifySession $ \sess -> sess {saimMode =
(\aimMode -> aimMode {aimLevelId = blid body}) <$> saimMode sess}
-- Inform about items, etc.
saimMode <- getsSession saimMode
when verbose $
if isJust saimMode
then doLook
else do
(itemsBlurb, _) <-
lookAtItems True (bpos body) (blid body) (Just aid) Nothing
stashBlurb <- lookAtStash (bpos body) (blid body)
msgAdd MsgAtFeetMinor $ stashBlurb <+> itemsBlurb
return True
-- | Perform look around in the current position of the xhair.
-- Does nothing outside aiming mode.
doLook :: MonadClientUI m => m ()
doLook = do
saimMode <- getsSession saimMode
case saimMode of
Just aimMode -> do
let lidV = aimLevelId aimMode
mxhairPos <- mxhairToPos
xhairPos <- xhairToPos
blurb <- lookAtPosition xhairPos lidV
itemSel <- getsSession sitemSel
mleader <- getsClient sleader
outOfRangeBlurb <- case (itemSel, mxhairPos, mleader) of
(Just (iid, _, _), Just pos, Just leader) -> do
b <- getsState $ getActorBody leader
if lidV /= blid b -- no range warnings on remote levels
|| detailLevel aimMode < DetailHigh -- no spam
then return []
else do
itemFull <- getsState $ itemToFull iid
let arItem = aspectRecordFull itemFull
return [ (MsgPromptGeneric, "This position is out of range when flinging the selected item.")
| 1 + IA.totalRange arItem (itemKind itemFull)
< chessDist (bpos b) pos ]
_ -> return []
mapM_ (uncurry msgAdd) $ blurb ++ outOfRangeBlurb
_ -> return ()
pickLeaderWithPointer :: MonadClientUI m => ActorId -> m MError
pickLeaderWithPointer leader = do
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
lidV <- viewedLevelUI
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
arena <- getArenaUI
sactorUI <- getsSession sactorUI
ours <- getsState $ filter (not . bproj . snd)
. actorAssocs (== side) lidV
let oursUI = map (\(aid, b) -> (aid, b, sactorUI EM.! aid)) ours
viewed = sortOn keySelected oursUI
banned = bannedPointmanSwitchBetweenLevels fact
pick (aid, b) = if blid b /= arena && banned
then failMsg $ showReqFailure NoChangeDunLeader
else do
void $ pickLeader True aid
return Nothing
pUI <- getsSession spointer
let p@(Point px py) = squareToMap $ uiToSquare pUI
-- Pick even if no space in status line for the actor's symbol.
if | py == rheight - 2 && px == 0 -> pointmanCycle leader True Forward
| py == rheight - 2 ->
case drop (px - 1) viewed of
[] -> return Nothing
-- relaxed, due to subtleties of display of selected actors
(aid, b, _) : _ -> pick (aid, b)
| otherwise ->
case find (\(_, b, _) -> bpos b == p) oursUI of
Nothing -> failMsg "not pointing at an actor"
Just (aid, b, _) -> pick (aid, b)
itemOverlayFromState :: LevelId -> [(ItemId, ItemQuant)] -> Bool
-> CCUI -> FactionId -> DiscoveryBenefit -> FontSetup
-> State
-> OKX
itemOverlayFromState arena iids displayRanged sccui side discoBenefit
FontSetup{..} s =
let CCUI{coscreen=ScreenContent{rwidth}} = sccui
localTime = getLocalTime arena s
itemToF = flip itemToFull s
factionD = sfactionD s
attrCursor = Color.defAttr {Color.bg = Color.HighlightNoneCursor}
markEqp periodic k ncha =
if | periodic -> '"' -- if equipped, no charges
| ncha == 0 -> '-' -- no charges left
| k > ncha -> '~' -- not all charges left
| otherwise -> '+'
pr :: MenuSlot -> (ItemId, ItemQuant)
-> (AttrString, AttrString, KeyOrSlot)
pr c (iid, kit@(k, _)) =
let itemFull = itemToF iid
arItem = aspectRecordFull itemFull
colorSymbol =
if IA.checkFlag Ability.Condition arItem
then viewItemBenefitColored discoBenefit iid itemFull
else viewItem itemFull
phrase = makePhrase
[partItemWsRanged rwidth side factionD displayRanged
DetailLow 4 k localTime itemFull kit]
ncha = ncharges localTime kit
periodic = IA.checkFlag Ability.Periodic arItem
!cLab = Color.AttrChar { acAttr = attrCursor
, acChar = markEqp periodic k ncha }
asLab = [Color.attrCharToW32 cLab]
++ [Color.spaceAttrW32 | isSquareFont propFont]
++ [colorSymbol]
!tDesc = " " <> phrase
in (asLab, textToAS tDesc, Right c)
l = zipWith pr natSlots iids
in labDescOKX squareFont propFont l
-- | Extract whole-dungeon statistics for each place kind,
-- counting the number of occurrences of each type of
-- `Game.LambdaHack.Content.PlaceKind.PlaceEntry`
-- for the given place kind and gathering the set of levels
-- on which any entry for that place kind can be found.
placesFromState :: ContentData PK.PlaceKind -> Bool -> State
-> EM.EnumMap (ContentId PK.PlaceKind)
(ES.EnumSet LevelId, Int, Int, Int)
placesFromState coplace sexposePlaces s =
let addEntries (!es1, !nEntries1, !nArounds1, !nExists1)
(!es2, !nEntries2, !nArounds2, !nExists2) =
let !es = ES.union es1 es2
!nEntries = nEntries1 + nEntries2
!nArounds = nArounds1 + nArounds2
!nExists = nExists1 + nExists2
in (es, nEntries, nArounds, nExists)
placesFromLevel :: (LevelId, Level)
-> EM.EnumMap (ContentId PK.PlaceKind)
(ES.EnumSet LevelId, Int, Int, Int)
placesFromLevel (!lid, Level{lentry}) =
let f (PK.PEntry pk) em =
EM.insertWith addEntries pk (ES.singleton lid, 1, 0, 0) em
f (PK.PAround pk) em =
EM.insertWith addEntries pk (ES.singleton lid, 0, 1, 0) em
f (PK.PExists pk) em =
EM.insertWith addEntries pk (ES.singleton lid, 0, 0, 1) em
in EM.foldr' f EM.empty lentry
-- go through place entrances and depending on the place
-- add an entry for it, whether Entry/Around/Exists,
-- the effect being we're counting #s of each type
insertZeros !em !pk _ = EM.insert pk (ES.empty, 0, 0, 0) em
-- The initial places are overwritten except for those
-- that have no entries in the dungeon at all,
-- and in `sexposePlaces` debug mode these will be shown even though
-- the stats will be zeros (which is a valuable warning!).
initialPlaces | not sexposePlaces = EM.empty
| otherwise = ofoldlWithKey' coplace insertZeros EM.empty
in EM.unionWith addEntries
initialPlaces
(EM.unionsWith addEntries $ map placesFromLevel $ EM.assocs $ sdungeon s)
-- gather per-place-kind statistics for each level,
-- then aggregate them over all levels, remembering that the place
-- appeared on the given level (but not how man times)
-- TODO: if faction not known, it's info should not be updated
-- by the server. But let's wait until server sends general state diffs
-- and then block diffs that don't apply, because faction is missing.
factionsFromState :: ItemRoles -> State -> [(FactionId, Faction)]
factionsFromState (ItemRoles itemRoles) s =
let seenTrunks = ES.toList $ itemRoles EM.! STrunk
trunkBelongs fid iid = jfid (getItemBody iid s) == Just fid
factionSeen (fid, fact) = not (EM.null (gvictims fact)) -- shortcut
|| any (trunkBelongs fid) seenTrunks
in filter factionSeen $ EM.assocs $ sfactionD s
itemOverlay :: MonadClientUI m
=> [(ItemId, ItemQuant)] -> ItemDialogMode -> m OKX
itemOverlay iids dmode = do
sccui <- getsSession sccui
side <- getsClient sside
arena <- getArenaUI
discoBenefit <- getsClient sdiscoBenefit
fontSetup <- getFontSetup
let displayRanged =
dmode `elem` [ MStore CGround, MStore CEqp, MStore CStash
, MOwned, MLore SItem, MLore SBlast ]
okx <- getsState $ itemOverlayFromState arena iids displayRanged
sccui side discoBenefit fontSetup
return $! okx
skillsOverlay :: MonadClientUI m => ActorId -> m OKX
skillsOverlay aid = do
b <- getsState $ getActorBody aid
actorMaxSk <- getsState $ getActorMaxSkills aid
FontSetup{..} <- getFontSetup
let prSlot :: MenuSlot -> Ability.Skill
-> ((AttrLine, (Int, AttrLine), (Int, AttrLine)), KYX)
prSlot c skill =
let skName = " " <> skillName skill
attrCursor = Color.defAttr {Color.bg = Color.HighlightNoneCursor}
labAc = Color.AttrChar { acAttr = attrCursor
, acChar = '+' }
lab = attrStringToAL [Color.attrCharToW32 labAc]
labLen = textSize squareFont $ attrLine lab
indentation = if isSquareFont propFont then 52 else 26
valueText = skillToDecorator skill b
$ Ability.getSk skill actorMaxSk
triple = ( lab
, (labLen, textToAL skName)
, (indentation, textToAL valueText) )
lenButton = 26 + T.length valueText
in (triple, (Right c, ( PointUI 0 (fromEnum c)
, ButtonWidth propFont lenButton )))
(ts, kxs) = unzip $ zipWith prSlot natSlots skillsInDisplayOrder
(skLab, skDescr, skValue) = unzip3 ts
skillLab = EM.singleton squareFont $ offsetOverlay skLab
skillDescr = EM.singleton propFont $ offsetOverlayX skDescr
skillValue = EM.singleton monoFont $ offsetOverlayX skValue
return (EM.unionsWith (++) [skillLab, skillDescr, skillValue], kxs)
placesOverlay :: MonadClientUI m => m OKX
placesOverlay = do
COps{coplace} <- getsState scops
soptions <- getsClient soptions
FontSetup{..} <- getFontSetup
places <- getsState $ placesFromState coplace (sexposePlaces soptions)
let prSlot :: MenuSlot
-> (ContentId PK.PlaceKind, (ES.EnumSet LevelId, Int, Int, Int))
-> (AttrString, AttrString, KeyOrSlot)
prSlot c (pk, (es, _, _, _)) =
let name = PK.pname $ okind coplace pk
labChar = if ES.null es then '-' else '+'
attrCursor = Color.defAttr {Color.bg = Color.HighlightNoneCursor}
labAc = Color.AttrChar { acAttr = attrCursor
, acChar = labChar }
-- Bang required to free @places@ as you go.
!asLab = [Color.attrCharToW32 labAc]
!tDesc = " "
<> name
<+> if ES.null es
then ""
else "("
<> makePhrase [MU.CarWs (ES.size es) "level"]
<> ")"
in (asLab, textToAS tDesc, Right c)
l = zipWith prSlot natSlots $ EM.assocs places
return $! labDescOKX squareFont propFont l
factionsOverlay :: MonadClientUI m => m OKX
factionsOverlay = do
FontSetup{..} <- getFontSetup
sroles <- getsSession sroles
factions <- getsState $ factionsFromState sroles
let prSlot :: MenuSlot
-> (FactionId, Faction)
-> (AttrString, AttrString, KeyOrSlot)
prSlot c (_, fact) =
let name = FK.fname $ gkind fact -- we ignore "Controlled", etc.
gameOver = isJust $ gquit fact
labChar = if gameOver then '-' else '+'
attrCursor = Color.defAttr {Color.bg = Color.HighlightNoneCursor}
labAc = Color.AttrChar { acAttr = attrCursor
, acChar = labChar }
!asLab = [Color.attrCharToW32 labAc]
!tDesc = " "
<> name
<+> case gquit fact of
Just Status{stOutcome} | not $ isHorrorFact fact ->
"(" <> FK.nameOutcomePast stOutcome <> ")"
_ -> ""
in (asLab, textToAS tDesc, Right c)
l = zipWith prSlot natSlots factions
return $! labDescOKX squareFont propFont l
modesOverlay :: MonadClientUI m => m OKX
modesOverlay = do
COps{comode} <- getsState scops
FontSetup{..} <- getFontSetup
svictories <- getsSession svictories
nxtChal <- getsClient snxtChal -- mark victories only for current difficulty
let f !acc _p !i !a = (i, a) : acc
campaignModes = ofoldlGroup' comode MK.CAMPAIGN_SCENARIO f []
prSlot :: MenuSlot
-> (ContentId MK.ModeKind, MK.ModeKind)
-> (AttrString, AttrString, KeyOrSlot)
prSlot c (gameModeId, gameMode) =
let modeName = MK.mname gameMode
victories = case EM.lookup gameModeId svictories of
Nothing -> 0
Just cm -> fromMaybe 0 (M.lookup nxtChal cm)
labChar = if victories > 0 then '-' else '+'
attrCursor = Color.defAttr {Color.bg = Color.HighlightNoneCursor}
labAc = Color.AttrChar { acAttr = attrCursor
, acChar = labChar }
!asLab = [Color.attrCharToW32 labAc]
!tDesc = " " <> modeName
in (asLab, textToAS tDesc, Right c)
l = zipWith prSlot natSlots campaignModes
return $! labDescOKX squareFont propFont l
describeMode :: MonadClientUI m
=> Bool -> ContentId MK.ModeKind
-> m (EM.EnumMap DisplayFont Overlay)
describeMode addTitle gameModeId = do
COps{comode} <- getsState scops
CCUI{coscreen=ScreenContent{rwidth}}
<- getsSession sccui
FontSetup{..} <- getFontSetup
scoreDict <- getsState shigh
scampings <- getsSession scampings
srestarts <- getsSession srestarts
side <- getsClient sside
total <- getsState $ snd . calculateTotal side
dungeonTotal <- getsState sgold
let screensaverBlurb = "This is one of the screensaver scenarios, not available from the main menu, with all factions controlled by AI. Feel free to take over or relinquish control at any moment, but to register a legitimate high score, choose a standard scenario instead.\n"
let gameMode = okind comode gameModeId
duplicateEOL '\n' = "\n\n"
duplicateEOL c = T.singleton c
sections =
[ ( textFgToAS Color.BrGreen "The story so far:"
, T.concatMap duplicateEOL (MK.mdesc gameMode) )
, ( textFgToAS Color.cMeta "Rules of the game:"
, MK.mrules gameMode )
, ( textFgToAS Color.BrCyan "Running commentary:"
, T.concatMap duplicateEOL
(if MK.mattract gameMode
then screensaverBlurb <> MK.mreason gameMode
else MK.mreason gameMode) )
, ( textFgToAS Color.cGreed "Hints, not needed unless stuck:"
, T.concatMap duplicateEOL (MK.mhint gameMode) )
]
renderSection :: (AttrString, Text) -> Maybe [(DisplayFont, AttrString)]
renderSection (header, desc) =
if T.null desc
then Nothing
else Just [(monoFont, header), (propFont, textToAS desc)]
survivingHow = if | total == 0 -> "(barely)"
| total < dungeonTotal `div` 2 -> "(so far)"
| otherwise -> ""
title = if addTitle
then "\nYou are"
<+> survivingHow
<+> "surviving the '"
<> MK.mname gameMode
<> "' adventure.\n"
else ""
blurb = map (second $ splitAttrString (rwidth - 2) (rwidth - 2)) $
(propFont, textToAS (title <> "\n"))
: intercalate [(monoFont, textToAS "\n")]
(mapMaybe renderSection sections)
-- Colour is used to delimit the section when displayed in one
-- column, when using square fonts only.
blurbEnd = map (second $ splitAttrString (rwidth - 2) (rwidth - 2)) $
( propFont
, textFgToAS Color.Brown
"\nThis adventure's endings experienced so far:\n\n" )
: if null sectionsEndAS
then [(monoFont, textToAS "*none*")]
else sectionsEndAS
sectionsEndAS = intercalate [(monoFont, textToAS "\n")]
(mapMaybe renderSection sectionsEnd)
sectionsEnd = map outcomeSection [minBound..maxBound]
outcomeSection :: FK.Outcome -> (AttrString, Text)
outcomeSection outcome =
( renderOutcome outcome
, if not (outcomeSeen outcome)
then "" -- a possible spoiler and lack of sense of progression
else T.concatMap duplicateEOL
$ fromMaybe "" $ lookup outcome
$ MK.mendMsg gameMode ++ endMsgDefault -- left-biased
)
-- These are not added to @mendMsg@, because they only fit here.
endMsgDefault =
[ (FK.Restart, "No shame there is in noble defeat and there is honour in perseverance. Sometimes there are ways and places to turn rout into victory.")
, (FK.Camping, "Don't fear to take breaks. While you move, others move, even on distant floors, but while you stay still, the world stays still.")
]
scoreRecords = maybe [] HighScore.unTable $ EM.lookup gameModeId scoreDict
-- This doesn't use @svictories@, but high scores, because high scores
-- are more persistent and granular (per-outcome). OTOH, @svictories@
-- are per-challenge, which is important in other cases.
-- @Camping@ and @Restart@ are fine to be less persistent.
outcomeSeen :: FK.Outcome -> Bool
outcomeSeen outcome = case outcome of
FK.Camping -> gameModeId `ES.member` scampings
FK.Restart -> gameModeId `ES.member` srestarts
_ -> outcome `elem` map (stOutcome . HighScore.getStatus) scoreRecords
-- Camping not taken into account.
lastOutcome :: FK.Outcome
lastOutcome = if null scoreRecords
then FK.Restart -- only if nothing else
else stOutcome . HighScore.getStatus
$ maximumBy (comparing HighScore.getDate) scoreRecords
renderOutcome :: FK.Outcome -> AttrString
renderOutcome outcome =
let color | outcome `elem` FK.deafeatOutcomes = Color.cVeryBadEvent
| outcome `elem` FK.victoryOutcomes = Color.cVeryGoodEvent
| otherwise = Color.cNeutralEvent
lastRemark
| outcome /= lastOutcome = ""
| outcome `elem` FK.deafeatOutcomes = "(last suffered ending)"
| outcome `elem` FK.victoryOutcomes = "(last achieved ending)"
| otherwise = "(last seen ending)"
in textToAS "Game over message when"
<+:> (textFgToAS color (T.toTitle $ FK.nameOutcomePast outcome)
<+:> textToAS lastRemark)
<> textToAS ":"
return $! if isSquareFont propFont
then EM.singleton squareFont -- single column, single font
$ xtranslateOverlay 2 $ offsetOverlay
$ concatMap snd $ blurb ++ blurbEnd
else EM.unionWith (++)
(EM.map (xtranslateOverlay 1)
$ attrLinesToFontMap blurb)
(EM.map (xtranslateOverlay $ rwidth + 1)
$ attrLinesToFontMap blurbEnd)
pickNumber :: MonadClientUI m => Bool -> Int -> m (Either MError Int)
pickNumber askNumber kAll = assert (kAll >= 1) $ do
let shownKeys = [ K.returnKM, K.spaceKM, K.mkChar '+', K.mkChar '-'
, K.backspaceKM, K.escKM ]
frontKeyKeys = shownKeys ++ map K.mkChar ['0'..'9']
gatherNumber kCur = assert (1 <= kCur && kCur <= kAll) $ do
let kprompt = "Choose number:" <+> tshow kCur
msgAdd MsgPromptGeneric kprompt
sli <- reportToSlideshow shownKeys
ekkm <- displayChoiceScreen "" ColorFull False sli frontKeyKeys
case ekkm of
Left kkm ->
case K.key kkm of
K.Char '+' ->
gatherNumber $ if kCur + 1 > kAll then 1 else kCur + 1
K.Char '-' ->
gatherNumber $ if kCur - 1 < 1 then kAll else kCur - 1
K.Char l | kCur * 10 + Char.digitToInt l > kAll ->
gatherNumber $ if Char.digitToInt l == 0
then kAll
else min kAll (Char.digitToInt l)
K.Char l -> gatherNumber $ kCur * 10 + Char.digitToInt l
K.BackSpace -> gatherNumber $ max 1 (kCur `div` 10)
K.Return -> return $ Right kCur
K.Esc -> weaveJust <$> failWith "never mind"
K.Space -> return $ Left Nothing
_ -> error $ "unexpected key" `showFailure` kkm
Right slot -> error $ "unexpected menu slot" `showFailure` slot
if kAll == 1 || not askNumber
then return $ Right kAll
else do
res <- gatherNumber kAll
case res of
Right k | k <= 0 -> error $ "" `showFailure` (res, kAll)
_ -> return res
-- | Produces a textual description of the tile at a position.
lookAtTile :: MonadClientUI m
=> Bool -- ^ can be seen right now?
-> Point -- ^ position to describe
-> LevelId -- ^ level the position is at
-> Maybe ActorId -- ^ the actor that looks
-> Maybe MU.Person -- ^ grammatical person of the item(s), if any
-> m (Text, Text, [(Int, MU.Part)])
lookAtTile canSee p lidV maid mperson = do
CCUI{coscreen=ScreenContent{rwidth}} <- getsSession sccui
cops@COps{cotile, coplace} <- getsState scops
side <- getsClient sside
factionD <- getsState sfactionD
mb <- getsState $ \s -> flip getActorBody s <$> maid
lvl <- getLevel lidV
saimMode <- getsSession saimMode
embeds <- getsState $ getEmbedBag lidV p
itemToF <- getsState $ flip itemToFull
seps <- getsClient seps
localTime <- getsState $ getLocalTime lidV
getKind <- getsState $ flip getIidKind
let inhabitants = posToAidsLvl p lvl
detail = maybe DetailAll detailLevel saimMode
aims = isJust $ (\b -> makeLine False b p seps cops lvl) =<< mb
tkid = lvl `at` p
tile = okind cotile tkid
vis | TK.tname tile == "unknown space" = "that is"
| not (null inhabitants)
&& (bpos <$> mb) /= Just p = "the terrain here is"
| not canSee = "you remember"
| not aims = "you are aware of" -- walkable path a proxy for in LOS
| otherwise = "you see"
vperson = case mperson of
Nothing -> vis
Just MU.Sg1st -> error "an item speaks in first person"
Just MU.Sg3rd -> "It is laying on"
Just MU.PlEtc -> "They lay on"
tilePart = MU.AW $ MU.Text $ TK.tname tile
entrySentence pk blurb =
makeSentence [blurb, MU.Text $ PK.pname $ okind coplace pk]
placeBlurb = case EM.lookup p $ lentry lvl of
Nothing -> ""
Just (PK.PEntry pk) -> entrySentence pk "it is an entrance to"
Just (PK.PAround pk) -> entrySentence pk "it surrounds"
Just (PK.PExists _) -> ""
embedLook (iid, kit@(k, _)) =
let itemFull = itemToF iid
nWs = partItemWsDetail detail
rwidth side factionD k localTime itemFull kit
in (k, nWs)
embedKindList =
map (\(iid, kit) -> (getKind iid, (iid, kit))) (EM.assocs embeds)
embedList = map embedLook $ sortEmbeds cops tkid embedKindList
return (makeSentence [vperson, tilePart], placeBlurb, embedList)
-- | Produces a textual description of actors at a position.
lookAtActors :: MonadClientUI m
=> Point -- ^ position to describe
-> LevelId -- ^ level the position is at
-> m (Text, Maybe (MU.Part, Bool), Text)
lookAtActors p lidV = do
CCUI{coscreen=ScreenContent{rwidth}} <- getsSession sccui
side <- getsClient sside
inhabitants <- getsState $ posToAidAssocs p lidV
factionD <- getsState sfactionD
localTime <- getsState $ getLocalTime lidV
saimMode <- getsSession saimMode
let detail = maybe DetailAll detailLevel saimMode
case inhabitants of
[] -> return ("", Nothing, "")
(aid, body) : rest -> do
actorPronoun <- partPronounLeader aid
itemFull <- getsState $ itemToFull $ btrunk body
guardVerbs <- getsState $ guardItemVerbs body
subjects <- mapM (partActorLeader . fst) inhabitants
let bfact = factionD EM.! bfid body
-- No "a" prefix even if singular and inanimate, to distinguish
-- from items lying on the floor (and to simplify code).
(subject, person) = squashedWWandW subjects
resideVerb = case bwatch body of
WWatch -> "be here"
WWait 0 -> "idle here"
WWait _ -> "brace for impact"
WSleep -> "sleep here"
WWake -> "be waking up"
flyVerb | bproj body = "zip through here"
| isJust $ btrajectory body = "move through here"
| otherwise = resideVerb
verbs = flyVerb : guardVerbs
projDesc | not (bproj body) || detail < DetailHigh = ""
| otherwise =
let kit = beqp body EM.! btrunk body
ps = [partItemMediumAW rwidth side factionD localTime
itemFull kit]
tailWords = tail . T.words . makePhrase
in if tailWords ps == tailWords subjects
then ""
else makeSentence $ "this is" : ps
factDesc = case jfid $ itemBase itemFull of
Just tfid | tfid /= bfid body ->
let dominatedBy = if bfid body == side then "us" else gname bfact
tfact = factionD EM.! tfid
in "Originally of" <+> gname tfact
<> ", now fighting for" <+> dominatedBy <> "."
_ | detail < DetailHigh -> "" -- only domination worth spamming
_ | bfid body == side -> "" -- just one of us
_ | bproj body -> "Launched by" <+> gname bfact <> "."
_ -> "One of" <+> gname bfact <> "."
idesc = if detail < DetailHigh
then ""
else IK.idesc $ itemKind itemFull
-- If many different actors, only list names.
sameTrunks = all (\(_, b) -> btrunk b == btrunk body) rest
desc = wrapInParens $ projDesc <+> factDesc <+> idesc
onlyIs = bwatch body == WWatch && null guardVerbs
allBlurb = makeSentence [MU.SubjectVVxV "and" person MU.Yes
subject verbs]
headBlurb = makeSentence [MU.SubjectVVxV "and" MU.Sg3rd MU.Yes
(head subjects) verbs]
andProjectiles = case subjects of
_ : projs@(_ : _) ->
let (subjectProjs, personProjs) =
squashedWWandW projs
in makeSentence
[MU.SubjectVerb personProjs MU.Yes
subjectProjs "can be seen"]
_ -> ""
actorAlive = bhp body >= 0
mactorPronounAlive =
if bproj body then Nothing else Just (actorPronoun, actorAlive)
return $!
if | not actorAlive && not (bproj body) ->
( makeSentence
(MU.SubjectVerbSg (head subjects) "lie here"
: if null guardVerbs
then []
else [ MU.SubjectVVxV "and" MU.Sg3rd MU.No
"and" guardVerbs
, "any more" ])
, mactorPronounAlive
, wrapInParens desc <+> andProjectiles )
| sameTrunks -> -- only non-proj or several similar projectiles
( allBlurb
, mactorPronounAlive
, desc )
| not (bproj body) && onlyIs ->
( headBlurb
, mactorPronounAlive
, desc <+> andProjectiles )
| not (bproj body) ->
( makeSentence [subject, "can be seen"] <+> headBlurb
, mactorPronounAlive
, desc )
| otherwise -> assert (bproj body && not (null rest))
( makeSentence [subject, "can be seen"]
, Nothing
, "" )
guardItemVerbs :: Actor -> State -> [MU.Part]
guardItemVerbs body s =
-- We only hint while, in reality, currently the client knows
-- all the items in eqp of the foe. But we may remove the knowledge
-- in the future and, anyway, it would require a dedicated
-- UI mode beyond a couple of items per actor.
let itemsSize = guardItemSize body s
belongingsVerbs | itemsSize == 1 = ["fondle a trinket"]
| itemsSize > 1 = ["haul a hoard"]
| otherwise = []
in if bproj body then [] else belongingsVerbs
guardItemSize :: Actor -> State -> Int
guardItemSize body s =
let toReport iid =
let itemKind = getIidKind iid s
in fromMaybe 0 (lookup IK.UNREPORTED_INVENTORY (IK.ifreq itemKind)) <= 0
in length $ filter toReport $ EM.keys (beqp body)
-- | Produces a textual description of items at a position.
lookAtItems :: MonadClientUI m
=> Bool -- ^ can be seen right now?
-> Point -- ^ position to describe
-> LevelId -- ^ level the position is at
-> Maybe ActorId
-- ^ the actor that looks
-> Maybe (MU.Part, Bool)
-- ^ pronoun for the big actor at the position, if any,
-- and whether the big actor is alive
-> m (Text, Maybe MU.Person)
lookAtItems canSee p lidV maid mactorPronounAlive = do
CCUI{coscreen=ScreenContent{rwidth}} <- getsSession sccui
side <- getsClient sside
itemToF <- getsState $ flip itemToFull
mb <- getsState $ \s -> flip getActorBody s <$> maid
-- Not using @viewedLevelUI@, because @aid@ may be temporarily not a leader.
saimMode <- getsSession saimMode
let standingOn = Just p == (bpos <$> mb) && Just lidV == (blid <$> mb)
-- In exploration mode the detail level depends on whether the actor
-- that looks stand over the items, because then he can check details
-- with inventory commands (or look in aiming mode).
detailExploration = if standingOn && Just side == (bfid <$> mb)
then DetailLow
else DetailAll
detail = maybe detailExploration detailLevel saimMode
localTime <- getsState $ getLocalTime lidV
is <- getsState $ getFloorBag lidV p
factionD <- getsState sfactionD
globalTime <- getsState stime
getKind <- getsState $ flip getIidKindId
mLeader <- case maid of
Just aid | standingOn -> do
leaderPronoun <- partPronounLeader aid
return $ Just (leaderPronoun, (bhp <$> mb) >= Just 0)
_ -> return Nothing
let mactorPronounAliveLeader = mactorPronounAlive <|> mLeader
(subject, verb) <- case mactorPronounAliveLeader of
Just (actorPronoun, actorAlive) ->
return (actorPronoun, if actorAlive then "stand over" else "fall over")
Nothing -> case maid of
Just aid -> do
subjectAid <- partActorLeader aid
return (subjectAid, if canSee then "notice" else "remember")
Nothing ->
return ("one", if canSee then "can see" else "may remember")
let nWs (iid, kit@(k, _)) =
partItemWsDetail detail
rwidth side factionD k localTime (itemToF iid) kit
(object, person) = case EM.assocs is of
ii : _ : _ : _ | detail <= DetailMedium ->
(MU.Phrase [nWs ii, "and other items"], MU.PlEtc)
[ii@(_, (1, _))] -> (nWs ii, MU.Sg3rd)
iis -> (MU.WWandW $ map nWs $ sortOn (getKind . fst) iis, MU.PlEtc)
-- Here @squashedWWandW@ is not needed, because identical items at the same
-- position are already merged in the floor item bag and multiple identical
-- messages concerning different positions are merged with <x7>
-- to distinguish from a stack of items at a single position.
return ( if EM.null is || globalTime == timeZero
then ""
else makeSentence [MU.SubjectVerbSg subject (MU.Text verb), object]
, if isNothing mactorPronounAlive then Just person else Nothing )
lookAtStash :: MonadClientUI m => Point -> LevelId -> m Text
lookAtStash p lidV = do
side <- getsClient sside
factionD <- getsState sfactionD
let locateStash (fid, fact) = case gstash fact of
Just (lid, pos) | lid == lidV && pos == p ->
Just $ if fid == side
then "Here is the shared inventory stash of your team."
else gname fact
<+> "set up their shared inventory stash here."
_ -> Nothing
return $! T.intercalate " " $ mapMaybe locateStash $ EM.assocs factionD
-- | Produces a textual description of everything at the requested
-- level's position.
lookAtPosition :: MonadClientUI m
=> Point -> LevelId -> m [(MsgClassShow, Text)]
lookAtPosition p lidV = do
COps{cotile} <- getsState scops
side <- getsClient sside
per <- getPerFid lidV
let canSee = ES.member p (totalVisible per)
(actorsBlurb, mactorPronounAlive, actorsDesc) <- lookAtActors p lidV
mleader <- getsClient sleader
(itemsBlurb, mperson) <-
lookAtItems canSee p lidV mleader mactorPronounAlive
let tperson = if T.null itemsBlurb then Nothing else mperson
(tileBlurb, placeBlurb, embedsList) <-
lookAtTile canSee p lidV mleader tperson
inhabitants <- getsState $ posToAidAssocs p lidV
let actorMsgClass =
if (bfid . snd <$> inhabitants) == [side]
then MsgPromptGeneric -- our single proj or non-proj; tame
else MsgPromptActors
stashBlurb <- lookAtStash p lidV
lvl@Level{lsmell, ltime} <- getLevel lidV
saimMode <- getsSession saimMode
let detail = maybe DetailAll detailLevel saimMode
smellBlurb = case EM.lookup p lsmell of
Just sml | sml > ltime ->
let Delta t = smellTimeout `timeDeltaSubtract`
(sml `timeDeltaToFrom` ltime)
seconds = t `timeFitUp` timeSecond
in "A smelly body passed here around" <+> tshow seconds <> "s ago."
_ -> ""
embeds <- getsState $ getEmbedBag lidV p
getKind <- getsState $ flip getIidKind
let ppEmbedName :: (Int, MU.Part) -> Text
ppEmbedName (k, part) =
let verb = if k == 1 then "is" else "are"
in makeSentence ["There", verb, part]
embedKindList = map (\(iid, kit) -> (getKind iid, (iid, kit)))
(EM.assocs embeds)
feats = TK.tfeature $ okind cotile $ lvl `at` p
tileActions = mapMaybe (parseTileAction False False embedKindList)
feats
isEmbedAction EmbedAction{} = True
isEmbedAction _ = False
embedVerb = [ "activated"
| any isEmbedAction tileActions
&& any (\(itemKind, _) -> not $ null $ IK.ieffects itemKind)
embedKindList ]
isToAction ToAction{} = True
isToAction _ = False
isWithAction WithAction{} = True
isWithAction _ = False
isEmptyWithAction (WithAction [] _) = True
isEmptyWithAction _ = False
alterVerb | any isEmptyWithAction tileActions = ["very easily modified"]
| any isToAction tileActions = ["easily modified"]
| any isWithAction tileActions = ["potentially modified"]
| otherwise = []
verbs = embedVerb ++ alterVerb
alterBlurb = if null verbs
then ""
else makeSentence ["can be", MU.WWandW verbs]
toolFromAction (WithAction grps _) = Just grps
toolFromAction _ = Nothing
toolsToAlterWith = mapMaybe toolFromAction tileActions
tItems = describeToolsAlternative toolsToAlterWith
transformBlurb = if T.null tItems
then ""
else "The following items on the ground or in equipment enable special transformations:"
<+> tItems <> "." -- not telling to what terrain
modifyBlurb = alterBlurb <+> transformBlurb
midEOL = if detail < DetailMedium
|| T.null stashBlurb && T.null actorsDesc
|| T.null smellBlurb && T.null itemsBlurb
|| null embedsList && T.null modifyBlurb
then ""
else "\n"
ms = [ (MsgPromptAction, stashBlurb)
, (actorMsgClass, actorsBlurb)
, (MsgPromptGeneric, actorsDesc <> midEOL) ]
++ [(MsgPromptGeneric, smellBlurb) | detail >= DetailMedium]
++ [(MsgPromptItems, itemsBlurb <> midEOL)]
++ [(MsgPromptFocus, tileBlurb) | detail >= DetailMedium
|| detail == DetailLow
&& not (null embedsList)]
++ [(MsgPromptGeneric, placeBlurb) | detail >= DetailMedium]
++ case detail of
DetailLow -> [] -- not to obscure aiming line
_ -> let n = sum $ map fst embedsList
wWandW = MU.WWandW $ map snd embedsList
in [(MsgPromptMention, ppEmbedName (n, wWandW)) | n > 0]
++ [(MsgPromptModify, modifyBlurb) | detail >= DetailHigh]
return $! if all (T.null . snd) ms && detail > DetailLow
then [(MsgPromptFocus, tileBlurb)]
else ms
displayOneMenuItem :: MonadClientUI m
=> (MenuSlot -> m OKX) -> [K.KM] -> Int -> MenuSlot
-> m K.KM
displayOneMenuItem renderOneItem extraKeys slotBound slot = do
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
let keys = [K.spaceKM, K.escKM]
++ [K.upKM | fromEnum slot > 0]
++ [K.downKM | fromEnum slot < slotBound]
++ extraKeys
okx <- renderOneItem slot
slides <- overlayToSlideshow (rheight - 2) keys okx
km <- getConfirms ColorFull keys slides
case K.key km of
K.Up -> displayOneMenuItem renderOneItem extraKeys slotBound $ pred slot
K.Down -> displayOneMenuItem renderOneItem extraKeys slotBound $ succ slot
_ -> return km
okxItemLoreInline :: MonadClientUI m
=> (ItemId -> ItemFull -> Int -> Text)
-> Int -> ItemDialogMode -> [(ItemId, ItemQuant)]
-> Int -> MenuSlot
-> m OKX
okxItemLoreInline promptFun meleeSkill dmode iids widthRaw slot = do
FontSetup{..} <- getFontSetup
let (iid, kit@(k, _)) = iids !! fromEnum slot
-- Some prop fonts are wider than mono (e.g., in dejavuBold font set),
-- so the width in these artificial texts full of digits and strange
-- characters needs to be smaller than @rwidth - 2@ that would suffice
-- for mono.
width = widthRaw - 5
itemFull <- getsState $ itemToFull iid
(ovLab, ovDesc) <- itemDescOverlays True meleeSkill dmode iid kit itemFull
width
let prompt = promptFun iid itemFull k
promptBlurb | T.null prompt = []
| otherwise = offsetOverlay $ splitAttrString width width
$ textFgToAS Color.Brown $ prompt <> "\n\n"
len = length promptBlurb
descSym2 = ytranslateOverlay len ovLab
descBlurb2 = promptBlurb ++ ytranslateOverlay len ovDesc
ov = EM.insertWith (++) squareFont descSym2
$ EM.singleton propFont descBlurb2
return (ov, [])
okxItemLoreMsg :: MonadClientUI m
=> (ItemId -> ItemFull -> Int -> Text)
-> Int -> ItemDialogMode -> [(ItemId, ItemQuant)]
-> MenuSlot
-> m OKX
okxItemLoreMsg promptFun meleeSkill dmode iids slot = do
CCUI{coscreen=ScreenContent{rwidth}} <- getsSession sccui
FontSetup{..} <- getFontSetup
let (iid, kit@(k, _)) = iids !! fromEnum slot
itemFull <- getsState $ itemToFull iid
(ovLab, ovDesc) <- itemDescOverlays True meleeSkill dmode iid kit itemFull
rwidth
let prompt = promptFun iid itemFull k
msgAdd MsgPromptGeneric prompt
let ov = EM.insertWith (++) squareFont ovLab
$ EM.singleton propFont ovDesc
return (ov, [])
itemDescOverlays :: MonadClientUI m
=> Bool -> Int -> ItemDialogMode -> ItemId -> ItemQuant
-> ItemFull -> Int
-> m (Overlay, Overlay)
itemDescOverlays markParagraphs meleeSkill dmode iid kit itemFull width = do
FontSetup{squareFont} <- getFontSetup
side <- getsClient sside
arena <- getArenaUI
localTime <- getsState $ getLocalTime arena
factionD <- getsState sfactionD
-- The hacky level 0 marks items never seen, but sent by server at gameover.
jlid <- getsSession $ fromMaybe (toEnum 0) <$> EM.lookup iid . sitemUI
let descAs = itemDesc width markParagraphs side factionD meleeSkill
dmode localTime jlid itemFull kit
return $! labDescOverlay squareFont width descAs
cycleLore :: MonadClientUI m => [m K.KM] -> [m K.KM] -> m ()
cycleLore _ [] = return ()
cycleLore seen (m : rest) = do -- @seen@ is needed for SPACE to end cycling
km <- m
if | km == K.spaceKM -> cycleLore (m : seen) rest
| km == K.mkChar '>' -> if null rest
then cycleLore [] (reverse $ m : seen)
else cycleLore (m : seen) rest
| km == K.mkChar '<' -> case seen of
prev : ps -> cycleLore ps (prev : m : rest)
[] -> case reverse (m : rest) of
prev : ps -> cycleLore ps [prev]
[] -> error "cycleLore: screens disappeared"
| km == K.escKM -> return ()
| otherwise -> error "cycleLore: unexpected key"
spoilsBlurb :: Text -> Int -> Int -> Text
spoilsBlurb currencyName total dungeonTotal =
if | dungeonTotal == 0 ->
"All the spoils of your team are of the practical kind."
| total == 0 -> "Your team haven't found any genuine treasure yet."
| otherwise -> makeSentence
[ "your team's spoils are worth"
, MU.CarAWs total $ MU.Text currencyName
, "out of the rumoured total"
, MU.Cardinal dungeonTotal ]
ppContainerWownW :: MonadClientUI m
=> (ActorId -> m MU.Part) -> Bool -> Container -> m [MU.Part]
ppContainerWownW ownerFun addPrepositions c = case c of
CFloor{} -> return ["nearby"]
CEmbed{} -> return ["embedded nearby"]
CActor aid store -> do
side <- getsClient sside
b <- getsState $ getActorBody aid
owner <- ownerFun aid
fidName <- getsState $ gname . (EM.! bfid b) . sfactionD
let (preposition, noun) = ppCStore store
prep = [MU.Text preposition | addPrepositions]
return $! prep ++ case store of
CGround -> MU.Text noun : if bproj b then [] else ["under", owner]
CStash -> if bfid b /= side
then [MU.WownW (MU.Text fidName) (MU.Text noun)]
else [MU.Text noun]
_ -> [MU.WownW owner (MU.Text noun)]
CTrunk{} -> error $ "" `showFailure` c
nxtGameMode :: COps -> Int -> (ContentId MK.ModeKind, MK.ModeKind)
nxtGameMode COps{comode} snxtScenario =
let f !acc _p !i !a = (i, a) : acc
campaignModes = ofoldlGroup' comode MK.CAMPAIGN_SCENARIO f []
in campaignModes !! (snxtScenario `mod` length campaignModes)
|