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|
-- | Semantics of "Game.LambdaHack.Client.UI.HumanCmd"
-- client commands that do not return server requests,,
-- but only change internal client state.
-- None of such commands takes game time.
module Game.LambdaHack.Client.UI.HandleHumanLocalM
( -- * Meta commands
macroHuman, macroHumanTransition
-- * Local commands
, chooseItemHuman, chooseItemDialogMode
, chooseItemProjectHuman, chooseItemApplyHuman
, psuitReq, triggerSymbols, pickLeaderHuman, pickLeaderWithPointerHuman
, pointmanCycleHuman, pointmanCycleLevelHuman
, selectActorHuman, selectNoneHuman, selectWithPointerHuman
, repeatHuman, repeatHumanTransition
, repeatLastHuman, repeatLastHumanTransition
, recordHuman, recordHumanTransition, allHistoryHuman
, markVisionHuman, markSmellHuman, markSuspectHuman, markAnimHuman
, overrideTutHuman
, printScreenHuman
-- * Commands specific to aiming
, cancelHuman, acceptHuman, detailCycleHuman
, clearTargetIfItemClearHuman, itemClearHuman
, moveXhairHuman, aimTgtHuman, aimFloorHuman, aimEnemyHuman, aimItemHuman
, aimAscendHuman, epsIncrHuman
, xhairUnknownHuman, xhairItemHuman, xhairStairHuman
, xhairPointerFloorHuman, xhairPointerMuteHuman, xhairPointerEnemyHuman
, aimPointerFloorHuman, aimPointerEnemyHuman
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, chooseItemDialogModeLore, projectCheck
, posFromXhair, permittedApplyClient, endAiming, endAimingMsg
, flashAiming
#endif
-- * Operations both internal and used in unit tests
, permittedProjectClient, xhairLegalEps
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Data.Either
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.BfsM
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.Animation
import Game.LambdaHack.Client.UI.Content.Screen
import Game.LambdaHack.Client.UI.ContentClientUI
import Game.LambdaHack.Client.UI.DrawM
import Game.LambdaHack.Client.UI.EffectDescription
import Game.LambdaHack.Client.UI.Frame
import Game.LambdaHack.Client.UI.FrameM
import Game.LambdaHack.Client.UI.HandleHelperM
import qualified Game.LambdaHack.Client.UI.HumanCmd as HumanCmd
import Game.LambdaHack.Client.UI.InventoryM
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 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.Point
import Game.LambdaHack.Common.ReqFailure
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 qualified Game.LambdaHack.Content.FactionKind as FK
import qualified Game.LambdaHack.Content.ItemKind as IK
import qualified Game.LambdaHack.Content.ModeKind as MK
import Game.LambdaHack.Content.RuleKind
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import Game.LambdaHack.Definition.Defs
-- * Macro
macroHuman :: MonadClientUI m => [String] -> m ()
macroHuman ks = do
modifySession $ \sess ->
let kms = K.mkKM <$> ks
(smacroFrameNew, smacroStackMew) =
macroHumanTransition kms (smacroFrame sess) (smacroStack sess)
in sess { smacroFrame = smacroFrameNew
, smacroStack = smacroStackMew }
msgAdd MsgMacroOperation $ "Macro activated:" <+> T.pack (unwords ks)
-- | Push a new macro frame to the stack whenever repeating a macro.
macroHumanTransition :: [K.KM] -> KeyMacroFrame -> [KeyMacroFrame]
-> (KeyMacroFrame, [KeyMacroFrame])
macroHumanTransition kms macroFrame macroFrames =
let smacroFrameNew = emptyMacroFrame {keyPending = KeyMacro kms}
in (smacroFrameNew, macroFrame : macroFrames)
-- * ChooseItem
-- | Display items from a given container store and possibly let the user
-- chose one.
chooseItemHuman :: MonadClientUI m => ActorId -> ItemDialogMode -> m MError
chooseItemHuman leader c =
either Just (const Nothing) <$> chooseItemDialogMode leader False c
chooseItemDialogModeLore :: forall m . MonadClientUI m
=> m (Maybe ResultItemDialogMode)
chooseItemDialogModeLore = do
schosenLoreOld <- getsSession schosenLore
(inhabitants, embeds) <- case schosenLoreOld of
ChosenLore inh emb -> return (inh, emb)
ChosenNothing -> computeChosenLore
bagHuge <- getsState $ EM.map (const quantSingle) . sitemD
itemToF <- getsState $ flip itemToFull
ItemRoles itemRoles <- getsSession sroles
let rlore :: ItemId -> SLore -> ChosenLore -> m (Maybe ResultItemDialogMode)
rlore iid slore schosenLore = do
let itemRole = itemRoles EM.! slore
bagAll = EM.filterWithKey (\iid2 _ -> iid2 `ES.member` itemRole)
bagHuge
modifySession $ \sess -> sess {schosenLore}
let iids = sortIids itemToF $ EM.assocs bagAll
slot = toEnum $ fromMaybe (error $ "" `showFailure` (iid, iids))
$ elemIndex iid $ map fst iids
return $ Just $ RLore slore slot iids
case inhabitants of
(_, b) : rest -> do
let iid = btrunk b
arItem <- getsState $ aspectRecordFromIid iid
let slore | not $ bproj b = STrunk
| IA.checkFlag Ability.Blast arItem = SBlast
| otherwise = SItem
rlore iid slore (ChosenLore rest embeds)
[] ->
case embeds of
(iid, _) : rest -> do
let slore = SEmbed
rlore iid slore (ChosenLore inhabitants rest)
[] -> do
modifySession $ \sess -> sess {schosenLore = ChosenNothing}
return Nothing
chooseItemDialogMode :: forall m. MonadClientUI m
=> ActorId -> Bool -> ItemDialogMode
-> m (FailOrCmd ActorId)
chooseItemDialogMode leader0 permitLoreCycle c = do
CCUI{coscreen=ScreenContent{rwidth, rheight}} <- getsSession sccui
FontSetup{propFont} <- getFontSetup
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
(ggi, loreFound) <- do
mggiLore <- if permitLoreCycle && c == MLore SItem
then chooseItemDialogModeLore
else return Nothing
case mggiLore of
Just rlore -> return (Right rlore, True)
Nothing -> do
ggi <- getStoreItem leader0 c
return (ggi, False)
-- Pointman could have been changed in @getStoreItem@ above.
mleader <- getsClient sleader
-- When run inside a test, without mleader, assume leader not changed.
let leader = fromMaybe leader0 mleader
recordHistory -- item chosen, wipe out already shown msgs
actorCurAndMaxSk <- getsState $ getActorMaxSkills leader
let meleeSkill = Ability.getSk Ability.SkHurtMelee actorCurAndMaxSk
bUI <- getsSession $ getActorUI leader
case ggi of
Right result -> case result of
RStore fromCStore [iid] -> do
modifySession $ \sess ->
sess {sitemSel = Just (iid, fromCStore, False)}
return $ Right leader
RStore{} -> error $ "" `showFailure` result
ROwned iid -> do
found <- getsState $ findIid leader side iid
let (newAid, bestStore) = case leader `lookup` found of
Just (_, store) -> (leader, store)
Nothing -> case found of
(aid, (_, store)) : _ -> (aid, store)
[] -> error $ "" `showFailure` result
modifySession $ \sess ->
sess {sitemSel = Just (iid, bestStore, False)}
arena <- getArenaUI
b2 <- getsState $ getActorBody newAid
let banned = bannedPointmanSwitchBetweenLevels fact
if | newAid == leader -> return $ Right leader
| blid b2 /= arena && banned ->
failSer NoChangeDunLeader
| otherwise -> do
-- We switch leader only here, not when processing results
-- of lore screens, because lore is only about inspecting items.
--
-- This is a bit too verbose in aiming mode, but verbosity
-- here is good to turn player's attention to the switch.
void $ pickLeader True newAid
return $ Right newAid
RLore slore slot iids -> do
let promptFun _ itemFull _ = case slore of
SBody ->
let blurb = if IA.checkFlag Ability.Condition
$ aspectRecordFull itemFull
then "condition"
else "organ"
in makeSentence [partActor bUI, "is aware of" ,MU.AW blurb]
_ ->
makeSentence [ MU.SubjectVerbSg (partActor bUI) "remember"
, MU.AW $ MU.Text (headingSLore slore) ]
schosenLore <- getsSession schosenLore
let lorePending = loreFound && case schosenLore of
ChosenLore [] [] -> False
_ -> True
renderOneItem =
okxItemLoreMsg promptFun meleeSkill (MLore slore) iids
extraKeys = [K.mkChar '~' | lorePending]
slotBound = length iids - 1
km <- displayOneMenuItem renderOneItem extraKeys slotBound slot
case K.key km of
K.Space -> do
modifySession $ \sess -> sess {schosenLore = ChosenNothing}
chooseItemDialogMode leader False (MLore slore)
K.Char '~' -> chooseItemDialogMode leader True c
K.Esc -> do
modifySession $ \sess -> sess {schosenLore = ChosenNothing}
failWith "never mind"
_ -> error $ "" `showFailure` km
RSkills slot0 -> do
-- This can be used in the future, e.g., to increase stats from
-- level-up stat points, so let's keep it even if it shows
-- no extra info compared to right pane display in menu.
let renderOneItem slot = do
(prompt2, attrString) <- skillCloseUp leader slot
let ov0 = EM.singleton propFont
$ offsetOverlay
$ splitAttrString rwidth rwidth attrString
msgAdd MsgPromptGeneric prompt2
return (ov0, [])
extraKeys = []
slotBound = length skillsInDisplayOrder - 1
km <- displayOneMenuItem renderOneItem extraKeys slotBound slot0
case K.key km of
K.Space -> chooseItemDialogMode leader False MSkills
K.Esc -> failWith "never mind"
_ -> error $ "" `showFailure` km
RPlaces slot0 -> do
COps{coplace} <- getsState scops
soptions <- getsClient soptions
-- This is computed just once for the whole series of up and down arrow
-- navigations, avoid quadratic blowup.
places <- getsState $ EM.assocs
. placesFromState coplace (sexposePlaces soptions)
let renderOneItem slot = do
(prompt2, blurbs) <-
placeCloseUp places (sexposePlaces soptions) slot
let splitText = splitAttrString rwidth rwidth
ov0 = attrLinesToFontMap
$ map (second $ concatMap splitText) blurbs
msgAdd MsgPromptGeneric prompt2
return (ov0, [])
extraKeys = []
slotBound = length places - 1
km <- displayOneMenuItem renderOneItem extraKeys slotBound slot0
case K.key km of
K.Space -> chooseItemDialogMode leader False MPlaces
K.Esc -> failWith "never mind"
_ -> error $ "" `showFailure` km
RFactions slot0 -> do
sroles <- getsSession sroles
factions <- getsState $ factionsFromState sroles
let renderOneItem slot = do
(prompt2, blurbs) <- factionCloseUp factions slot
let splitText = splitAttrString rwidth rwidth
ov0 = attrLinesToFontMap
$ map (second $ concatMap splitText) blurbs
msgAdd MsgPromptGeneric prompt2
return (ov0, [])
extraKeys = []
slotBound = length factions - 1
km <- displayOneMenuItem renderOneItem extraKeys slotBound slot0
case K.key km of
K.Space -> chooseItemDialogMode leader False MFactions
K.Esc -> failWith "never mind"
_ -> error $ "" `showFailure` km
RModes slot0 -> do
let displayOneMenuItemBig :: (MenuSlot -> m OKX)
-> [K.KM] -> Int -> MenuSlot
-> m K.KM
displayOneMenuItemBig renderOneItem extraKeys slotBound slot = do
let keys = [K.spaceKM, K.escKM]
++ [K.upKM | fromEnum slot > 0]
++ [K.downKM | fromEnum slot < slotBound]
++ extraKeys
okx <- renderOneItem slot
-- Here it differs from @displayOneMenuItem@,
slides <- overlayToSlideshow rheight keys okx
ekm2 <- displayChoiceScreen "" ColorFull True slides keys
let km = either id (error $ "" `showFailure` ekm2) ekm2
-- Here it stops differing.
case K.key km of
K.Up -> displayOneMenuItemBig renderOneItem extraKeys
slotBound $ pred slot
K.Down -> displayOneMenuItemBig renderOneItem extraKeys
slotBound $ succ slot
_ -> return km
COps{comode} <- getsState scops
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 []
renderOneItem slot = do
let (gameModeId, gameMode) = campaignModes !! fromEnum slot
ov0 <- describeMode False gameModeId
let victories = case EM.lookup gameModeId svictories of
Nothing -> 0
Just cm -> fromMaybe 0 (M.lookup nxtChal cm)
verb = if victories > 0 then "remember" else "forsee"
prompt2 = makeSentence
[ MU.SubjectVerbSg "you" verb
, MU.Text $ "the '" <> MK.mname gameMode <> "' adventure" ]
msgAdd MsgPromptGeneric prompt2
return (ov0, [])
extraKeys = []
slotBound = length campaignModes - 1
km <- displayOneMenuItemBig renderOneItem extraKeys slotBound slot0
case K.key km of
K.Space -> chooseItemDialogMode leader False MModes
K.Esc -> failWith "never mind"
_ -> error $ "" `showFailure` km
Left err -> failWith err
-- * ChooseItemProject
chooseItemProjectHuman :: forall m. (MonadClient m, MonadClientUI m)
=> ActorId -> [HumanCmd.TriggerItem] -> m MError
chooseItemProjectHuman leader ts = do
b <- getsState $ getActorBody leader
mstash <- getsState $ \s -> gstash $ sfactionD s EM.! bfid b
let overStash = mstash == Just (blid b, bpos b)
storesBase = [CStash, CEqp]
stores | overStash = storesBase ++ [CGround]
| otherwise = CGround : storesBase
(verb1, object1) = case ts of
[] -> ("aim", "item")
tr : _ -> (HumanCmd.tiverb tr, HumanCmd.tiobject tr)
verb = makePhrase [verb1]
triggerSyms = triggerSymbols ts
mpsuitReq <- psuitReq leader
case mpsuitReq of
-- If xhair aim invalid, no item is considered a (suitable) missile.
Left err -> failMsg err
Right psuitReqFun -> do
itemSel <- getsSession sitemSel
case itemSel of
Just (_, _, True) -> return Nothing
Just (iid, fromCStore, False) -> do
-- We don't validate vs @ts@ here, because player has selected
-- this item, so he knows what he's doing (unless really absurd).
itemFull <- getsState $ itemToFull iid
bag <- getsState $ getBodyStoreBag b fromCStore
case iid `EM.lookup` bag of
Just _ | isRight (psuitReqFun itemFull) ->
-- The player knows what he's doing. We warn him about range
-- and experimenting with unknown precious items is fine.
return Nothing
_ -> do
modifySession $ \sess -> sess {sitemSel = Nothing}
chooseItemProjectHuman leader ts
Nothing -> do
let psuit =
return $ SuitsSomething $ \_ itemFull _kit ->
-- Here the player does not explicitly pick an item,
-- so we may exclude precious unknown items, etc.
either (const False) snd (psuitReqFun itemFull)
&& (null triggerSyms
|| IK.isymbol (itemKind itemFull) `elem` triggerSyms)
prompt = makePhrase ["What", object1, "to"]
promptGeneric = "What to"
ggi <- getGroupItem leader psuit prompt promptGeneric verb "fling"
stores
case ggi of
Right (fromCStore, iid) -> do
modifySession $ \sess ->
sess {sitemSel = Just (iid, fromCStore, False)}
return Nothing
Left err -> failMsg err
permittedProjectClient :: MonadClientUI m
=> ActorId -> m (ItemFull -> Either ReqFailure Bool)
permittedProjectClient leader = do
actorCurAndMaxSk <- getsState $ getActorMaxSkills leader
b <- getsState $ getActorBody leader
let skill = Ability.getSk Ability.SkProject actorCurAndMaxSk
calmE = calmEnough b actorCurAndMaxSk
return $ permittedProject False skill calmE
projectCheck :: MonadClientUI m => ActorId -> Point -> m (Maybe ReqFailure)
projectCheck leader tpos = do
COps{coTileSpeedup} <- getsState scops
eps <- getsClient seps
sb <- getsState $ getActorBody leader
let lid = blid sb
spos = bpos sb
-- Not @ScreenContent@, because not drawing here.
case bresenhamsLineAlgorithm eps spos tpos of
Nothing -> return $ Just ProjectAimOnself
Just [] -> error $ "project from the edge of level"
`showFailure` (spos, tpos, sb)
Just (pos : _) -> do
lvl <- getLevel lid
let t = lvl `at` pos
if not $ Tile.isWalkable coTileSpeedup t
then return $ Just ProjectBlockTerrain
else if occupiedBigLvl pos lvl
then return $ Just ProjectBlockActor
else return Nothing
-- | Check whether one is permitted to aim (for projecting) at a target.
-- The check is stricter for actor targets, assuming the player simply wants
-- to hit a single actor. In order to fine tune trick-shots, e.g., piercing
-- many actors, other aiming modes should be used.
-- Returns a different @seps@ if needed to reach the target.
--
-- Note: Simple Perception check is not enough for the check,
-- e.g., because the target actor can be obscured by a glass wall.
xhairLegalEps :: MonadClientUI m => ActorId -> m (Either Text Int)
xhairLegalEps leader = do
cops@COps{corule=RuleContent{rWidthMax, rHeightMax}} <- getsState scops
b <- getsState $ getActorBody leader
lidV <- viewedLevelUI
let !_A = assert (lidV == blid b) ()
findNewEps onlyFirst pos = do
lvl <- getLevel (blid b)
oldEps <- getsClient seps
return $! case makeLine onlyFirst b pos oldEps cops lvl of
Just newEps -> Right newEps
Nothing -> Left $ if onlyFirst
then "aiming blocked at the first step"
else "aiming line blocked somewhere"
xhair <- getsSession sxhair
case xhair of
Nothing -> return $ Left "no aim designated"
Just (TEnemy a) -> do
body <- getsState $ getActorBody a
let pos = bpos body
if blid body == lidV
then findNewEps False pos
else return $ Left "can't fling at an enemy on remote level"
Just (TNonEnemy a) -> do
body <- getsState $ getActorBody a
let pos = bpos body
if blid body == lidV
then findNewEps False pos
else return $ Left "can't fling at a non-enemy on remote level"
Just (TPoint TEnemyPos{} _ _) ->
return $ Left "selected opponent not visible"
Just (TPoint _ lid pos) ->
if lid == lidV
then findNewEps True pos -- @True@ to help pierce many foes, etc.
else return $ Left "can't fling at a target on remote level"
Just (TVector v) -> do
-- Not @ScreenContent@, because not drawing here.
let shifted = shiftBounded rWidthMax rHeightMax (bpos b) v
if shifted == bpos b && v /= Vector 0 0
then return $ Left "selected translation is void"
else findNewEps True shifted -- @True@, because the goal is vague anyway
posFromXhair :: (MonadClient m, MonadClientUI m)
=> ActorId -> m (Either Text Point)
posFromXhair leader = do
canAim <- xhairLegalEps leader
case canAim of
Right newEps -> do
-- Modify @seps@, permanently.
modifyClient $ \cli -> cli {seps = newEps}
mxhairPos <- mxhairToPos
case mxhairPos of
Nothing -> error $ "" `showFailure` mxhairPos
Just pos -> do
munit <- projectCheck leader pos
case munit of
Nothing -> return $ Right pos
Just reqFail -> return $ Left $ showReqFailure reqFail
Left cause -> return $ Left cause
-- | On top of `permittedProjectClient`, it also checks legality
-- of aiming at the target and projection range. It also modifies @eps@.
psuitReq :: (MonadClient m, MonadClientUI m)
=> ActorId
-> m (Either Text (ItemFull -> Either ReqFailure (Point, Bool)))
psuitReq leader = do
b <- getsState $ getActorBody leader
lidV <- viewedLevelUI
if lidV /= blid b
then return $ Left "can't fling on remote level"
else do
mpos <- posFromXhair leader
p <- permittedProjectClient leader
case mpos of
Left err -> return $ Left err
Right pos -> return $ Right $ \itemFull ->
case p itemFull of
Left err -> Left err
Right False -> Right (pos, False)
Right True ->
let arItem = aspectRecordFull itemFull
in Right (pos, 1 + IA.totalRange arItem (itemKind itemFull)
>= chessDist (bpos b) pos)
-- $setup
-- >>> import Game.LambdaHack.Definition.DefsInternal
-- |
-- >>> let trigger1 = HumanCmd.TriggerItem{tiverb="verb", tiobject="object", tisymbols=[toContentSymbol 'a', toContentSymbol 'b']}
-- >>> let trigger2 = HumanCmd.TriggerItem{tiverb="verb2", tiobject="object2", tisymbols=[toContentSymbol 'c']}
-- >>> triggerSymbols [trigger1, trigger2]
-- "abc"
--
-- >>> triggerSymbols []
-- ""
triggerSymbols :: [HumanCmd.TriggerItem] -> [ContentSymbol IK.ItemKind]
triggerSymbols [] = []
triggerSymbols (HumanCmd.TriggerItem{tisymbols} : ts) =
tisymbols ++ triggerSymbols ts
-- * ChooseItemApply
chooseItemApplyHuman :: forall m. MonadClientUI m
=> ActorId -> [HumanCmd.TriggerItem] -> m MError
chooseItemApplyHuman leader ts = do
b <- getsState $ getActorBody leader
mstash <- getsState $ \s -> gstash $ sfactionD s EM.! bfid b
let overStash = mstash == Just (blid b, bpos b)
storesBase = [CStash, CEqp, COrgan]
stores | overStash = storesBase ++ [CGround]
| otherwise = CGround : storesBase
(verb1, object1) = case ts of
[] -> ("trigger", "item")
tr : _ -> (HumanCmd.tiverb tr, HumanCmd.tiobject tr)
verb = makePhrase [verb1]
triggerSyms = triggerSymbols ts
prompt = makePhrase ["What", object1, "to"]
promptGeneric = "What to"
itemSel <- getsSession sitemSel
case itemSel of
Just (_, _, True) -> return Nothing
Just (iid, fromCStore, False) -> do
-- We don't validate vs @ts@ here, because player has selected
-- this item, so he knows what he's doing (unless really absurd).
itemFull <- getsState $ itemToFull iid
bag <- getsState $ getBodyStoreBag b fromCStore
mp <- permittedApplyClient leader
case iid `EM.lookup` bag of
Just kit | fromRight False (mp (Just fromCStore) itemFull kit) ->
return Nothing
_ -> do
modifySession $ \sess -> sess {sitemSel = Nothing}
chooseItemApplyHuman leader ts
Nothing -> do
let psuit :: m Suitability
psuit = do
mp <- permittedApplyClient leader
return $ SuitsSomething $ \cstore itemFull kit ->
fromRight False (mp cstore itemFull kit)
&& (null triggerSyms
|| IK.isymbol (itemKind itemFull) `elem` triggerSyms)
ggi <- getGroupItem leader psuit prompt promptGeneric verb "trigger"
stores
case ggi of
Right (fromCStore, iid) -> do
modifySession $ \sess ->
sess {sitemSel = Just (iid, fromCStore, False)}
return Nothing
Left err -> failMsg err
permittedApplyClient :: MonadClientUI m
=> ActorId
-> m (Maybe CStore -> ItemFull -> ItemQuant
-> Either ReqFailure Bool)
permittedApplyClient leader = do
COps{corule} <- getsState scops
actorCurAndMaxSk <- getsState $ getActorMaxSkills leader
b <- getsState $ getActorBody leader
let skill = Ability.getSk Ability.SkApply actorCurAndMaxSk
calmE = calmEnough b actorCurAndMaxSk
localTime <- getsState $ getLocalTime (blid b)
return $ permittedApply corule localTime skill calmE
-- * PickLeader
pickLeaderHuman :: MonadClientUI m => Int -> m MError
pickLeaderHuman k = do
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
arena <- getArenaUI
sactorUI <- getsSession sactorUI
mhero <- getsState $ tryFindHeroK sactorUI side k
allOurs <- getsState $ fidActorNotProjGlobalAssocs side -- not only on level
let allOursUI = map (\(aid, b) -> (aid, b, sactorUI EM.! aid)) allOurs
hs = sortOn keySelected allOursUI
mactor = case drop k hs of
[] -> Nothing
(aid, b, _) : _ -> Just (aid, b)
mchoice = if FK.fhasGender (gkind fact) then mhero else mactor
banned = bannedPointmanSwitchBetweenLevels fact
case mchoice of
Nothing -> failMsg "no such member of the party"
Just (aid, b)
| blid b /= arena && banned ->
failMsg $ showReqFailure NoChangeDunLeader
| otherwise -> do
void $ pickLeader True aid
return Nothing
-- * PickLeaderWithPointer
pickLeaderWithPointerHuman :: MonadClientUI m => ActorId -> m MError
pickLeaderWithPointerHuman = pickLeaderWithPointer
-- * PointmanCycle
-- | Switch current pointman to the next on the viewed level, if any, wrapping.
pointmanCycleLevelHuman :: MonadClientUI m => ActorId -> Direction -> m MError
pointmanCycleLevelHuman leader = pointmanCycleLevel leader True
-- * PointmanBack
-- | Switch current pointman to the previous in the whole dungeon, wrapping.
pointmanCycleHuman :: MonadClientUI m => ActorId -> Direction -> m MError
pointmanCycleHuman leader = pointmanCycle leader True
-- * SelectActor
selectActorHuman :: MonadClientUI m => ActorId -> m ()
selectActorHuman leader = do
bodyUI <- getsSession $ getActorUI leader
wasMemeber <- getsSession $ ES.member leader . sselected
let upd = if wasMemeber
then ES.delete leader -- already selected, deselect instead
else ES.insert leader
modifySession $ \sess -> sess {sselected = upd $ sselected sess}
let subject = partActor bodyUI
msgAdd MsgActionAlert $ makeSentence [subject, if wasMemeber
then "deselected"
else "selected"]
-- * SelectNone
selectNoneHuman :: MonadClientUI m => m ()
selectNoneHuman = do
side <- getsClient sside
lidV <- viewedLevelUI
oursIds <- getsState $ fidActorRegularIds side lidV
let ours = ES.fromDistinctAscList oursIds
oldSel <- getsSession sselected
let wasNone = ES.null $ ES.intersection ours oldSel
upd = if wasNone
then ES.union -- already all deselected; select all instead
else ES.difference
modifySession $ \sess -> sess {sselected = upd (sselected sess) ours}
let subject = "all party members on the level"
msgAdd MsgActionAlert $ makeSentence [subject, if wasNone
then "selected"
else "deselected"]
-- * SelectWithPointer
selectWithPointerHuman :: MonadClientUI m => m MError
selectWithPointerHuman = do
COps{corule=RuleContent{rHeightMax}} <- getsState scops
lidV <- viewedLevelUI
-- Not @ScreenContent@, because not drawing here.
side <- getsClient sside
ours <- getsState $ filter (not . bproj . snd)
. actorAssocs (== side) lidV
sactorUI <- getsSession sactorUI
let oursUI = map (\(aid, b) -> (aid, b, sactorUI EM.! aid)) ours
viewed = sortOn keySelected oursUI
pUI <- getsSession spointer
let p@(Point px py) = squareToMap $ uiToSquare pUI
-- Select even if no space in status line for the actor's symbol.
if | py == rHeightMax + 1 && px == 0 -> selectNoneHuman >> return Nothing
| py == rHeightMax + 1 ->
case drop (px - 1) viewed of
[] -> failMsg "not pointing at an actor"
(aid, _, _) : _ -> selectActorHuman aid >> return Nothing
| otherwise ->
case find (\(_, b) -> bpos b == p) ours of
Nothing -> failMsg "not pointing at an actor"
Just (aid, _) -> selectActorHuman aid >> return Nothing
-- * Repeat
-- Note that walk followed by repeat should not be equivalent to run,
-- because the player can really use a command that does not stop
-- at terrain change or when walking over items.
repeatHuman :: MonadClientUI m => Int -> m ()
repeatHuman n =
modifySession $ \sess ->
let (smacroFrameNew, smacroStackMew) =
repeatHumanTransition n (smacroFrame sess) (smacroStack sess)
in sess { smacroFrame = smacroFrameNew
, smacroStack = smacroStackMew }
repeatHumanTransition :: Int -> KeyMacroFrame -> [KeyMacroFrame]
-> (KeyMacroFrame, [KeyMacroFrame])
repeatHumanTransition n macroFrame macroFrames =
let kms = concat . replicate n . unKeyMacro . fromRight mempty
$ keyMacroBuffer macroFrame
in macroHumanTransition kms macroFrame macroFrames
-- * RepeatLast
-- Note that walk followed by repeat should not be equivalent to run,
-- because the player can really use a command that does not stop
-- at terrain change or when walking over items.
repeatLastHuman :: MonadClientUI m => Int -> m ()
repeatLastHuman n = modifySession $ \sess ->
sess {smacroFrame = repeatLastHumanTransition n (smacroFrame sess) }
repeatLastHumanTransition :: Int -> KeyMacroFrame -> KeyMacroFrame
repeatLastHumanTransition n macroFrame =
let macro = KeyMacro . concat . replicate n . maybeToList $ keyLast macroFrame
in macroFrame { keyPending = macro <> keyPending macroFrame }
-- * Record
-- | Starts and stops recording of macros.
recordHuman :: MonadClientUI m => m ()
recordHuman = do
smacroFrameOld <- getsSession smacroFrame
let (smacroFrameNew, msg) = recordHumanTransition smacroFrameOld
modifySession $ \sess -> sess {smacroFrame = smacroFrameNew}
macroStack <- getsSession smacroStack
unless (T.null msg || not (null macroStack)) $ msgAdd MsgPromptGeneric msg
recordHumanTransition :: KeyMacroFrame -> (KeyMacroFrame, Text)
recordHumanTransition macroFrame =
let (buffer, msg) = case keyMacroBuffer macroFrame of
Right _ ->
-- Start recording in-game macro.
(Left [], "Recording a macro. Stop recording with the same key.")
Left xs ->
-- Stop recording in-game macro.
(Right . KeyMacro . reverse $ xs, "Macro recording stopped.")
smacroFrameNew = macroFrame {keyMacroBuffer = buffer}
in (smacroFrameNew, msg)
-- * AllHistory
allHistoryHuman :: forall m. MonadClientUI m => m ()
allHistoryHuman = do
CCUI{coscreen=ScreenContent{rwidth, rheight}} <- getsSession sccui
history <- getsSession shistory
arena <- getArenaUI
localTime <- getsState $ getLocalTime arena
global <- getsState stime
FontSetup{..} <- getFontSetup
let renderedHistoryRaw = renderHistory history
histLenRaw = length renderedHistoryRaw
placeholderLine = textFgToAS Color.BrBlack
"Newest_messages_are_at_the_bottom._Press_END_to_get_there."
placeholderCount =
(- histLenRaw `mod` (rheight - 4)) `mod` (rheight - 4)
renderedHistory = replicate placeholderCount placeholderLine
++ renderedHistoryRaw
histLen = placeholderCount + histLenRaw
splitRow as =
let (tLab, tDesc) = span (/= Color.spaceAttrW32) as
labLen = textSize monoFont tLab
par1 = case filter (/= emptyAttrLine) $ linesAttr tDesc of
[] -> emptyAttrLine
[l] -> l
ls -> attrStringToAL $ intercalate [Color.spaceAttrW32]
$ map attrLine ls
in (attrStringToAL tLab, (labLen, par1))
(tsLab, tsDesc) = unzip $ map splitRow renderedHistory
ovs = EM.insertWith (++) monoFont (offsetOverlay tsLab)
$ EM.singleton propFont $ offsetOverlayX tsDesc
turnsGlobal = global `timeFitUp` timeTurn
turnsLocal = localTime `timeFitUp` timeTurn
msg = makeSentence
[ "You survived for"
, MU.CarWs turnsGlobal "half-second turn"
, "(this level:"
, MU.Car turnsLocal <> ")" ]
kxs = [ (Right sn, ( PointUI 0 (fromEnum sn)
, ButtonWidth propFont 1000 ))
| sn <- take histLen natSlots ]
msgAdd MsgPromptGeneric msg
let keysAllHistory =
K.returnKM
#ifndef USE_JSFILE
: K.mkChar '.'
#endif
: [K.spaceKM, K.escKM]
slides <- overlayToSlideshow (rheight - 2) keysAllHistory (ovs, kxs)
let historyLines = case reverse $ concatMap snd $ slideshow slides of
(Left{}, _) : rest -> rest -- don't count the @--more--@ line
l -> l
maxIx = length historyLines - 1 - length keysAllHistory
menuName = "history"
modifySession $ \sess ->
sess {smenuIxMap = M.insert menuName maxIx $ smenuIxMap sess}
let displayAllHistory = do
ekm <- displayChoiceScreen menuName ColorFull False slides
keysAllHistory
case ekm of
Left km | km == K.mkChar '.' -> do
let t = T.unlines $ map (T.pack . map Color.charFromW32)
renderedHistoryRaw
path <- dumpTextFile t "history.txt"
msgAdd MsgPromptGeneric $ "All of history dumped to file" <+> T.pack path <> "."
Left km | km == K.escKM ->
msgAdd MsgPromptGeneric "Try to survive a few seconds more, if you can."
Left km | km == K.spaceKM ->
msgAdd MsgPromptGeneric "Steady on."
Left km | km == K.returnKM ->
msgAdd MsgPromptGeneric "Press RET when history message selected to see it in full."
Right slot ->
displayOneReport $ toEnum $ max 0 $ fromEnum slot - placeholderCount
_ -> error $ "" `showFailure` ekm
displayOneReport :: MenuSlot -> m ()
displayOneReport slot0 = do
let renderOneItem slot = do
let timeReport = case drop (fromEnum slot)
renderedHistoryRaw of
[] -> error $ "" `showFailure` slot
tR : _ -> tR
markParagraph c | Color.charFromW32 c == '\n' = [c, c]
markParagraph c = [c]
reportWithParagraphs = concatMap markParagraph timeReport
(ovLab, ovDesc) =
labDescOverlay monoFont rwidth reportWithParagraphs
ov0 = EM.insertWith (++) monoFont ovLab
$ EM.singleton propFont ovDesc
prompt = makeSentence
[ "the", MU.Ordinal $ fromEnum slot + 1
, "most recent record follows" ]
msgAdd MsgPromptGeneric prompt
return (ov0, [])
extraKeys = []
slotBound = histLenRaw - 1
km <- displayOneMenuItem renderOneItem extraKeys slotBound slot0
case K.key km of
K.Space -> displayAllHistory
K.Esc -> msgAdd MsgPromptGeneric
"Try to learn from your previous mistakes."
_ -> error $ "" `showFailure` km
displayAllHistory
-- * MarkVision
markVisionHuman :: MonadClientUI m => Int -> m ()
markVisionHuman delta = modifySession $ cycleMarkVision delta
-- * MarkSmell
markSmellHuman :: MonadClientUI m => m ()
markSmellHuman = modifySession toggleMarkSmell
-- * MarkSuspect
markSuspectHuman :: MonadClient m => Int -> m ()
markSuspectHuman delta = do
-- @condBFS@ depends on the setting we change here.
invalidateBfsAll
modifyClient (cycleMarkSuspect delta)
-- * MarkAnim
markAnimHuman :: MonadClient m => m ()
markAnimHuman = do
noAnim <- getsClient $ fromMaybe False . snoAnim . soptions
modifyClient $ \cli ->
cli {soptions = (soptions cli) {snoAnim = Just $ not noAnim}}
-- * OverrideTut
overrideTutHuman :: MonadClientUI m => Int -> m ()
overrideTutHuman delta = modifySession $ cycleOverrideTut delta
-- * PrintScreen
printScreenHuman :: MonadClientUI m => m ()
printScreenHuman = do
msgAdd MsgActionAlert "Screenshot printed."
printScreen
-- * Cancel
-- | End aiming mode, rejecting the current position, unless when on
-- remote level, in which case, return to our level.
cancelHuman :: MonadClientUI m => m ()
cancelHuman = do
maimMode <- getsSession saimMode
case maimMode of
Just aimMode -> do
let lidV = aimLevelId aimMode
lidOur <- getArenaUI
if lidV == lidOur
then clearAimMode
else do
xhairPos <- xhairToPos
let sxhair = Just $ TPoint TKnown lidOur xhairPos
modifySession $ \sess ->
sess {saimMode = Just aimMode {aimLevelId = lidOur}}
setXHairFromGUI sxhair
doLook
Nothing -> return ()
-- * Accept
-- | Accept the current crosshair position as target, ending
-- aiming mode, if active.
acceptHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m ()
acceptHuman leader = do
endAiming leader
endAimingMsg leader
clearAimMode
-- | End aiming mode, accepting the current position.
endAiming :: (MonadClient m, MonadClientUI m) => ActorId -> m ()
endAiming leader = do
sxhair <- getsSession sxhair
modifyClient $ updateTarget leader $ const sxhair
endAimingMsg :: MonadClientUI m => ActorId -> m ()
endAimingMsg leader = do
subject <- partActorLeader leader
tgt <- getsClient $ getTarget leader
(mtargetMsg, _) <- targetDesc tgt
msgAdd MsgActionAlert $ case mtargetMsg of
Nothing ->
makeSentence [MU.SubjectVerbSg subject "clear target"]
Just targetMsg ->
makeSentence [MU.SubjectVerbSg subject "target", MU.Text targetMsg]
-- * DetailCycle
-- | Cycle detail level of aiming mode descriptions, starting up.
detailCycleHuman :: MonadClientUI m => m ()
detailCycleHuman = do
modifySession $ \sess -> sess {saimMode =
(\aimMode -> aimMode {detailLevel = detailCycle $ detailLevel aimMode})
<$> saimMode sess}
doLook
detailCycle :: DetailLevel -> DetailLevel
detailCycle detail = if detail == minBound then maxBound else pred detail
-- * ClearTargetIfItemClear
clearTargetIfItemClearHuman :: (MonadClient m, MonadClientUI m)
=> ActorId -> m ()
clearTargetIfItemClearHuman leader = do
itemSel <- getsSession sitemSel
when (isNothing itemSel) $ do
setXHairFromGUI Nothing
modifyClient $ updateTarget leader (const Nothing)
doLook
-- * ItemClear
itemClearHuman :: MonadClientUI m => m ()
itemClearHuman = modifySession $ \sess -> sess {sitemSel = Nothing}
-- * MoveXhair
-- | Move the xhair. Assumes aiming mode.
moveXhairHuman :: MonadClientUI m => Vector -> Int -> m MError
moveXhairHuman dir n = do
-- Not @ScreenContent@, because not drawing here.
COps{corule=RuleContent{rWidthMax, rHeightMax}} <- getsState scops
saimMode <- getsSession saimMode
let lidV = maybe (error $ "" `showFailure` (dir, n)) aimLevelId saimMode
xhair <- getsSession sxhair
xhairPos <- xhairToPos
let shiftB pos = shiftBounded rWidthMax rHeightMax pos dir
newPos = iterate shiftB xhairPos !! n
if newPos == xhairPos then failMsg "never mind"
else do
mleader <- getsClient sleader
sxhair <- case (xhair, mleader) of
(Just TVector{}, Just leader) -> do
lpos <- getsState $ bpos . getActorBody leader
return $ Just $ TVector $ newPos `vectorToFrom` lpos
_ -> return $ Just $ TPoint TKnown lidV newPos
setXHairFromGUI sxhair
doLook
return Nothing
-- * AimTgt
-- | Start aiming.
aimTgtHuman :: MonadClientUI m => m ()
aimTgtHuman = do
-- (Re)start aiming at the current level.
lidV <- viewedLevelUI
modifySession $ \sess -> sess {saimMode =
let newDetail = maybe defaultDetailLevel detailLevel (saimMode sess)
in Just $ AimMode lidV newDetail}
doLook
msgAdd MsgPromptAction "*flinging started; press again to project*"
-- * AimFloor
-- | Cycle aiming mode. Do not change position of the xhair,
-- switch target to point at different things at that position.
aimFloorHuman :: MonadClientUI m => m ()
aimFloorHuman = do
lidV <- viewedLevelUI
mleader <- getsClient sleader
mlpos <- case mleader of
Nothing -> return Nothing
Just leader -> getsState $ Just . bpos . getActorBody leader
xhairPos <- xhairToPos
xhair <- getsSession sxhair
saimMode <- getsSession saimMode
bsAll <- getsState $ actorAssocs (const True) lidV
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
let sxhair = case xhair of
_ | isNothing saimMode -> -- first key press: keep target
xhair
Just TEnemy{} -> Just $ TPoint TKnown lidV xhairPos
Just TNonEnemy{} -> Just $ TPoint TKnown lidV xhairPos
Just TPoint{} | Just lpos <- mlpos, xhairPos /= lpos ->
Just $ TVector $ xhairPos `vectorToFrom` lpos
Just TVector{} ->
-- If many actors, we pick here the first that would be picked
-- by '*', so that all other projectiles on the tile come next,
-- when pressing '*', without any intervening actors from other tiles.
-- This is why we use @actorAssocs@ above instead of @posToAidAssocs@.
case find (\(_, b) -> bpos b == xhairPos) bsAll of
Just (aid, b) -> Just $ if isFoe side fact (bfid b)
then TEnemy aid
else TNonEnemy aid
Nothing -> Just $ TPoint TUnknown lidV xhairPos
_ -> xhair
modifySession $ \sess -> sess {saimMode =
let newDetail = maybe defaultDetailLevel detailLevel saimMode
in Just $ AimMode lidV newDetail}
setXHairFromGUI sxhair
doLook
-- * AimEnemy
aimEnemyHuman :: MonadClientUI m => m ()
aimEnemyHuman = do
lidV <- viewedLevelUI
mleader <- getsClient sleader
mlpos <- case mleader of
Nothing -> return Nothing
Just leader -> getsState $ Just . bpos . getActorBody leader
mxhairPos <- mxhairToPos
xhair <- getsSession sxhair
saimMode <- getsSession saimMode
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
bsAll <- getsState $ actorAssocs (const True) lidV
let -- On the same position, big actors come before projectiles.
ordPos lpos (_, b) = (chessDist lpos $ bpos b, bpos b, bproj b)
dbs = case mlpos of
Nothing -> bsAll
Just lpos -> sortOn (ordPos lpos) bsAll
pickUnderXhair = -- switch to the actor under xhair, if any
fromMaybe (-1) $ findIndex ((== mxhairPos) . Just . bpos . snd) dbs
(pickEnemies, i) = case xhair of
Just (TEnemy a) | isJust saimMode -> -- pick next enemy
(True, 1 + fromMaybe (-1) (findIndex ((== a) . fst) dbs))
Just (TEnemy a) -> -- first key press, retarget old enemy
(True, fromMaybe (-1) $ findIndex ((== a) . fst) dbs)
Just (TNonEnemy a) | isJust saimMode -> -- pick next non-enemy
(False, 1 + fromMaybe (-1) (findIndex ((== a) . fst) dbs))
Just (TNonEnemy a) -> -- first key press, retarget old non-enemy
(False, fromMaybe (-1) $ findIndex ((== a) . fst) dbs)
_ -> (True, pickUnderXhair)
(lt, gt) = splitAt i dbs
isEnemy b = isFoe side fact (bfid b)
&& not (bproj b)
&& bhp b > 0
cond = if pickEnemies then isEnemy else not . isEnemy
lf = filter (cond . snd) $ gt ++ lt
sxhair = case lf of
(a, _) : _ -> Just $ if pickEnemies then TEnemy a else TNonEnemy a
[] -> xhair -- no seen foes in sight, stick to last target
-- Register the chosen enemy, to pick another on next invocation.
modifySession $ \sess -> sess {saimMode =
let newDetail = maybe defaultDetailLevel detailLevel saimMode
in Just $ AimMode lidV newDetail}
setXHairFromGUI sxhair
doLook
-- * AimItem
aimItemHuman :: MonadClientUI m => m ()
aimItemHuman = do
side <- getsClient sside
lidV <- viewedLevelUI
mleader <- getsClient sleader
mlpos <- case mleader of
Nothing -> return Nothing
Just leader -> getsState $ Just . bpos . getActorBody leader
mxhairPos <- mxhairToPos
xhair <- getsSession sxhair
saimMode <- getsSession saimMode
Level{lfloor} <- getLevel lidV
mstash <- getsState $ \s -> gstash $ sfactionD s EM.! side
-- Don't consider own stash an ordinary pile of items.
let lfloorBarStash = case mstash of
Just (lid, pos) | lid == lidV -> EM.delete pos lfloor
_ -> lfloor
bsAll = EM.keys lfloorBarStash
ordPos lpos p = (chessDist lpos p, p)
dbs = case mlpos of
Nothing -> bsAll
Just lpos -> sortOn (ordPos lpos) bsAll
pickUnderXhair = -- switch to the item under xhair, if any
let i = fromMaybe (-1)
$ findIndex ((== mxhairPos) . Just) dbs
in splitAt i dbs
(lt, gt) = case xhair of
Just (TPoint _ lid pos)
| isJust saimMode && lid == lidV -> -- pick next item
let i = fromMaybe (-1) $ elemIndex pos dbs
in splitAt (i + 1) dbs
Just (TPoint _ lid pos)
| lid == lidV -> -- first key press, retarget old item
let i = fromMaybe (-1) $ elemIndex pos dbs
in splitAt i dbs
_ -> pickUnderXhair
gtlt = gt ++ lt
sxhair = case gtlt of
p : _ -> Just $ TPoint TKnown lidV p -- don't force AI to collect it
[] -> xhair -- no items remembered, stick to last target
-- Register the chosen enemy, to pick another on next invocation.
modifySession $ \sess -> sess {saimMode =
let newDetail = maybe defaultDetailLevel detailLevel saimMode
in Just $ AimMode lidV newDetail}
setXHairFromGUI sxhair
doLook
-- * AimAscend
-- | Change the displayed level in aiming mode to (at most)
-- k levels shallower. Enters aiming mode, if not already in one.
aimAscendHuman :: MonadClientUI m => Int -> m MError
aimAscendHuman k = do
dungeon <- getsState sdungeon
lidV <- viewedLevelUI
let up = k > 0
case ascendInBranch dungeon up lidV of
[] -> failMsg "no more levels in this direction"
_ : _ -> do
let ascendOne lid = case ascendInBranch dungeon up lid of
[] -> lid
nlid : _ -> nlid
lidK = iterate ascendOne lidV !! abs k
xhairPos <- xhairToPos
let sxhair = Just $ TPoint TKnown lidK xhairPos
modifySession $ \sess -> sess {saimMode =
let newDetail = maybe defaultDetailLevel detailLevel (saimMode sess)
in Just $ AimMode lidK newDetail}
setXHairFromGUI sxhair
doLook
return Nothing
-- * EpsIncr
-- | Tweak the @eps@ parameter of the aiming digital line.
epsIncrHuman :: (MonadClient m, MonadClientUI m) => Direction -> m ()
epsIncrHuman d = do
-- Perform the change:
let sepsDelta = case d of
Forward -> 1
Backward -> -1
modifyClient $ \cli -> cli {seps = seps cli + sepsDelta}
invalidateBfsPathAll
-- Provide UI feedback:
-- Hack @sreportNull@ to display the new line even if no earlier messages.
modifySession $ \sess -> sess {sreportNull = False}
saimMode <- getsSession saimMode
lidV <- viewedLevelUI
modifySession $ \sess -> sess {saimMode =
let newDetail = maybe DetailLow detailLevel saimMode
in Just $ AimMode lidV newDetail}
flashAiming
modifySession $ \sess -> sess {saimMode}
-- The change may not affect the line shape, hence 'possibly'.
msgAdd MsgPromptAction "Aiming line (possibly) modified."
-- Flash the aiming line and path.
flashAiming :: MonadClientUI m => m ()
flashAiming = do
lidV <- viewedLevelUI
animate lidV pushAndDelay
-- * XhairUnknown
xhairUnknownHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m MError
xhairUnknownHuman leader = do
b <- getsState $ getActorBody leader
mpos <- closestUnknown leader
case mpos of
Nothing -> failMsg "no more unknown spots left"
Just p -> do
let sxhair = Just $ TPoint TUnknown (blid b) p
setXHairFromGUI sxhair
doLook
return Nothing
-- * XhairItem
xhairItemHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m MError
xhairItemHuman leader = do
b <- getsState $ getActorBody leader
items <- closestItems leader
case items of
[] -> failMsg "no more reachable items remembered or visible"
_ -> do
let (_, (p, bag)) = maximumBy (comparing fst) items
sxhair = Just $ TPoint (TItem bag) (blid b) p
setXHairFromGUI sxhair
doLook
return Nothing
-- * XhairStair
xhairStairHuman :: (MonadClient m, MonadClientUI m)
=> ActorId -> Bool -> m MError
xhairStairHuman leader up = do
b <- getsState $ getActorBody leader
stairs <- closestTriggers (if up then ViaStairsUp else ViaStairsDown) leader
case stairs of
[] -> failMsg $ "no reachable stairs" <+> if up then "up" else "down"
_ -> do
let (_, (p, (p0, bag))) = maximumBy (comparing fst) stairs
sxhair = Just $ TPoint (TEmbed bag p0) (blid b) p
setXHairFromGUI sxhair
doLook
return Nothing
-- * XhairPointerFloor
xhairPointerFloorHuman :: MonadClientUI m => m ()
xhairPointerFloorHuman = do
saimMode <- getsSession saimMode
aimPointerFloorHuman
when (isNothing saimMode) $
modifySession $ \sess -> sess {saimMode}
-- * XhairPointerMute
xhairPointerMuteHuman :: MonadClientUI m => m ()
xhairPointerMuteHuman = do
saimMode <- getsSession saimMode
aimPointerFloorLoud False
when (isNothing saimMode) $
modifySession $ \sess -> sess {saimMode}
-- * XhairPointerEnemy
xhairPointerEnemyHuman :: MonadClientUI m => m ()
xhairPointerEnemyHuman = do
saimMode <- getsSession saimMode
aimPointerEnemyHuman
when (isNothing saimMode) $
modifySession $ \sess -> sess {saimMode}
-- * AimPointerFloor
aimPointerFloorHuman :: MonadClientUI m => m ()
aimPointerFloorHuman = aimPointerFloorLoud True
aimPointerFloorLoud :: MonadClientUI m => Bool -> m ()
aimPointerFloorLoud loud = do
COps{corule=RuleContent{rWidthMax, rHeightMax}} <- getsState scops
lidV <- viewedLevelUI
-- Not @ScreenContent@, because not drawing here.
pUI <- getsSession spointer
let p = squareToMap $ uiToSquare pUI
if insideP (0, 0, rWidthMax - 1, rHeightMax - 1) p
then do
oldXhair <- getsSession sxhair
let sxhair = Just $ TPoint TUnknown lidV p
sxhairMoused = sxhair /= oldXhair
detailSucc = if sxhairMoused
then detailLevel
else detailCycle . detailLevel
modifySession $ \sess ->
sess { saimMode =
let newDetail = maybe defaultDetailLevel detailSucc
(saimMode sess)
in Just $ AimMode lidV newDetail
, sxhairMoused }
setXHairFromGUI sxhair
when loud doLook
else stopPlayBack
-- * AimPointerEnemy
aimPointerEnemyHuman :: MonadClientUI m => m ()
aimPointerEnemyHuman = do
COps{corule=RuleContent{rWidthMax, rHeightMax}} <- getsState scops
lidV <- viewedLevelUI
-- Not @ScreenContent@, because not drawing here.
pUI <- getsSession spointer
let p = squareToMap $ uiToSquare pUI
if insideP (0, 0, rWidthMax - 1, rHeightMax - 1) p
then do
bsAll <- getsState $ actorAssocs (const True) lidV
oldXhair <- getsSession sxhair
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
let sxhair =
-- If many actors, we pick here the first that would be picked
-- by '*', so that all other projectiles on the tile come next,
-- when pressing '*', without any intervening actors from other tiles.
-- This is why we use @actorAssocs@ above instead of @posToAidAssocs@.
case find (\(_, b) -> bpos b == p) bsAll of
Just (aid, b) -> Just $ if isFoe side fact (bfid b)
then TEnemy aid
else TNonEnemy aid
Nothing -> Just $ TPoint TUnknown lidV p
sxhairMoused = sxhair /= oldXhair
detailSucc = if sxhairMoused
then detailLevel
else detailCycle . detailLevel
modifySession $ \sess ->
sess { saimMode =
let newDetail = maybe defaultDetailLevel detailSucc
(saimMode sess)
in Just $ AimMode lidV newDetail
, sxhairMoused }
setXHairFromGUI sxhair
doLook
else stopPlayBack
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