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
|
-- | UI of inventory management.
module Game.LambdaHack.Client.UI.InventoryM
( Suitability(..), ResultItemDialogMode(..)
, getFull, getGroupItem, getStoreItem
, skillCloseUp, placeCloseUp, factionCloseUp
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, ItemDialogState(..), accessModeBag, storeItemPrompt, getItem
, DefItemKey(..), transition
, runDefMessage, runDefAction, runDefSkills, skillsInRightPane
, runDefPlaces, placesInRightPane
, runDefFactions, factionsInRightPane
, runDefModes, runDefInventory
#endif
) 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 Data.Function
import qualified Data.Text as T
import qualified NLP.Miniutter.English as MU
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.HandleHelperM
import Game.LambdaHack.Client.UI.HumanCmd
import qualified Game.LambdaHack.Client.UI.Key as K
import Game.LambdaHack.Client.UI.MonadClientUI
import Game.LambdaHack.Client.UI.Msg
import Game.LambdaHack.Client.UI.MsgM
import Game.LambdaHack.Client.UI.Overlay
import Game.LambdaHack.Client.UI.SessionUI
import Game.LambdaHack.Client.UI.Slideshow
import Game.LambdaHack.Client.UI.SlideshowM
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.ClientOptions
import Game.LambdaHack.Common.Faction
import qualified Game.LambdaHack.Common.Faction as Faction
import Game.LambdaHack.Common.Item
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.State
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.PlaceKind as PK
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import Game.LambdaHack.Definition.Defs
data ItemDialogState = ISuitable | IAll
deriving (Show, Eq)
data ResultItemDialogMode =
RStore CStore [ItemId]
| ROwned ItemId
| RLore SLore MenuSlot [(ItemId, ItemQuant)]
| RSkills MenuSlot
| RPlaces MenuSlot
| RFactions MenuSlot
| RModes MenuSlot
deriving Show
accessModeBag :: ActorId -> State -> ItemDialogMode -> ItemBag
accessModeBag leader s (MStore cstore) = let b = getActorBody leader s
in getBodyStoreBag b cstore s
accessModeBag leader s MOwned = let fid = bfid $ getActorBody leader s
in combinedItems fid s
accessModeBag _ _ MSkills = EM.empty
accessModeBag leader s (MLore SBody) = let b = getActorBody leader s
in getBodyStoreBag b COrgan s
accessModeBag _ s MLore{} = EM.map (const quantSingle) $ sitemD s
accessModeBag _ _ MPlaces = EM.empty
accessModeBag _ _ MFactions = EM.empty
accessModeBag _ _ MModes = EM.empty
-- | Let a human player choose any item from a given group.
-- Note that this does not guarantee the chosen item belongs to the group,
-- as the player can override the choice.
-- Used e.g., for applying and projecting.
getGroupItem :: MonadClientUI m
=> ActorId
-> m Suitability
-- ^ which items to consider suitable
-> Text -- ^ specific prompt for only suitable items
-> Text -- ^ generic prompt
-> Text -- ^ the verb to use
-> Text -- ^ the generic verb to use
-> [CStore] -- ^ stores to cycle through
-> m (Either Text (CStore, ItemId))
getGroupItem leader psuit prompt promptGeneric verb verbGeneric stores = do
side <- getsClient sside
mstash <- getsState $ \s -> gstash $ sfactionD s EM.! side
let ppItemDialogBody v body actorSk cCur = case cCur of
MStore CEqp | not $ calmEnough body actorSk ->
"distractedly attempt to" <+> v <+> ppItemDialogModeIn cCur
MStore CGround | mstash == Just (blid body, bpos body) ->
"greedily attempt to" <+> v <+> ppItemDialogModeIn cCur
_ -> v <+> ppItemDialogModeFrom cCur
soc <- getFull leader psuit
(\body _ actorSk cCur _ ->
prompt <+> ppItemDialogBody verb body actorSk cCur)
(\body _ actorSk cCur _ ->
promptGeneric
<+> ppItemDialogBody verbGeneric body actorSk cCur)
stores True False
case soc of
Left err -> return $ Left err
Right (rstore, [(iid, _)]) -> return $ Right (rstore, iid)
Right _ -> error $ "" `showFailure` soc
-- | Display all items from a store and let the human player choose any
-- or switch to any other store.
-- Used, e.g., for viewing inventory and item descriptions.
getStoreItem :: MonadClientUI m
=> ActorId -- ^ the pointman
-> ItemDialogMode -- ^ initial mode
-> m (Either Text ResultItemDialogMode)
getStoreItem leader cInitial = do
side <- getsClient sside
let -- No @COrgan@, because triggerable organs are rare and,
-- if really needed, accessible directly from the trigger menu.
itemCs = map MStore [CStash, CEqp, CGround]
-- This should match, including order, the items in standardKeysAndMouse
-- marked with CmdDashboard up to @MSkills@.
leaderCs = itemCs ++ [MOwned, MLore SBody, MSkills]
-- No @SBody@, because repeated in other lores and included elsewhere.
itemLoreCs = map MLore [minBound..SEmbed]
-- This should match, including order, the items in standardKeysAndMouse
-- marked with CmdDashboard past @MSkills@ and up to @MModes@.
loreCs = itemLoreCs ++ [MPlaces, MFactions, MModes]
let !_A1 = assert (null (leaderCs `intersect` loreCs)) ()
!_A2 = assert (sort (leaderCs ++ loreCs ++ [MStore COrgan])
== map MStore [minBound..maxBound]
++ [MOwned, MSkills]
++ map MLore [minBound..maxBound]
++ [MPlaces, MFactions, MModes]) ()
allCs | cInitial `elem` leaderCs = leaderCs
| cInitial `elem` loreCs = loreCs
| otherwise = assert (cInitial == MStore COrgan) leaderCs
-- werrd content, but let it be
(pre, rest) = break (== cInitial) allCs
post = dropWhile (== cInitial) rest
remCs = post ++ pre
prompt = storeItemPrompt side
getItem leader (return SuitsEverything) prompt prompt cInitial remCs
True False
storeItemPrompt :: FactionId
-> Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text
storeItemPrompt side body bodyUI actorCurAndMaxSk c2 s =
let COps{coitem} = scops s
fact = sfactionD s EM.! side
(tIn, t) = ppItemDialogMode c2
subject = partActor bodyUI
f (k, _) acc = k + acc
countItems store = EM.foldr' f 0 $ getBodyStoreBag body store s
in case c2 of
MStore CGround ->
let n = countItems CGround
nItems = MU.CarAWs n "item"
verbGround = if gstash fact == Just (blid body, bpos body)
then "fondle greedily"
else "notice"
in makePhrase
[ MU.Capitalize $ MU.SubjectVerbSg subject verbGround
, nItems, "at"
, MU.WownW (MU.Text $ bpronoun bodyUI) $ MU.Text "feet" ]
MStore CEqp ->
let n = countItems CEqp
(verbEqp, nItems) =
if | n == 0 -> ("find nothing", "")
| calmEnough body actorCurAndMaxSk ->
("find", MU.CarAWs n "item")
| otherwise -> ("paw distractedly at", MU.CarAWs n "item")
in makePhrase
[ MU.Capitalize $ MU.SubjectVerbSg subject verbEqp
, nItems, MU.Text tIn
, MU.WownW (MU.Text $ bpronoun bodyUI) $ MU.Text t ]
MStore cstore ->
let n = countItems cstore
nItems = MU.CarAWs n "item"
(verb, onLevel) = case cstore of
COrgan -> ("feel", [])
CStash ->
( "notice"
, case gstash fact of
Just (lid, _) ->
map MU.Text ["on level", tshow $ abs $ fromEnum lid]
Nothing -> [] )
ownObject = case cstore of
CStash -> ["our", MU.Text t]
_ -> [MU.WownW (MU.Text $ bpronoun bodyUI) $ MU.Text t]
in makePhrase $
[ MU.Capitalize $ MU.SubjectVerbSg subject verb
, nItems, MU.Text tIn ] ++ ownObject ++ onLevel
MOwned ->
-- We assume "gold grain", not "grain" with label "of gold":
let currencyName = IK.iname $ okind coitem
$ ouniqGroup coitem IK.S_CURRENCY
dungeonTotal = sgold s
(_, total) = calculateTotal side s
in T.init $ spoilsBlurb currencyName total dungeonTotal
-- no space for more, e.g., the pointman, but it can't be changed anyway
MSkills ->
makePhrase
[ MU.Capitalize $ MU.SubjectVerbSg subject "estimate"
, MU.WownW (MU.Text $ bpronoun bodyUI) $ MU.Text t ]
MLore SBody ->
makePhrase
[ MU.Capitalize $ MU.SubjectVerbSg subject "feel"
, MU.Text tIn
, MU.WownW (MU.Text $ bpronoun bodyUI) $ MU.Text t ]
MLore slore ->
makePhrase
[ MU.Capitalize $ MU.Text $
if slore == SEmbed
then "terrain (including crafting recipes)"
else t ]
MPlaces ->
makePhrase
[ MU.Capitalize $ MU.Text t ]
MFactions ->
makePhrase
[ MU.Capitalize $ MU.Text t ]
MModes ->
makePhrase
[ MU.Capitalize $ MU.Text t ]
-- | Let the human player choose a single, preferably suitable,
-- item from a list of items. Don't display stores empty for all actors.
-- Start with a non-empty store.
getFull :: MonadClientUI m
=> ActorId
-> m Suitability -- ^ which items to consider suitable
-> (Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text) -- ^ specific prompt for only suitable items
-> (Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text) -- ^ generic prompt
-> [CStore] -- ^ stores to cycle through
-> Bool -- ^ whether to ask, when the only item
-- in the starting mode is suitable
-> Bool -- ^ whether to permit multiple items as a result
-> m (Either Text (CStore, [(ItemId, ItemQuant)]))
getFull leader psuit prompt promptGeneric stores askWhenLone permitMulitple = do
mpsuit <- psuit
let psuitFun = case mpsuit of
SuitsEverything -> \_ _ _ -> True
SuitsSomething f -> f
-- Move the first store that is non-empty for suitable items for this actor
-- to the front, if any.
b <- getsState $ getActorBody leader
getCStoreBag <- getsState $ \s cstore -> getBodyStoreBag b cstore s
let hasThisActor = not . EM.null . getCStoreBag
case filter hasThisActor stores of
[] -> do
let dialogModes = map MStore stores
ts = map (MU.Text . ppItemDialogModeIn) dialogModes
return $ Left $ "no items" <+> makePhrase [MU.WWxW "nor" ts]
haveThis@(headThisActor : _) -> do
itemToF <- getsState $ flip itemToFull
let suitsThisActor store =
let bag = getCStoreBag store
in any (\(iid, kit) -> psuitFun (Just store) (itemToF iid) kit)
(EM.assocs bag)
firstStore = fromMaybe headThisActor $ find suitsThisActor haveThis
-- Don't display stores totally empty for all actors.
breakStores cInit =
let (pre, rest) = break (== cInit) stores
post = dropWhile (== cInit) rest
in (MStore cInit, map MStore $ post ++ pre)
(modeFirst, modeRest) = breakStores firstStore
res <- getItem leader psuit prompt promptGeneric modeFirst modeRest
askWhenLone permitMulitple
case res of
Left t -> return $ Left t
Right (RStore fromCStore iids) -> do
let bagAll = getCStoreBag fromCStore
f iid = (iid, bagAll EM.! iid)
return $ Right (fromCStore, map f iids)
Right _ -> error $ "" `showFailure` res
-- | Let the human player choose a single, preferably suitable,
-- item from a list of items.
getItem :: MonadClientUI m
=> ActorId
-> m Suitability -- ^ which items to consider suitable
-> (Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text) -- ^ specific prompt for only suitable items
-> (Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text) -- ^ generic prompt
-> ItemDialogMode -- ^ first mode to display
-> [ItemDialogMode] -- ^ the (rest of) modes
-> Bool -- ^ whether to ask, when the only item
-- in the starting mode is suitable
-> Bool -- ^ whether to permit multiple items as a result
-> m (Either Text ResultItemDialogMode)
getItem leader psuit prompt promptGeneric cCur cRest askWhenLone
permitMulitple = do
accessCBag <- getsState $ accessModeBag leader
let storeAssocs = EM.assocs . accessCBag
allAssocs = concatMap storeAssocs (cCur : cRest)
case (allAssocs, cCur) of
([(iid, _)], MStore rstore) | null cRest && not askWhenLone ->
return $ Right $ RStore rstore [iid]
_ -> transition leader psuit prompt promptGeneric permitMulitple
cCur cRest ISuitable
data DefItemKey m = DefItemKey
{ defLabel :: Either Text K.KM
, defCond :: Bool
, defAction :: ~(m (Either Text ResultItemDialogMode))
-- this field may be expensive or undefined when @defCond@ is false
}
data Suitability =
SuitsEverything
| SuitsSomething (Maybe CStore -> ItemFull -> ItemQuant -> Bool)
transition :: forall m. MonadClientUI m
=> ActorId
-> m Suitability
-> (Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text)
-> (Actor -> ActorUI -> Ability.Skills -> ItemDialogMode -> State
-> Text)
-> Bool
-> ItemDialogMode
-> [ItemDialogMode]
-> ItemDialogState
-> m (Either Text ResultItemDialogMode)
transition leader psuit prompt promptGeneric permitMulitple
cCur cRest itemDialogState = do
let recCall cCur2 cRest2 itemDialogState2 = do
-- Pointman could have been changed by keypresses near the end of
-- the current recursive call, so refresh it for the next call.
mleader <- getsClient sleader
-- When run inside a test, without mleader, assume leader not changed.
let leader2 = fromMaybe leader mleader
transition leader2 psuit prompt promptGeneric permitMulitple
cCur2 cRest2 itemDialogState2
actorCurAndMaxSk <- getsState $ getActorMaxSkills leader
body <- getsState $ getActorBody leader
bodyUI <- getsSession $ getActorUI leader
fact <- getsState $ (EM.! bfid body) . sfactionD
hs <- partyAfterLeader leader
revCmd <- revCmdMap
promptChosen <- getsState $ \s -> case itemDialogState of
ISuitable -> prompt body bodyUI actorCurAndMaxSk cCur s <> ":"
IAll -> promptGeneric body bodyUI actorCurAndMaxSk cCur s <> ":"
let keyDefsCommon :: [(K.KM, DefItemKey m)]
keyDefsCommon = filter (defCond . snd)
[ let km = K.mkChar '<'
in (km, changeContainerDef Backward $ Right km)
, let km = K.mkChar '>'
in (km, changeContainerDef Forward $ Right km)
, cycleKeyDef Forward
, cycleKeyDef Backward
, cycleLevelKeyDef Forward
, cycleLevelKeyDef Backward
, (K.KM K.NoModifier K.LeftButtonRelease, DefItemKey
{ defLabel = Left ""
, defCond = maySwitchLeader cCur && not (null hs)
, defAction = do
-- This is verbose even in aiming mode, displaying
-- terrain description, but it's fine, mouse may do that.
merror <- pickLeaderWithPointer leader
case merror of
Nothing -> recCall cCur cRest itemDialogState
Just{} -> return $ Left "not a menu item nor teammate position"
-- don't inspect the error, it's expected
})
, (K.escKM, DefItemKey
{ defLabel = Right K.escKM
, defCond = True
, defAction = return $ Left "never mind"
})
]
cycleLevelKeyDef direction =
let km = revCmd $ PointmanCycleLevel direction
in (km, DefItemKey
{ defLabel = Left ""
, defCond = maySwitchLeader cCur
&& any (\(_, b, _) -> blid b == blid body) hs
, defAction = do
err <- pointmanCycleLevel leader False direction
let !_A = assert (isNothing err `blame` err) ()
recCall cCur cRest itemDialogState
})
changeContainerDef direction defLabel =
let (cCurAfterCalm, cRestAfterCalm) = nextContainers direction
in DefItemKey
{ defLabel
, defCond = cCurAfterCalm /= cCur
, defAction = recCall cCurAfterCalm cRestAfterCalm itemDialogState
}
nextContainers direction = case direction of
Forward -> case cRest ++ [cCur] of
c1 : rest -> (c1, rest)
[] -> error $ "" `showFailure` cRest
Backward -> case reverse $ cCur : cRest of
c1 : rest -> (c1, reverse rest)
[] -> error $ "" `showFailure` cRest
banned = bannedPointmanSwitchBetweenLevels fact
maySwitchLeader MStore{} = True
maySwitchLeader MOwned = False
maySwitchLeader MSkills = True
maySwitchLeader (MLore SBody) = True
maySwitchLeader MLore{} = False
maySwitchLeader MPlaces = False
maySwitchLeader MFactions = False
maySwitchLeader MModes = False
cycleKeyDef direction =
let km = revCmd $ PointmanCycle direction
in (km, DefItemKey
{ defLabel = if direction == Forward then Right km else Left ""
, defCond = maySwitchLeader cCur && not (banned || null hs)
, defAction = do
err <- pointmanCycle leader False direction
let !_A = assert (isNothing err `blame` err) ()
recCall cCur cRest itemDialogState
})
case cCur of
MSkills -> runDefSkills keyDefsCommon promptChosen leader
MPlaces -> runDefPlaces keyDefsCommon promptChosen
MFactions -> runDefFactions keyDefsCommon promptChosen
MModes -> runDefModes keyDefsCommon promptChosen
_ -> do
bagHuge <- getsState $ \s -> accessModeBag leader s cCur
itemToF <- getsState $ flip itemToFull
mpsuit <- psuit -- when throwing, this sets eps and checks xhair validity
psuitFun <- case mpsuit of
SuitsEverything -> return $ \_ _ _ -> True
SuitsSomething f -> return f -- When throwing, this function takes
-- missile range into accout.
ItemRoles itemRoles <- getsSession sroles
let slore = loreFromMode cCur
itemRole = itemRoles EM.! slore
bagAll = EM.filterWithKey (\iid _ -> iid `ES.member` itemRole) bagHuge
mstore = case cCur of
MStore store -> Just store
_ -> Nothing
filterP = psuitFun mstore . itemToF
bagSuit = EM.filterWithKey filterP bagAll
bagFiltered = case itemDialogState of
ISuitable -> bagSuit
IAll -> bagAll
iids = sortIids itemToF $ EM.assocs bagFiltered
keyDefsExtra =
[ let km = K.mkChar '+'
in (km, DefItemKey
{ defLabel = Right km
, defCond = bagAll /= bagSuit
, defAction = recCall cCur cRest $ case itemDialogState of
ISuitable -> IAll
IAll -> ISuitable
})
, let km = K.mkChar '*'
in (km, useMultipleDef $ Right km)
, let km = K.mkChar '!'
in (km, useMultipleDef $ Left "") -- alias close to 'g'
]
useMultipleDef defLabel = DefItemKey
{ defLabel
, defCond = permitMulitple && not (null iids)
, defAction = case cCur of
MStore rstore -> return $! Right $ RStore rstore $ map fst iids
_ -> error "transition: multiple items not for MStore"
}
keyDefs = keyDefsCommon ++ filter (defCond . snd) keyDefsExtra
runDefInventory keyDefs promptChosen leader cCur iids
runDefMessage :: MonadClientUI m
=> [(K.KM, DefItemKey m)]
-> Text
-> m ()
runDefMessage keyDefs prompt = do
let wrapB s = "[" <> s <> "]"
keyLabelsRaw = lefts $ map (defLabel . snd) keyDefs
keyLabels = filter (not . T.null) keyLabelsRaw
choice = T.intercalate " " $ map wrapB $ nub keyLabels
-- switch to Data.Containers.ListUtils.nubOrd when we drop GHC 8.4.4
msgAdd MsgPromptGeneric $ prompt <+> choice
runDefAction :: MonadClientUI m
=> [(K.KM, DefItemKey m)]
-> (MenuSlot -> Either Text ResultItemDialogMode)
-> KeyOrSlot
-> m (Either Text ResultItemDialogMode)
runDefAction keyDefs slotDef ekm = case ekm of
Left km -> case km `lookup` keyDefs of
Just keyDef -> defAction keyDef
Nothing -> error $ "unexpected key:" `showFailure` K.showKM km
Right slot -> return $! slotDef slot
runDefSkills :: MonadClientUI m
=> [(K.KM, DefItemKey m)] -> Text -> ActorId
-> m (Either Text ResultItemDialogMode)
runDefSkills keyDefsCommon promptChosen leader = do
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
runDefMessage keyDefsCommon promptChosen
let itemKeys = map fst keyDefsCommon
keys = rights $ map (defLabel . snd) keyDefsCommon
okx <- skillsOverlay leader
sli <- overlayToSlideshow (rheight - 2) keys okx
ekm <- displayChoiceScreenWithDefItemKey
(skillsInRightPane leader) sli itemKeys (show MSkills)
runDefAction keyDefsCommon (Right . RSkills) ekm
skillsInRightPane :: MonadClientUI m => ActorId -> Int -> MenuSlot -> m OKX
skillsInRightPane leader width slot = do
FontSetup{propFont} <- getFontSetup
(prompt, attrString) <- skillCloseUp leader slot
let promptAS | T.null prompt = []
| otherwise = textFgToAS Color.Brown $ prompt <> "\n\n"
ov = EM.singleton propFont $ offsetOverlay
$ splitAttrString width width
$ promptAS ++ attrString
return (ov, [])
runDefPlaces :: MonadClientUI m
=> [(K.KM, DefItemKey m)] -> Text
-> m (Either Text ResultItemDialogMode)
runDefPlaces keyDefsCommon promptChosen = do
COps{coplace} <- getsState scops
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
soptions <- getsClient soptions
places <- getsState $ EM.assocs
. placesFromState coplace (sexposePlaces soptions)
runDefMessage keyDefsCommon promptChosen
let itemKeys = map fst keyDefsCommon
keys = rights $ map (defLabel . snd) keyDefsCommon
okx <- placesOverlay
sli <- overlayToSlideshow (rheight - 2) keys okx
ekm <- displayChoiceScreenWithDefItemKey
(placesInRightPane places) sli itemKeys (show MPlaces)
runDefAction keyDefsCommon (Right . RPlaces) ekm
placesInRightPane :: MonadClientUI m
=> [( ContentId PK.PlaceKind
, (ES.EnumSet LevelId, Int, Int, Int) )]
-> Int -> MenuSlot
-> m OKX
placesInRightPane places width slot = do
FontSetup{propFont} <- getFontSetup
soptions <- getsClient soptions
(prompt, blurbs) <- placeCloseUp places (sexposePlaces soptions) slot
let promptAS | T.null prompt = []
| otherwise = textFgToAS Color.Brown $ prompt <> "\n\n"
splitText = splitAttrString width width
ov = attrLinesToFontMap
$ map (second $ concatMap splitText)
$ (propFont, [promptAS]) : blurbs
return (ov, [])
runDefFactions :: MonadClientUI m
=> [(K.KM, DefItemKey m)] -> Text
-> m (Either Text ResultItemDialogMode)
runDefFactions keyDefsCommon promptChosen = do
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
sroles <- getsSession sroles
factions <- getsState $ factionsFromState sroles
runDefMessage keyDefsCommon promptChosen
let itemKeys = map fst keyDefsCommon
keys = rights $ map (defLabel . snd) keyDefsCommon
okx <- factionsOverlay
sli <- overlayToSlideshow (rheight - 2) keys okx
ekm <- displayChoiceScreenWithDefItemKey
(factionsInRightPane factions)
sli itemKeys (show MFactions)
runDefAction keyDefsCommon (Right . RFactions) ekm
factionsInRightPane :: MonadClientUI m
=> [(FactionId, Faction)]
-> Int -> MenuSlot
-> m OKX
factionsInRightPane factions width slot = do
FontSetup{propFont} <- getFontSetup
(prompt, blurbs) <- factionCloseUp factions slot
let promptAS | T.null prompt = []
| otherwise = textFgToAS Color.Brown $ prompt <> "\n\n"
splitText = splitAttrString width width
ov = attrLinesToFontMap
$ map (second $ concatMap splitText)
$ (propFont, [promptAS]) : blurbs
return (ov, [])
runDefModes :: MonadClientUI m
=> [(K.KM, DefItemKey m)] -> Text
-> m (Either Text ResultItemDialogMode)
runDefModes keyDefsCommon promptChosen = do
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
runDefMessage keyDefsCommon promptChosen
let itemKeys = map fst keyDefsCommon
keys = rights $ map (defLabel . snd) keyDefsCommon
okx <- modesOverlay
sli <- overlayToSlideshow (rheight - 2) keys okx
-- Modes would cover the whole screen, so we don't display in right pane.
-- But we display and highlight menu bullets.
ekm <- displayChoiceScreenWithDefItemKey
(\_ _ -> return emptyOKX) sli itemKeys (show MModes)
runDefAction keyDefsCommon (Right . RModes) ekm
runDefInventory :: MonadClientUI m
=> [(K.KM, DefItemKey m)]
-> Text
-> ActorId
-> ItemDialogMode
-> [(ItemId, ItemQuant)]
-> m (Either Text ResultItemDialogMode)
runDefInventory keyDefs promptChosen leader dmode iids = do
CCUI{coscreen=ScreenContent{rheight}} <- getsSession sccui
actorCurAndMaxSk <- getsState $ getActorMaxSkills leader
let meleeSkill = Ability.getSk Ability.SkHurtMelee actorCurAndMaxSk
slotDef :: MenuSlot -> Either Text ResultItemDialogMode
slotDef slot =
let iid = fst $ iids !! fromEnum slot
in Right $ case dmode of
MStore rstore -> RStore rstore [iid]
MOwned -> ROwned iid
MLore rlore -> RLore rlore slot iids
_ -> error $ "" `showFailure` dmode
promptFun _iid _itemFull _k = ""
-- TODO, e.g., if the party still owns any copies, if the actor
-- was ever killed by us or killed ours, etc.
-- This can be the same prompt or longer than what entering
-- the item screen shows.
runDefMessage keyDefs promptChosen
let itemKeys = map fst keyDefs
keys = rights $ map (defLabel . snd) keyDefs
okx <- itemOverlay iids dmode
sli <- overlayToSlideshow (rheight - 2) keys okx
ekm <- displayChoiceScreenWithDefItemKey
(okxItemLoreInline promptFun meleeSkill dmode iids)
sli itemKeys (show dmode)
runDefAction keyDefs slotDef ekm
skillCloseUp :: MonadClientUI m => ActorId -> MenuSlot -> m (Text, AttrString)
skillCloseUp leader slot = do
b <- getsState $ getActorBody leader
bUI <- getsSession $ getActorUI leader
actorCurAndMaxSk <- getsState $ getActorMaxSkills leader
let skill = skillsInDisplayOrder !! fromEnum slot
valueText = skillToDecorator skill b
$ Ability.getSk skill actorCurAndMaxSk
prompt = makeSentence
[ MU.WownW (partActor bUI) (MU.Text $ skillName skill)
, "is", MU.Text valueText ]
attrString = textToAS $ skillDesc skill
return (prompt, attrString)
placeCloseUp :: MonadClientUI m
=> [(ContentId PK.PlaceKind, (ES.EnumSet LevelId, Int, Int, Int))]
-> Bool
-> MenuSlot
-> m (Text, [(DisplayFont, [AttrString])])
placeCloseUp places sexposePlaces slot = do
COps{coplace} <- getsState scops
FontSetup{..} <- getFontSetup
let (pk, (es, ne, na, _)) = places !! fromEnum slot
pkind = okind coplace pk
prompt = makeSentence ["you remember", MU.Text $ PK.pname pkind]
freqsText = "Frequencies:" <+> T.intercalate " "
(map (\(grp, n) -> "(" <> displayGroupName grp
<> ", " <> tshow n <> ")")
$ PK.pfreq pkind)
onLevels | ES.null es = []
| otherwise = [makeSentence
[ "Appears on"
, MU.CarWs (ES.size es) "level" <> ":"
, MU.WWandW $ map MU.Car $ sort
$ map (abs . fromEnum) $ ES.elems es ]]
placeParts = ["it has" | ne > 0 || na > 0]
++ [MU.CarWs ne "entrance" | ne > 0]
++ ["and" | ne > 0 && na > 0]
++ [MU.CarWs na "surrounding" | na > 0]
partsSentence | null placeParts = []
| otherwise = [makeSentence placeParts, "\n"]
blurbs = [(propFont, partsSentence)]
++ [(monoFont, [freqsText, "\n"]) | sexposePlaces]
++ [(squareFont, PK.ptopLeft pkind ++ ["\n"]) | sexposePlaces]
++ [(propFont, onLevels)]
return (prompt, map (second $ map textToAS) blurbs)
factionCloseUp :: MonadClientUI m
=> [(FactionId, Faction)]
-> MenuSlot
-> m (Text, [(DisplayFont, [AttrString])])
factionCloseUp factions slot = do
side <- getsClient sside
FontSetup{propFont} <- getFontSetup
factionD <- getsState sfactionD
let (fid, fact@Faction{gkind=FK.FactionKind{..}, ..}) =
factions !! fromEnum slot
(name, person) = if fhasGender -- but we ignore "Controlled", etc.
then (makePhrase [MU.Ws $ MU.Text fname], MU.PlEtc)
else (fname, MU.Sg3rd)
(youThey, prompt) =
if fid == side
then ("You", makeSentence ["you are the", MU.Text name])
else ("They", makeSentence ["you are wary of the", MU.Text name])
-- wary even if the faction is allied
ts1 =
-- Display only the main groups, not to spam.
case map fst $ filter ((>= 100) . snd) fgroups of
[] -> [] -- only initial actors in the faction?
[fgroup] ->
[makeSentence [ "the faction consists of"
, MU.Ws $ MU.Text $ displayGroupName fgroup ]]
grps -> [makeSentence
[ "the faction attracts members such as:"
, MU.WWandW $ map (MU.Text . displayGroupName) grps ]]
++ [if fskillsOther == Ability.zeroSkills -- simplified
then youThey <+> "don't care about each other and crowd and stampede all at once, sometimes brutally colliding by accident."
else youThey <+> "pay attention to each other and take care to move one at a time."]
++ [ if fcanEscape
then "The faction is able to take part in races to an area exit."
else "The faction doesn't escape areas of conflict and attempts to block exits instead."]
++ [ "When all members are incapacitated, the faction dissolves."
| fneverEmpty ]
++ [if fhasGender
then "Its members are known to have sexual dimorphism and use gender pronouns."
else "Its members seem to prefer naked ground for sleeping."]
++ [ "Its ranks swell with time."
| fspawnsFast ]
++ [ "The faction is able to maintain activity on a level on its own, with a pointman coordinating each tactical maneuver."
| fhasPointman ]
-- Changes to all of these have visibility @PosAll@, so the player
-- knows them fully, except for @gvictims@, which is coupled to tracking
-- other factions' actors and so only incremented when we've seen
-- their actor killed (mostly likely killed by us).
ts2 = -- reporting regardless of whether any of the factions are dead
let renderDiplGroup [] = error "renderDiplGroup: null"
renderDiplGroup ((fid2, diplomacy) : rest) = MU.Phrase
[ MU.Text $ tshowDiplomacy diplomacy
, "with"
, MU.WWandW $ map renderFact2 $ fid2 : map fst rest ]
renderFact2 fid2 = MU.Text $ Faction.gname (factionD EM.! fid2)
valid (fid2, diplomacy) = isJust (lookup fid2 factions)
&& diplomacy /= Unknown
knownAssocsGroups = groupBy ((==) `on` snd) $ sortOn snd
$ filter valid $ EM.assocs gdipl
in [ makeSentence [ MU.SubjectVerb person MU.Yes (MU.Text name) "be"
, MU.WWandW $ map renderDiplGroup knownAssocsGroups ]
| not (null knownAssocsGroups) ]
ts3 =
case gquit of
Just Status{..} | not $ isHorrorFact fact ->
["The faction has already" <+> FK.nameOutcomePast stOutcome
<+> "around level" <+> tshow (abs stDepth) <> "."]
_ -> []
++ let nkilled = sum $ EM.elems gvictims
personKilled = if nkilled == 1 then MU.Sg3rd else MU.PlEtc
in [ makeSentence $
[ "so far," | isNothing gquit ]
++ [ "at least"
, MU.CardinalWs nkilled "member"
, MU.SubjectVerb personKilled
MU.Yes
"of this faction"
"have been incapacitated" ]
| nkilled > 0 ]
++ let adjective = if isNothing gquit then "current" else "last"
verb = if isNothing gquit then "is" else "was"
in ["Its" <+> adjective <+> "doctrine" <+> verb
<+> "'" <> Ability.nameDoctrine gdoctrine
<> "' (" <> Ability.describeDoctrine gdoctrine <> ")."]
-- Description of the score polynomial would go into a separate section,
-- but it's hard to make it sound non-technical enough.
blurbs = intersperse ["\n"] $ filter (not . null) [ts1, ts2, ts3]
return (prompt, map (\t -> (propFont, map textToAS t)) blurbs)
|