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-- | Descriptions of items.
module Game.LambdaHack.Client.UI.ItemDescription
( partItem, partItemShort, partItemShortest, partItemHigh
, partItemWsDetail, partItemWs, partItemWsShortest, partItemWsShort
, partItemWsLong, partItemWsRanged
, partItemShortAW, partItemMediumAW, partItemShortWownW
, viewItem, viewItemBenefitColored, itemDesc
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, partItemN, textAllPowers
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Data.Char (isAlpha, isAlphaNum)
import qualified Data.EnumMap.Strict as EM
import Data.Int (Int64)
import qualified Data.Text as T
import qualified NLP.Miniutter.English as MU
import Game.LambdaHack.Client.UI.EffectDescription
import Game.LambdaHack.Client.UI.Overlay
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.ItemAspect as IA
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Common.Types
import qualified Game.LambdaHack.Content.ItemKind as IK
import qualified Game.LambdaHack.Core.Dice as Dice
import qualified Game.LambdaHack.Definition.Ability as Ability
import qualified Game.LambdaHack.Definition.Color as Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.Flavour
partItemN :: Int -> FactionId -> FactionDict -> Bool -> DetailLevel -> Int
-> Time -> ItemFull -> ItemQuant
-> (MU.Part, MU.Part)
partItemN width side factionD ranged detailLevel maxWordsToShow localTime
itemFull kit =
let (_, r2, r3) =
partItemN3 width side factionD ranged detailLevel maxWordsToShow
localTime itemFull kit
in (r2, r3)
-- | The part of speech describing the item parameterized by the number
-- of effects/aspects to show.
partItemN3 :: Int -> FactionId -> FactionDict -> Bool -> DetailLevel -> Int
-> Time -> ItemFull -> ItemQuant
-> ([Text], MU.Part, MU.Part)
partItemN3 width side factionD ranged detailLevel maxWordsToShow localTime
itemFull@ItemFull{itemBase, itemKind, itemSuspect}
(itemK, itemTimers) =
let flav = flavourToName $ jflavour itemBase
arItem = aspectRecordFull itemFull
timeout = IA.aTimeout arItem
temporary = IA.checkFlag Ability.Fragile arItem
&& IA.checkFlag Ability.Periodic arItem
ncha = ncharges localTime (itemK, itemTimers)
charges | temporary = case itemTimers of
[] -> if itemK == ncha
then ""
else error $ "partItemN3: charges with null timer"
`showFailure`
(side, itemFull, itemK, itemTimers)
t : _ -> if itemK == ncha
then "(ready to expire)"
else let total = deltaOfItemTimer localTime t
in "for" <+> timeDeltaInSecondsText total
| itemK == ncha = ""
| itemK == 1 && ncha == 0 = "(charging)"
| ncha == 0 = "(all charging)"
| otherwise = "(" <> tshow (itemK - ncha) <+> "charging)"
skipRecharging = detailLevel <= DetailLow && ncha == 0
(orTs, powerTs, rangedDamage) =
textAllPowers width detailLevel skipRecharging itemFull
lsource = case jfid itemBase of
Just fid | IK.iname itemKind == "impressed" ->
["by" <+> if fid == side
then "us"
else gname (factionD EM.! fid)]
_ -> []
powerTsBeginsWithAlphaOrNum = case map T.unpack powerTs of
(c : _) : _ -> isAlpha c || isAlphaNum c
_ -> False
-- Ranged damage displayed even if lack of space, to prevent confusion
-- and ... when only ranged damage is missing from the description.
displayPowers = maxWordsToShow > 1
|| powerTsBeginsWithAlphaOrNum && length powerTs == 1
ts = lsource
++ (if displayPowers
then take maxWordsToShow powerTs
else [])
++ ["(...)" | displayPowers && length powerTs > maxWordsToShow]
++ (if displayPowers && ranged then rangedDamage else [])
++ [charges | maxWordsToShow > 1]
name | temporary =
let adj = if timeout == 0 then "temporarily" else "impermanent"
in adj <+> IK.iname itemKind
| itemSuspect = flav <+> IK.iname itemKind
| otherwise = IK.iname itemKind
in (orTs, MU.Text name, if displayPowers
then MU.Phrase $ map MU.Text ts
else MU.Text $ IA.aELabel arItem)
-- TODO: simplify the code a lot
textAllPowers :: Int -> DetailLevel -> Bool -> ItemFull
-> ([Text], [Text], [Text])
textAllPowers width detailLevel skipRecharging
itemFull@ItemFull{itemKind, itemDisco} =
let arItem = aspectRecordFull itemFull
-- To handle both the cases of item identified and not, we represent
-- aspects as a list with dice, not a record of integers as in @arItem@.
-- If item fully known, the dice will be trivial and will display
-- the same as integers would, so nothing is lost.
-- If item not known fully and timeouts or any crucial flags
-- are under @Odds@, they are ignored, so they should be avoided
-- under @Odds@ in not fully-identified items.
aspectsFull = case itemDisco of
ItemDiscoMean IA.KindMean{..} | kmConst ->
IA.aspectRecordToList kmMean -- exact and collated
ItemDiscoMean{} -> IK.iaspects itemKind
-- doesn't completely lose the @Odds@ case, so better than
-- the above, even if does not collate multiple skill bonuses
ItemDiscoFull iAspect -> IA.aspectRecordToList iAspect
mtimeout = find IK.timeoutAspect aspectsFull
elab = IA.aELabel arItem
periodic = IA.checkFlag Ability.Periodic arItem
hurtMeleeAspect :: IK.Aspect -> Bool
hurtMeleeAspect (IK.AddSkill Ability.SkHurtMelee _) = True
hurtMeleeAspect _ = False
active = IA.goesIntoEqp arItem
splitA :: DetailLevel -> [IK.Aspect] -> ([Text], [Text])
splitA detLev aspects =
let ppA = kindAspectToSuffix
ppE = effectToSuffix detLev
reduce_a = maybe "?" tshow . Dice.reduceDice
restEs | detLev >= DetailMedium
|| not (IA.checkFlag Ability.MinorEffects arItem) =
IK.ieffects itemKind
| otherwise = []
(smashEffs, noSmashEffs) = partition IK.onSmashEffect restEs
unSmash (IK.OnSmash eff) = eff
unSmash eff = eff
onSmashTs = T.intercalate " " $ filter (not . T.null)
$ map (ppE . unSmash) smashEffs
unCombine (IK.OnCombine eff) = eff
unCombine eff = eff
(combineEffsRaw, noSmashCombineEffsRaw) =
partition IK.onCombineEffect noSmashEffs
onCombineRawTs = T.intercalate " " $ filter (not . T.null)
$ map (ppE . unCombine) combineEffsRaw
onCombineRawTsTooLarge =
detailLevel >= DetailHigh && T.length onCombineRawTs > 120
(combineEffs, noSmashCombineEffs) =
if onCombineRawTsTooLarge
then (combineEffsRaw, noSmashCombineEffsRaw)
else ([], noSmashEffs)
unOr (IK.OrEffect eff1 eff2) = unOr eff1 ++ unOr eff2
unOr eff = [eff]
ppAnd (IK.AndEffect (IK.ConsumeItems tools raw) eff) =
let (tcraft, traw, ttools) = describeCrafting tools raw eff
in if T.length tcraft + T.length traw + T.length ttools
<= width - 4
then tcraft <+> traw <+> ttools
else tcraft <> "\n---" <+> traw <> "\n---" <+> ttools
ppAnd eff = ppE eff
ppOr eff = "*" <+> T.intercalate "\n* "
(nub $ filter (not . T.null)
$ map ppAnd $ unOr eff)
onCombineTs =
filter (not . T.null) $ map (ppOr . unCombine) combineEffs
rechargingTs = T.intercalate " "
$ [damageText | IK.idamage itemKind /= 0]
++ filter (not . T.null)
(map ppE noSmashCombineEffs)
fragile = IA.checkFlag Ability.Fragile arItem
periodicText =
if periodic && not skipRecharging && not (T.null rechargingTs)
then case (mtimeout, fragile) of
(Nothing, True) ->
"(each turn until gone:" <+> rechargingTs <> ")"
(Nothing, False) ->
"(each turn:" <+> rechargingTs <> ")"
-- timeout 0, so it just fires each turn and it's not
-- fragile, so a copy is not destroyed each turn
(Just (IK.Timeout t), True) ->
"(every" <+> reduce_a t <+> "until gone:"
<+> rechargingTs <> ")"
(Just (IK.Timeout t), False) ->
"(every" <+> reduce_a t <> ":" <+> rechargingTs <> ")"
_ -> error $ "" `showFailure` mtimeout
else ""
ppERestEs = if periodic
then [periodicText]
else map ppE noSmashCombineEffs
aes = if active
then map ppA aspects ++ ppERestEs
else ppERestEs ++ map ppA aspects
onSmash = if T.null onSmashTs then ""
else "(on smash:" <+> onSmashTs <> ")"
onCombine = if null combineEffs && not (T.null onCombineRawTs)
then "(on combine:" <+> onCombineRawTs <> ")"
else ""
-- Either exact value or dice of @SkHurtMelee@ needed,
-- never the average, so @arItem@ not consulted directly.
-- If item not known fully and @SkHurtMelee@ under @Odds@,
-- it's ignored.
damageText = case find hurtMeleeAspect aspects of
Just (IK.AddSkill Ability.SkHurtMelee hurtMelee) ->
(if IK.idamage itemKind == 0
then "0d0"
else tshow (IK.idamage itemKind))
<> affixDice hurtMelee <> "%"
_ -> if IK.idamage itemKind == 0
then ""
else tshow (IK.idamage itemKind)
timeoutText = case mtimeout of
Nothing -> ""
Just (IK.Timeout t) -> "(cooldown" <+> reduce_a t <> ")"
-- timeout is called "cooldown" in UI
_ -> error $ "" `showFailure` mtimeout
in ( onCombineTs
, [damageText]
++ [timeoutText | detLev > DetailLow && not periodic]
++ aes
++ if detLev >= DetailHigh
then [onCombine, onSmash]
else [onCombineRawTs] )
hurtMult = armorHurtCalculation True (IA.aSkills arItem)
Ability.zeroSkills
dmg = Dice.meanDice $ IK.idamage itemKind
rawDeltaHP = ceiling $ intToDouble hurtMult * xD dmg / 100
IK.ThrowMod{IK.throwVelocity} = IA.aToThrow arItem
speed = speedFromWeight (IK.iweight itemKind) throwVelocity
pdeltaHP = modifyDamageBySpeed rawDeltaHP speed
rangedDamageDesc = [ "{avg" <+> show64With2 pdeltaHP <+> "ranged}"
| pdeltaHP > 0 ]
-- Note that avg melee damage would be too complex to display here,
-- because in case of @MOwned@ the owner is different than leader,
-- so the value would be different than when viewing the item.
splitTry ass =
let splits = map (`splitA` ass) [minBound..maxBound]
splitsToTry = drop (fromEnum detailLevel) splits
splitsValid | T.null elab = filter (/= ([], [])) splitsToTry
| otherwise = splitsToTry
in case splitsValid of
(onCombineTsSplit, tsSplit) : _ -> (onCombineTsSplit, tsSplit)
[] -> ([], [])
(onCombineTsAss, aspectDescs) =
let aMain IK.AddSkill{} = True
aMain _ = False
(aspectsMain, aspectsAux) = partition aMain aspectsFull
(onCombineTsSplit, tsSplit) = splitTry aspectsMain
in ( onCombineTsSplit
, filter (/= "")
$ elab
: tsSplit
++ if detailLevel >= DetailHigh
then map kindAspectToSuffix aspectsAux
else [] )
in (onCombineTsAss, aspectDescs, rangedDamageDesc)
-- | The part of speech describing the item.
partItem :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant
-> (MU.Part, MU.Part)
partItem width side factionD =
partItemN width side factionD False DetailLow 4
partItemShort :: Int -> FactionId -> FactionDict -> Time -> ItemFull
-> ItemQuant
-> (MU.Part, MU.Part)
partItemShort width side factionD =
partItemN width side factionD False DetailLow 4
partItemShortest :: Int -> FactionId -> FactionDict -> Time -> ItemFull
-> ItemQuant
-> (MU.Part, MU.Part)
partItemShortest width side factionD =
partItemN width side factionD False DetailLow 1
partItemHigh :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant
-> ([Text], MU.Part, MU.Part)
partItemHigh width side factionD =
partItemN3 width side factionD False DetailHigh 100
-- The @count@ can be different than @itemK@ in @ItemFull@, e.g., when picking
-- a subset of items to drop.
partItemWsRanged :: Int -> FactionId -> FactionDict -> Bool -> DetailLevel
-> Int -> Int -> Time -> ItemFull -> ItemQuant
-> MU.Part
partItemWsRanged width side factionD ranged detail
maxWordsToShow count localTime itemFull kit =
let (name, powers) = partItemN width side factionD ranged detail
maxWordsToShow localTime itemFull kit
arItem = aspectRecordFull itemFull
periodic = IA.checkFlag Ability.Periodic arItem
condition = IA.checkFlag Ability.Condition arItem
maxCount = Dice.supDice $ IK.icount $ itemKind itemFull
in if | condition && count == 1 -> MU.Phrase [name, powers]
| condition && not periodic && maxCount > 1 ->
let percent = 100 * count `divUp` maxCount
amount = tshow count <> "-strong"
<+> "(" <> tshow percent <> "%)"
in MU.Phrase [MU.Text amount, name, powers]
| condition ->
MU.Phrase [MU.Text $ tshow count <> "-fold", name, powers]
| IA.checkFlag Ability.Unique arItem -> case count of
0 -> MU.Phrase ["none of", name, powers]
1 -> MU.Phrase [name, powers]
_ -> MU.Phrase [MU.Car count, "of", MU.Ws name, powers]
| otherwise -> MU.Phrase [MU.CarAWs count name, powers]
partItemWsDetail :: DetailLevel
-> Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemWsDetail DetailLow = partItemWsShortest
partItemWsDetail DetailMedium = partItemWs
partItemWsDetail DetailHigh = partItemWsLong
partItemWsDetail DetailAll = partItemWsLong
partItemWs :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemWs width side factionD =
partItemWsRanged width side factionD False DetailLow 4
partItemWsShortest :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemWsShortest width side factionD =
partItemWsRanged width side factionD False DetailLow 1
partItemWsShort :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemWsShort width side factionD =
partItemWsRanged width side factionD False DetailLow 4
partItemWsLong :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemWsLong width side factionD =
partItemWsRanged width side factionD False DetailMedium 100
partItemShortAW :: Int -> FactionId -> FactionDict -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemShortAW width side factionD localTime itemFull kit =
let (name, _) = partItemShort width side factionD localTime itemFull kit
arItem = aspectRecordFull itemFull
in if IA.checkFlag Ability.Unique arItem then name else MU.AW name
partItemMediumAW :: Int -> FactionId -> FactionDict -> Time -> ItemFull
-> ItemQuant
-> MU.Part
partItemMediumAW width side factionD localTime itemFull kit =
let (name, powers) =
partItemN width side factionD False DetailLow 100 localTime
itemFull kit
arItem = aspectRecordFull itemFull
phrase = MU.Phrase [name, powers]
in if IA.checkFlag Ability.Unique arItem then phrase else MU.AW phrase
partItemShortWownW :: Int -> FactionId -> FactionDict -> MU.Part -> Time
-> ItemFull -> ItemQuant
-> MU.Part
partItemShortWownW width side factionD partA localTime itemFull kit =
let (name, _) = partItemShort width side factionD localTime itemFull kit
in MU.WownW partA name
viewItem :: ItemFull -> Color.AttrCharW32
{-# INLINE viewItem #-}
viewItem itemFull =
Color.attrChar2ToW32 (flavourToColor $ jflavour $ itemBase itemFull)
(displayContentSymbol $ IK.isymbol $ itemKind itemFull)
viewItemBenefitColored :: DiscoveryBenefit -> ItemId -> ItemFull
-> Color.AttrCharW32
viewItemBenefitColored discoBenefit iid itemFull =
-- The map @discoBenefit@ is normally used by AI to tell it in what role
-- an item can be employed. In particular, ` benInEqp` says if an item
-- buffs stats enough (and nerfs not too much) to be worth equipping.
-- Here it's (ab)used to tell if an item (only a status effect item
-- in this case, marked with `Ability.Condition`) is beneficial or not
-- and to signal that in the organs UI menu.
let color = if benInEqp (discoBenefit EM.! iid)
then Color.BrGreen
else Color.BrRed
in Color.attrChar2ToW32
color (displayContentSymbol $ IK.isymbol $ itemKind itemFull)
itemDesc :: Int -> Bool -> FactionId -> FactionDict -> Int -> ItemDialogMode
-> Time -> LevelId -> ItemFull -> ItemQuant
-> AttrString
itemDesc width markParagraphs side factionD aHurtMeleeOfOwner dmode localTime
jlid itemFull@ItemFull{itemBase, itemKind, itemDisco, itemSuspect}
kit =
let (orTs, name, powers) =
partItemHigh width side factionD localTime itemFull kit
arItem = aspectRecordFull itemFull
npowers = makePhrase [name, powers]
IK.ThrowMod{IK.throwVelocity, IK.throwLinger} = IA.aToThrow arItem
speed = speedFromWeight (IK.iweight itemKind) throwVelocity
range = rangeFromSpeedAndLinger speed throwLinger
plausiblyThrown =
dmode `elem` [ MStore CGround, MStore CEqp, MStore CStash
, MOwned, MLore SItem ]
plausiblyFlies = dmode == MLore SBlast
tspeed | not (plausiblyThrown || plausiblyFlies) = ""
| speed < speedLimp =
if plausiblyThrown
then "When thrown, it drops at once."
else "When airborne, it drops at once."
| speed < speedWalk =
if plausiblyThrown
then "When thrown, it drops after one meter."
else "When airborne, it drops after one meter."
| otherwise =
(if plausiblyThrown
then "Can be thrown at"
else "Travels at")
<+> T.pack (displaySpeed $ fromSpeed speed)
<> (if throwLinger /= 100
then let trange = if range == 0
then "immediately"
else "after" <+> tshow range <> "m"
in " dropping" <+> trange
-- comma here is logical but looks bad
else "")
<> "."
tsuspect = ["You are unsure what it does." | itemSuspect]
(desc, aspectSentences, damageAnalysis) =
let aspects = case itemDisco of
ItemDiscoMean IA.KindMean{..} | kmConst ->
IA.aspectRecordToList kmMean -- exact and collated
ItemDiscoMean{} -> IK.iaspects itemKind
-- doesn't completely lose the @Odds@ case, so better than
-- the above, even if does not collate multiple skill bonuses
ItemDiscoFull iAspect -> IA.aspectRecordToList iAspect
sentences = tsuspect ++ mapMaybe aspectToSentence aspects
aHurtMeleeOfItem = IA.getSkill Ability.SkHurtMelee arItem
meanDmg = ceiling $ Dice.meanDice (IK.idamage itemKind)
dmgAn = if meanDmg <= 0 then "" else
let multRaw = aHurtMeleeOfOwner
+ if dmode `elem` [MStore CEqp, MStore COrgan]
then 0
else aHurtMeleeOfItem
mult = 100 + min 100 (max (-95) multRaw)
percentDeltaHP = xM meanDmg `divUp` 100
rawDeltaHP = into @Int64 mult * percentDeltaHP
pmult = 100 + min 100 (max (-95) aHurtMeleeOfItem)
prawDeltaHP = into @Int64 pmult * percentDeltaHP
pdeltaHP = modifyDamageBySpeed prawDeltaHP speed
minDeltaHP = 5 * percentDeltaHP
mDeltaHP = modifyDamageBySpeed minDeltaHP speed
in
"Against defenceless foes you'd inflict around"
-- rounding and non-id items
<+> tshow meanDmg
<> "*" <> tshow mult <> "%"
<> "=" <> show64With2 rawDeltaHP
<+> "melee damage (min" <+> show64With2 minDeltaHP <> ")"
<+> (if pdeltaHP <= 0 then "" else
"and"
<+> tshow meanDmg
<> "*" <> tshow pmult <> "%"
<> "*" <> "speed^2"
<> "/" <> tshow (fromSpeed speedThrust
`divUp` 10) <> "^2"
<> "=" <> show64With2 pdeltaHP
<+> "ranged damage (min" <+> show64With2 mDeltaHP <> ")")
<+> "with it"
<> if Dice.infDice (IK.idamage itemKind)
== Dice.supDice (IK.idamage itemKind)
then "."
else "on average."
in (IK.idesc itemKind, T.intercalate " " sentences, tspeed <+> dmgAn)
weight = IK.iweight itemKind
(scaledWeight, unitWeight)
| weight > 1000 =
(tshow $ intToDouble weight / 1000, "kg")
| otherwise = (tshow weight, "g")
onLevel = "on level" <+> tshow (abs $ fromEnum jlid) <> "."
discoFirst = (if IA.checkFlag Ability.Unique arItem
then "Discovered"
else "First seen")
<+> onLevel
whose fid = gname (factionD EM.! fid)
sourceDesc =
case jfid itemBase of
Just fid | IA.checkFlag Ability.Condition arItem ->
"Caused by" <+> (if fid == side then "us" else whose fid)
<> ". First observed" <+> onLevel
Just fid ->
"Coming from" <+> whose fid
<> "." <+> discoFirst
_ -> discoFirst
-- Organs are almost always either empty or more than singular,
-- so the "organs" below is fine. Also, some organs come in pairs
-- or more, so we don't know the number without much more work,
-- so @squashedWWandW@ would be out of place. Also, mentioning
-- two hands and two legs is not that enlightening and the number
-- is not shown in organ lore, so this should wait until we add
-- proper hyperlinks both ways instead of relying of names.
ikitToPart = MU.Text . T.intercalate ", " . map (displayGroupName . fst)
(ikitOrganNames, ikitOtherNames) =
partition ((== COrgan) . snd) $ IK.ikit itemKind
ikitDesc | null ikitOrganNames = ""
| otherwise =
makeSentence
[ "the actor has organs of this kind:"
, ikitToPart ikitOrganNames ]
<> if null ikitOtherNames
then ""
else "\n\n"
<> makeSentence
[ "the actor starts in possession of the following:"
, ikitToPart ikitOtherNames ]
colorSymbol = viewItem itemFull
blurb =
(((" "
<> npowers
<> (if markParagraphs then "\n\n" else " ")
<> T.intercalate "\n\n" orTs
<> (if markParagraphs && not (null orTs) then "\n\n" else "")
<> desc
<> (if markParagraphs && not (T.null desc) then "\n\n" else ""))
<+> (if weight > 0
then makeSentence
["Weighs around", MU.Text scaledWeight <> unitWeight]
else ""))
<+> aspectSentences
<+> sourceDesc
<+> damageAnalysis)
<> (if markParagraphs && not (T.null ikitDesc) then "\n\n" else "\n")
<> ikitDesc
in colorSymbol : textToAS blurb
|