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{-# LANGUAGE RankNTypes #-}
-- | Running and disturbance.
--
-- The general rule is: whatever is behind you (and so ignored previously),
-- determines what you ignore moving forward. This is calcaulated
-- separately for the tiles to the left, to the right and in the middle
-- along the running direction. So, if you want to ignore something
-- start running when you stand on it (or to the right or left, respectively)
-- or by entering it (or passing to the right or left, respectively).
--
-- Some things are never ignored, such as: enemies seen, imporant messages
-- heard, solid tiles and actors in the way.
module Game.LambdaHack.Client.UI.RunM
( continueRun
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, continueRunDir, walkableDir, tryTurning, checkAndRun
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import GHC.Exts (inline)
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.Request
import Game.LambdaHack.Client.State
import Game.LambdaHack.Client.UI.MonadClientUI
import Game.LambdaHack.Client.UI.Msg
import Game.LambdaHack.Client.UI.SessionUI
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Types
import Game.LambdaHack.Common.Vector
import Game.LambdaHack.Content.TileKind (TileKind)
import Game.LambdaHack.Definition.Defs
-- | Continue running in the given direction.
continueRun :: MonadClientUI m
=> LevelId -> RunParams
-> m (Either Text RequestTimed)
continueRun arena paramOld = case paramOld of
RunParams{ runMembers = []
, runStopMsg = Just stopMsg } -> return $ Left stopMsg
RunParams{ runMembers = []
, runStopMsg = Nothing } ->
return $ Left "selected actors no longer there"
RunParams{ runLeader
, runMembers = r : rs
, runInitial
, runStopMsg } -> do
-- If runInitial and r == runLeader, it means the leader moves
-- again, after all other members, in step 0,
-- so we call continueRunDir with True to change direction once
-- and then unset runInitial.
let runInitialNew = runInitial && r /= runLeader
paramIni = paramOld {runInitial = runInitialNew}
onLevel <- getsState $ memActor r arena
onLevelLeader <- getsState $ memActor runLeader arena
if | not onLevel -> do
let paramNew = paramIni {runMembers = rs }
continueRun arena paramNew
| not onLevelLeader -> do
let paramNew = paramIni {runLeader = r}
continueRun arena paramNew
| otherwise -> do
mdirOrRunStopMsgCurrent <- continueRunDir paramOld
let runStopMsgCurrent =
either Just (const Nothing) mdirOrRunStopMsgCurrent
runStopMsgNew = runStopMsg `mplus` runStopMsgCurrent
-- We check @runStopMsgNew@, because even if the current actor
-- runs OK, we want to stop soon if some others had to stop.
runMembersNew = if isJust runStopMsgNew then rs else rs ++ [r]
paramNew = paramIni { runMembers = runMembersNew
, runStopMsg = runStopMsgNew }
case mdirOrRunStopMsgCurrent of
Left _ -> continueRun arena paramNew
-- run all others undisturbed; one time
Right dir -> do
updateClientLeader r
modifySession $ \sess -> sess {srunning = Just paramNew}
return $ Right $ ReqMove dir
-- The potential invisible actor is hit. War is started without asking.
-- | This function implements the actual logic of running. It checks if we
-- have to stop running because something interesting cropped up,
-- it ajusts the direction given by the vector if we reached
-- a corridor's corner (we never change direction except in corridors)
-- and it increments the counter of traversed tiles.
--
-- Note that while goto-xhair commands ignore items on the way,
-- here we stop wnenever we touch an item. Running is more cautious
-- to compensate that the player cannot specify the end-point of running.
-- It's also more suited to open, already explored terrain. Goto-xhair
-- works better with unknown terrain, e.g., it stops whenever an item
-- is spotted, but then ignores the item, leaving it to the player
-- to mark the item position as a goal of the next goto.
continueRunDir :: MonadClientUI m
=> RunParams -> m (Either Text Vector)
continueRunDir params = case params of
RunParams{ runMembers = [] } -> error $ "" `showFailure` params
RunParams{ runLeader
, runMembers = aid : _
, runInitial } -> do
report <- getsSession $ newReport . shistory
let msgInterrupts = anyInReport interruptsRunning report
if msgInterrupts then return $ Left "message shown"
else do
cops@COps{coTileSpeedup} <- getsState scops
rbody <- getsState $ getActorBody runLeader
let rposHere = bpos rbody
rposLast = fromMaybe (error $ "" `showFailure` (runLeader, rbody))
(boldpos rbody)
-- Match run-leader dir, because we want runners to keep formation.
dir = rposHere `vectorToFrom` rposLast
body <- getsState $ getActorBody aid
let lid = blid body
lvl <- getLevel lid
let posHere = bpos body
posThere = posHere `shift` dir
bigActorThere = occupiedBigLvl posThere lvl
projsThere = occupiedProjLvl posThere lvl
let openableLast =
Tile.isOpenable coTileSpeedup (lvl `at` (posHere `shift` dir))
check
| bigActorThere = return $ Left "actor in the way"
| projsThere = return $ Left "projectile in the way"
-- don't displace actors, except with leader in step 0
| walkableDir cops lvl posHere dir =
if runInitial && aid /= runLeader
then return $ Right dir -- zeroth step always OK
else checkAndRun aid dir
| not (runInitial && aid == runLeader) = return $ Left "blocked"
-- don't change direction, except in step 1 and by run-leader
| openableLast = return $ Left "blocked by a closed door"
-- the player may prefer to open the door
| otherwise =
-- Assume turning is permitted, because this is the start
-- of the run, so the situation is mostly known to the player
tryTurning aid
check
walkableDir :: COps -> Level -> Point -> Vector -> Bool
walkableDir COps{coTileSpeedup} lvl spos dir =
Tile.isWalkable coTileSpeedup $ lvl `at` (spos `shift` dir)
tryTurning :: MonadClientRead m
=> ActorId -> m (Either Text Vector)
tryTurning aid = do
cops@COps{coTileSpeedup} <- getsState scops
body <- getsState $ getActorBody aid
let lid = blid body
lvl <- getLevel lid
let posHere = bpos body
posLast = fromMaybe (error $ "" `showFailure` (aid, body)) (boldpos body)
dirLast = posHere `vectorToFrom` posLast
let openableDir dir =
Tile.isOpenable coTileSpeedup (lvl `at` (posHere `shift` dir))
dirWalkable dir = walkableDir cops lvl posHere dir || openableDir dir
dirNearby dir1 dir2 = euclidDistSqVector dir1 dir2 == 1
-- Distance 2 could be useful, but surprising even to apt players.
dirSimilar dir = dirNearby dirLast dir && dirWalkable dir
dirsSimilar = filter dirSimilar moves
case dirsSimilar of
[] -> return $ Left "dead end"
d1 : ds | all (dirNearby d1) ds -> -- only one or two directions possible
case sortOn (euclidDistSqVector dirLast)
$ filter (walkableDir cops lvl posHere) $ d1 : ds of
[] ->
return $ Left "blocked and all similar directions are non-walkable"
d : _ -> checkAndRun aid d
_ -> return $ Left "blocked and many distant similar directions found"
-- The direction is different than the original, if called from @tryTurning@
-- and the same if from @continueRunDir@.
checkAndRun :: MonadClientRead m
=> ActorId -> Vector -> m (Either Text Vector)
checkAndRun aid dir = do
COps{coTileSpeedup} <- getsState scops
actorMaxSkills <- getsState sactorMaxSkills
body <- getsState $ getActorBody aid
fact <- getsState $ (EM.! bfid body) . sfactionD
smarkSuspect <- getsClient smarkSuspect
let lid = blid body
lvl <- getLevel lid
actorD <- getsState sactorD
let posHere = bpos body
posHasItems pos = EM.member pos $ lfloor lvl
posThere = posHere `shift` dir
bigActorThere = occupiedBigLvl posThere lvl
enemyThreatensThere =
let f !p = case posToBigLvl p lvl of
Nothing -> False
Just aid2 -> g aid2 $ actorD EM.! aid2
g aid2 !b2 = inline isFoe (bfid body) fact (bfid b2)
&& actorCanMeleeToHarm actorMaxSkills aid2 b2
&& bhp b2 > 0 -- uncommon
in any f $ vicinityUnsafe posThere
projsThere = occupiedProjLvl posThere lvl
let posLast = fromMaybe (error $ "" `showFailure` (aid, body)) (boldpos body)
dirLast = posHere `vectorToFrom` posLast
-- This is supposed to work on unit vectors --- diagonal, as well as,
-- vertical and horizontal.
anglePos :: Point -> Vector -> RadianAngle -> Point
anglePos pos d angle = shift pos (rotate angle d)
-- We assume the tiles have not changed since last running step.
-- If they did, we don't care --- running should be stopped
-- because of the change of nearby tiles then.
-- We don't take into account the two tiles at the rear of last
-- surroundings, because the actor may have come from there
-- (via a diagonal move) and if so, he may be interested in such tiles.
-- If he arrived directly from the right or left, he is responsible
-- for starting the run further away, if he does not want to ignore
-- such tiles as the ones he came from.
tileLast = lvl `at` posLast
tileHere = lvl `at` posHere
tileThere = lvl `at` posThere
leftPsLast = map (anglePos posHere dirLast) [pi/2, 3*pi/4]
++ map (anglePos posHere dir) [pi/2, 3*pi/4]
rightPsLast = map (anglePos posHere dirLast) [-pi/2, -3*pi/4]
++ map (anglePos posHere dir) [-pi/2, -3*pi/4]
leftForwardPosHere = anglePos posHere dir (pi/4)
rightForwardPosHere = anglePos posHere dir (-pi/4)
leftTilesLast = map (lvl `at`) leftPsLast
rightTilesLast = map (lvl `at`) rightPsLast
leftForwardTileHere = lvl `at` leftForwardPosHere
rightForwardTileHere = lvl `at` rightForwardPosHere
tilePropAt :: ContentId TileKind -> (Bool, Bool, Bool, Bool, Bool, Bool)
tilePropAt tile =
let suspect =
smarkSuspect > 0 && Tile.isSuspect coTileSpeedup tile
|| smarkSuspect > 1 && Tile.isHideAs coTileSpeedup tile
embed = Tile.isEmbed coTileSpeedup tile -- no matter if embeds left
walkable = Tile.isWalkable coTileSpeedup tile
openable = Tile.isOpenable coTileSpeedup tile
closable = Tile.isClosable coTileSpeedup tile
modifiable = Tile.isModifiable coTileSpeedup tile
in (suspect, embed, walkable, openable, closable, modifiable)
terrainChangeMiddle = tilePropAt tileThere
`notElem` map tilePropAt [tileLast, tileHere]
terrainChangeLeft = tilePropAt leftForwardTileHere
`notElem` map tilePropAt leftTilesLast
terrainChangeRight = tilePropAt rightForwardTileHere
`notElem` map tilePropAt rightTilesLast
itemChangeLeft = posHasItems leftForwardPosHere
`notElem` map posHasItems leftPsLast
itemChangeRight = posHasItems rightForwardPosHere
`notElem` map posHasItems rightPsLast
check
| bigActorThere = return $ Left "actor in the way"
| enemyThreatensThere = return $ Left "enemy threatens the position"
| projsThere = return $ Left "projectile in the way"
-- Actor in possibly another direction tnan original.
-- (e.g., called from @tryTurning@).
| terrainChangeLeft = return $ Left "terrain change on the left"
| terrainChangeRight = return $ Left "terrain change on the right"
| itemChangeLeft = return $ Left "item change on the left"
| itemChangeRight = return $ Left "item change on the right"
| terrainChangeMiddle = return $ Left "terrain change in the middle"
| otherwise = return $ Right dir
check
|