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-- | Handle atomic commands on the server, after they are executed
-- to change server 'State' and before they are sent to clients.
module Game.LambdaHack.Server.HandleAtomicM
( cmdAtomicSemSer
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, validateFloor, validateFloorBag, levelOfStash
, invalidateArenas, updateSclear, updateSlit
, invalidateLucidLid, invalidateLucidAid
, actorHasShine, itemAffectsShineRadius, itemAffectsPerRadius
, addPerActor, addPerActorAny, deletePerActor, deletePerActorAny
, invalidatePerActor, reconsiderPerActor, invalidatePerLid
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Game.LambdaHack.Atomic
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
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.MonadStateRead
import Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.PointArray as PointArray
import Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Types
import Game.LambdaHack.Content.TileKind (TileKind)
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Server.Fov
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.State
-- | Effect of atomic actions on server state is calculated
-- with the global state from after the command is executed
-- (except where the supplied @oldState@ is used).
cmdAtomicSemSer :: MonadServer m => State -> UpdAtomic -> m ()
cmdAtomicSemSer oldState cmd = case cmd of
UpdRegisterItems{} -> return ()
UpdCreateActor aid b _ -> do
actorMaxSkills <- getsState sactorMaxSkills
when (actorHasShine actorMaxSkills aid) $ invalidateLucidLid $ blid b
addPerActor aid b
UpdDestroyActor aid b _ -> do
let actorMaxSkillsOld = sactorMaxSkills oldState
when (actorHasShine actorMaxSkillsOld aid) $ invalidateLucidLid $ blid b
deletePerActor actorMaxSkillsOld aid b
modifyServer $ \ser ->
ser { sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(sactorTime ser)
, strajTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(strajTime ser)
, strajPushedBy = EM.delete aid (strajPushedBy ser)
, sactorAn = EM.delete aid (sactorAn ser)
, sactorStasis = ES.delete aid (sactorStasis ser) }
UpdCreateItem _ iid _ _ (CFloor lid _) -> validateFloor iid lid
UpdCreateItem _ iid _ _ (CActor aid CStash) -> do
lid <- levelOfStash aid
validateFloor iid lid
UpdCreateItem _ iid _ _ (CActor aid CGround) -> do
lid <- getsState $ blid . getActorBody aid
validateFloor iid lid
UpdCreateItem _ iid _ _ (CActor aid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid) $
invalidateLucidAid aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdCreateItem{} -> return ()
UpdDestroyItem _ iid _ _ (CFloor lid _) -> validateFloor iid lid
UpdDestroyItem _ iid _ _ (CActor aid CStash) -> do
lid <- levelOfStash aid
validateFloor iid lid
UpdDestroyItem _ iid _ _ (CActor aid CGround) -> do
lid <- getsState $ blid . getActorBody aid
validateFloor iid lid
UpdDestroyItem _ iid _ _ (CActor aid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid) $
invalidateLucidAid aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdDestroyItem{} -> return ()
UpdSpotActor aid b -> do
-- On server, it does't affect aspects, but does affect lucid (Ascend).
actorMaxSkills <- getsState sactorMaxSkills
when (actorHasShine actorMaxSkills aid) $ invalidateLucidLid $ blid b
addPerActor aid b
UpdLoseActor aid b -> do
-- On server, it does't affect aspects, but does affect lucid (Ascend).
let actorMaxSkillsOld = sactorMaxSkills oldState
when (actorHasShine actorMaxSkillsOld aid) $ invalidateLucidLid $ blid b
deletePerActor actorMaxSkillsOld aid b
modifyServer $ \ser ->
ser { sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(sactorTime ser)
, strajTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(strajTime ser)
, strajPushedBy = EM.delete aid (strajPushedBy ser)
, sactorAn = EM.delete aid (sactorAn ser)
, sactorStasis = ES.delete aid (sactorStasis ser) }
UpdSpotItem _ iid _ (CFloor lid _) -> validateFloor iid lid
UpdSpotItem _ iid _ (CActor aid CStash) -> do
lid <- levelOfStash aid
validateFloor iid lid
UpdSpotItem _ iid _ (CActor aid CGround) -> do
lid <- getsState $ blid . getActorBody aid
validateFloor iid lid
UpdSpotItem _ iid _ (CActor aid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid) $
invalidateLucidAid aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdSpotItem{} -> return ()
UpdLoseItem _ iid _ (CFloor lid _) -> validateFloor iid lid
UpdLoseItem _ iid _ (CActor aid CStash) -> do
lid <- levelOfStash aid
validateFloor iid lid
UpdLoseItem _ iid _ (CActor aid CGround) -> do
lid <- getsState $ blid . getActorBody aid
validateFloor iid lid
UpdLoseItem _ iid _ (CActor aid _) -> do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid) $
invalidateLucidAid aid
when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
UpdLoseItem{} -> return ()
UpdSpotItemBag _ (CFloor lid _) bag -> validateFloorBag bag lid
UpdSpotItemBag _ (CActor aid CStash) bag -> do
lid <- levelOfStash aid
validateFloorBag bag lid
UpdSpotItemBag _ (CActor aid CGround) bag -> do
lid <- getsState $ blid . getActorBody aid
validateFloorBag bag lid
UpdSpotItemBag _ (CActor aid _) bag -> do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (itemAffectsShineRadius discoAspect) iids) $
invalidateLucidAid aid
when (any (itemAffectsPerRadius discoAspect) iids) $
reconsiderPerActor aid
UpdSpotItemBag{} -> return ()
UpdLoseItemBag _ (CFloor lid _) bag -> validateFloorBag bag lid
UpdLoseItemBag _ (CActor aid CStash) bag -> do
lid <- levelOfStash aid
validateFloorBag bag lid
UpdLoseItemBag _ (CActor aid CGround) bag -> do
lid <- levelOfStash aid
validateFloorBag bag lid
UpdLoseItemBag _ (CActor aid _) bag -> do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (itemAffectsShineRadius discoAspect) iids) $
invalidateLucidAid aid
when (any (itemAffectsPerRadius discoAspect) iids) $
reconsiderPerActor aid
UpdLoseItemBag{} -> return ()
UpdMoveActor aid _ _ -> do
actorMaxSkills <- getsState sactorMaxSkills
when (actorHasShine actorMaxSkills aid) $ invalidateLucidAid aid
invalidatePerActor aid
UpdWaitActor{} -> return ()
UpdDisplaceActor aid1 aid2 -> do
actorMaxSkills <- getsState sactorMaxSkills
when (actorHasShine actorMaxSkills aid1
|| actorHasShine actorMaxSkills aid2) $
invalidateLucidAid aid1 -- the same lid as aid2
invalidatePerActor aid1
invalidatePerActor aid2
UpdMoveItem iid _k aid s1 s2 -> do
let dummyVerbose = False
dummyKit = quantSingle
cmdAtomicSemSer oldState $
UpdLoseItem dummyVerbose iid dummyKit (CActor aid s1)
cmdAtomicSemSer oldState $
UpdSpotItem dummyVerbose iid dummyKit (CActor aid s2)
UpdRefillHP{} -> return ()
UpdRefillCalm aid _ -> do
actorMaxSk <- getsState $ getActorMaxSkills aid
body <- getsState $ getActorBody aid
let sight = Ability.getSk Ability.SkSight actorMaxSk
oldBody = getActorBody aid oldState
radiusOld = boundSightByCalm sight (bcalm oldBody)
radiusNew = boundSightByCalm sight (bcalm body)
when (radiusOld /= radiusNew) $ invalidatePerActor aid
UpdTrajectory{} -> return ()
UpdQuitFaction{} -> return ()
UpdSpotStashFaction _ fid lid _ -> invalidatePerFidLid fid lid
UpdLoseStashFaction _ fid lid _ -> invalidatePerFidLid fid lid
UpdLeadFaction{} -> invalidateArenas
UpdDiplFaction{} -> return ()
UpdDoctrineFaction{} -> return ()
UpdAutoFaction{} -> return ()
UpdRecordKill{} -> invalidateArenas
UpdAlterTile lid pos fromTile toTile -> do
clearChanged <- updateSclear lid pos fromTile toTile
litChanged <- updateSlit lid pos fromTile toTile
when (clearChanged || litChanged) $ invalidateLucidLid lid
when clearChanged $ invalidatePerLid lid
UpdAlterExplorable{} -> return ()
UpdAlterGold{} -> return ()
UpdSearchTile{} -> return ()
UpdHideTile{} -> return ()
UpdSpotTile{} -> return ()
UpdLoseTile{} -> return ()
UpdSpotEntry{} -> return ()
UpdLoseEntry{} -> return ()
UpdAlterSmell{} -> return ()
UpdSpotSmell{} -> return ()
UpdLoseSmell{} -> return ()
UpdTimeItem{} -> return ()
UpdAgeGame{} -> return ()
UpdUnAgeGame{} -> return ()
UpdDiscover{} -> return ()
UpdCover{} -> return ()
UpdDiscoverKind{} -> return ()
UpdCoverKind{} -> return ()
UpdDiscoverAspect{} -> return ()
UpdCoverAspect{} -> return ()
UpdDiscoverServer{} -> return ()
UpdCoverServer{} -> return ()
UpdPerception{} -> return ()
UpdRestart{} -> return ()
UpdRestartServer{} -> return ()
UpdResume{} -> return ()
UpdResumeServer{} -> return ()
UpdKillExit{} -> return ()
UpdWriteSave{} -> return ()
UpdHearFid{} -> return ()
UpdMuteMessages{} -> return ()
validateFloor :: MonadServer m => ItemId -> LevelId -> m ()
validateFloor iid lid = do
discoAspect <- getsState sdiscoAspect
when (itemAffectsShineRadius discoAspect iid) $ invalidateLucidLid lid
validateFloorBag :: MonadServer m => ItemBag -> LevelId -> m ()
validateFloorBag bag lid = do
discoAspect <- getsState sdiscoAspect
let iids = EM.keys bag
when (any (itemAffectsShineRadius discoAspect) iids) $
invalidateLucidLid lid
levelOfStash :: MonadStateRead m => ActorId -> m LevelId
levelOfStash aid = do
b <- getsState $ getActorBody aid
mstash <- getsState $ \s -> gstash $ sfactionD s EM.! bfid b
case mstash of
Just (lid, _) -> return lid
Nothing -> error $ "" `showFailure` (aid, b)
invalidateArenas :: MonadServer m => m ()
invalidateArenas = modifyServer $ \ser -> ser {svalidArenas = False}
updateSclear :: MonadServer m
=> LevelId -> Point -> ContentId TileKind -> ContentId TileKind
-> m Bool
updateSclear lid pos fromTile toTile = do
COps{coTileSpeedup} <- getsState scops
let fromClear = Tile.isClear coTileSpeedup fromTile
toClear = Tile.isClear coTileSpeedup toTile
if fromClear == toClear then return False else do
let f FovClear{fovClear} =
FovClear $ fovClear PointArray.// [(pos, toClear)]
modifyServer $ \ser ->
ser {sfovClearLid = EM.adjust f lid $ sfovClearLid ser}
return True
updateSlit :: MonadServer m
=> LevelId -> Point -> ContentId TileKind -> ContentId TileKind
-> m Bool
updateSlit lid pos fromTile toTile = do
COps{coTileSpeedup} <- getsState scops
let fromLit = Tile.isLit coTileSpeedup fromTile
toLit = Tile.isLit coTileSpeedup toTile
if fromLit == toLit then return False else do
let f (FovLit set) =
FovLit $ if toLit then ES.insert pos set else ES.delete pos set
modifyServer $ \ser -> ser {sfovLitLid = EM.adjust f lid $ sfovLitLid ser}
return True
invalidateLucidLid :: MonadServer m => LevelId -> m ()
invalidateLucidLid lid =
modifyServer $ \ser ->
ser { sfovLucidLid = EM.insert lid FovInvalid $ sfovLucidLid ser
, sperValidFid = EM.map (EM.insert lid False) $ sperValidFid ser }
invalidateLucidAid :: MonadServer m => ActorId -> m ()
invalidateLucidAid aid = do
lid <- getsState $ blid . getActorBody aid
invalidateLucidLid lid
actorHasShine :: ActorMaxSkills -> ActorId -> Bool
actorHasShine actorMaxSkills aid = case EM.lookup aid actorMaxSkills of
Just actorMaxSk -> Ability.getSk Ability.SkShine actorMaxSk > 0
Nothing -> error $ "" `showFailure` aid
itemAffectsShineRadius :: DiscoveryAspect -> ItemId -> Bool
itemAffectsShineRadius discoAspect iid = case EM.lookup iid discoAspect of
Just arItem -> IA.getSkill Ability.SkShine arItem /= 0
Nothing -> error $ "" `showFailure` iid
itemAffectsPerRadius :: DiscoveryAspect -> ItemId -> Bool
itemAffectsPerRadius discoAspect iid =
case EM.lookup iid discoAspect of
Just arItem -> IA.getSkill Ability.SkSight arItem /= 0
|| IA.getSkill Ability.SkSmell arItem /= 0
|| IA.getSkill Ability.SkNocto arItem /= 0
Nothing -> error $ "" `showFailure` iid
addPerActor :: MonadServer m => ActorId -> Actor -> m ()
addPerActor aid b = do
actorMaxSk <- getsState $ getActorMaxSkills aid
unless (Ability.getSk Ability.SkSight actorMaxSk <= 0
&& Ability.getSk Ability.SkNocto actorMaxSk <= 0
&& Ability.getSk Ability.SkSmell actorMaxSk <= 0) $
addPerActorAny aid b
addPerActorAny :: MonadServer m => ActorId -> Actor -> m ()
addPerActorAny aid b = do
let fid = bfid b
lid = blid b
f PerceptionCache{perActor} = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.insert aid FovInvalid perActor }
modifyServer $ \ser ->
ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
, sperValidFid = EM.adjust (EM.insert lid False) fid
$ sperValidFid ser }
deletePerActor :: MonadServer m => ActorMaxSkills -> ActorId -> Actor -> m ()
deletePerActor actorMaxSkillsOld aid b = do
let actorMaxSk = actorMaxSkillsOld EM.! aid
unless (Ability.getSk Ability.SkSight actorMaxSk <= 0
&& Ability.getSk Ability.SkNocto actorMaxSk <= 0
&& Ability.getSk Ability.SkSmell actorMaxSk <= 0) $
deletePerActorAny aid b
deletePerActorAny :: MonadServer m => ActorId -> Actor -> m ()
deletePerActorAny aid b = do
let fid = bfid b
lid = blid b
f PerceptionCache{perActor} = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.delete aid perActor }
modifyServer $ \ser ->
ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
, sperValidFid = EM.adjust (EM.insert lid False) fid
$ sperValidFid ser }
invalidatePerActor :: MonadServer m => ActorId -> m ()
invalidatePerActor aid = do
actorMaxSk <- getsState $ getActorMaxSkills aid
unless (Ability.getSk Ability.SkSight actorMaxSk <= 0
&& Ability.getSk Ability.SkNocto actorMaxSk <= 0
&& Ability.getSk Ability.SkSmell actorMaxSk <= 0) $ do
b <- getsState $ getActorBody aid
addPerActorAny aid b
reconsiderPerActor :: MonadServer m => ActorId -> m ()
reconsiderPerActor aid = do
b <- getsState $ getActorBody aid
actorMaxSk <- getsState $ getActorMaxSkills aid
if Ability.getSk Ability.SkSight actorMaxSk <= 0
&& Ability.getSk Ability.SkNocto actorMaxSk <= 0
&& Ability.getSk Ability.SkSmell actorMaxSk <= 0
then do
perCacheFid <- getsServer sperCacheFid
when (EM.member aid $ perActor ((perCacheFid EM.! bfid b) EM.! blid b)) $
deletePerActorAny aid b
else addPerActorAny aid b
invalidatePerLid :: MonadServer m => LevelId -> m ()
invalidatePerLid lid = do
let f pc@PerceptionCache{perActor}
| EM.null perActor = pc
| otherwise = PerceptionCache
{ ptotal = FovInvalid
, perActor = EM.map (const FovInvalid) perActor }
modifyServer $ \ser ->
let perCacheFidNew = EM.map (EM.adjust f lid) $ sperCacheFid ser
g fid valid |
ptotal ((perCacheFidNew EM.! fid) EM.! lid) == FovInvalid =
EM.insert lid False valid
g _ valid = valid
in ser { sperCacheFid = perCacheFidNew
, sperValidFid = EM.mapWithKey g $ sperValidFid ser }
invalidatePerFidLid :: MonadServer m => FactionId -> LevelId -> m ()
invalidatePerFidLid fid lid = do
let adj = EM.insert lid False
modifyServer $ \ser ->
ser {sperValidFid = EM.adjust adj fid $ sperValidFid ser}
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