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|
{-# LANGUAGE TupleSections #-}
-- | Handle effects. They are most often caused by requests sent by clients
-- but sometimes also caused by projectiles or periodically activated items.
module Game.LambdaHack.Server.HandleEffectM
( UseResult(..), EffToUse(..), EffApplyFlags(..)
, applyItem, cutCalm, kineticEffectAndDestroy, effectAndDestroyAndAddKill
, itemEffectEmbedded, highestImpression, dominateFidSfx
, dropAllEquippedItems, pickDroppable, consumeItems, dropCStoreItem
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, applyKineticDamage, refillHP, effectAndDestroy, imperishableKit
, itemEffectDisco, effectSem
, effectBurn, effectExplode, effectRefillHP, effectRefillCalm
, effectDominate, dominateFid, effectImpress, effectPutToSleep, effectYell
, effectSummon, effectAscend, findStairExit, switchLevels1, switchLevels2
, effectEscape, effectParalyze, paralyze, effectParalyzeInWater
, effectInsertMove, effectTeleport, effectCreateItem
, effectDestroyItem, effectDropItem, effectConsumeItems
, effectRecharge, effectPolyItem, effectRerollItem, effectDupItem
, effectIdentify, identifyIid, effectDetect, effectDetectX, effectSendFlying
, sendFlyingVector, effectApplyPerfume, effectAtMostOneOf, effectOneOf
, effectAndEffect, effectAndEffectSem, effectOrEffect, effectSeqEffect
, effectWhen, effectUnless, effectIfThenElse
, effectVerbNoLonger, effectVerbMsg, effectVerbMsgFail
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Data.Bits (xor)
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import qualified Data.HashMap.Strict as HM
import Data.Int (Int64)
import Data.Key (mapWithKeyM_)
import qualified Data.Text as T
import Game.LambdaHack.Atomic
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Analytics
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.Perception
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 Game.LambdaHack.Content.FactionKind
import Game.LambdaHack.Content.ItemKind (ItemKind)
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.RuleKind
import qualified Game.LambdaHack.Core.Dice as Dice
import Game.LambdaHack.Core.Random
import Game.LambdaHack.Definition.Ability (ActivationFlag (..))
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Server.CommonM
import Game.LambdaHack.Server.ItemM
import Game.LambdaHack.Server.ItemRev
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.PeriodicM
import Game.LambdaHack.Server.ServerOptions
import Game.LambdaHack.Server.State
-- * Semantics of effects
data UseResult = UseDud | UseId | UseUp
deriving (Eq, Ord)
data EffToUse = EffBare | EffBareAndOnCombine | EffOnCombine
deriving Eq
data EffApplyFlags = EffApplyFlags
{ effToUse :: EffToUse
, effVoluntary :: Bool
, effUseAllCopies :: Bool
, effKineticPerformed :: Bool
, effActivation :: Ability.ActivationFlag
, effMayDestroy :: Bool
}
applyItem :: MonadServerAtomic m => ActorId -> ItemId -> CStore -> m ()
applyItem aid iid cstore = do
execSfxAtomic $ SfxApply aid iid
let c = CActor aid cstore
-- Treated as if the actor hit himself with the item as a weapon,
-- incurring both the kinetic damage and effect, hence the same call
-- as in @reqMelee@.
let effApplyFlags = EffApplyFlags
{ effToUse = EffBareAndOnCombine
, effVoluntary = True
, effUseAllCopies = False
, effKineticPerformed = False
, effActivation = ActivationTrigger
, effMayDestroy = True
}
void $ kineticEffectAndDestroy effApplyFlags aid aid aid iid c
applyKineticDamage :: MonadServerAtomic m
=> ActorId -> ActorId -> ItemId -> m Bool
applyKineticDamage source target iid = do
itemKind <- getsState $ getIidKindServer iid
if IK.idamage itemKind == 0 then return False else do -- speedup
sb <- getsState $ getActorBody source
hurtMult <- getsState $ armorHurtBonus source target
totalDepth <- getsState stotalDepth
Level{ldepth} <- getLevel (blid sb)
dmg <- rndToAction $ castDice ldepth totalDepth $ IK.idamage itemKind
let rawDeltaHP = into @Int64 hurtMult * xM dmg `divUp` 100
speedDeltaHP = case btrajectory sb of
Just (_, speed) | bproj sb -> - modifyDamageBySpeed rawDeltaHP speed
_ -> - rawDeltaHP
if speedDeltaHP < 0 then do -- damage the target, never heal
refillHP source target speedDeltaHP
return True
else return False
refillHP :: MonadServerAtomic m => ActorId -> ActorId -> Int64 -> m ()
refillHP source target speedDeltaHP = assert (speedDeltaHP /= 0) $ do
tbOld <- getsState $ getActorBody target
actorMaxSk <- getsState $ getActorMaxSkills target
-- We don't ignore even tiny HP drains, because they can be very weak
-- enemy projectiles and so will recur and in total can be deadly
-- and also AI should rather be stupidly aggressive than stupidly lethargic.
let serious = source /= target && not (bproj tbOld)
hpMax = Ability.getSk Ability.SkMaxHP actorMaxSk
deltaHP0 | serious && speedDeltaHP < minusM =
-- If overfull, at least cut back to max, unless minor drain.
min speedDeltaHP (xM hpMax - bhp tbOld)
| otherwise = speedDeltaHP
deltaHP = if | deltaHP0 > 0 && bhp tbOld > xM 999 -> -- UI limit
tenthM -- avoid nop, to avoid loops
| deltaHP0 < 0 && bhp tbOld < - xM 999 ->
-tenthM
| otherwise -> deltaHP0
execUpdAtomic $ UpdRefillHP target deltaHP
when serious $ cutCalm target
tb <- getsState $ getActorBody target
fact <- getsState $ (EM.! bfid tb) . sfactionD
when (not (bproj tb) && fhasPointman (gkind fact)) $
-- If leader just lost all HP, change the leader early (not when destroying
-- the actor), to let players rescue him, especially if he's slowed
-- by the attackers.
when (bhp tb <= 0 && bhp tbOld > 0) $ do
-- If all other party members dying, leadership will switch
-- to one of them, which seems questionable, but it's rare
-- and the disruption servers to underline the dire circumstance.
electLeader (bfid tb) (blid tb) target
mleader <- getsState $ gleader . (EM.! bfid tb) . sfactionD
-- If really nobody else in the party, make him the leader back again
-- on the oft chance that he gets revived by a projectile, etc.
when (isNothing mleader) $
execUpdAtomic $ UpdLeadFaction (bfid tb) Nothing $ Just target
cutCalm :: MonadServerAtomic m => ActorId -> m ()
cutCalm target = do
tb <- getsState $ getActorBody target
actorMaxSk <- getsState $ getActorMaxSkills target
let upperBound = if hpTooLow tb actorMaxSk
then 2 -- to trigger domination on next attack, etc.
else xM $ Ability.getSk Ability.SkMaxCalm actorMaxSk
deltaCalm = min minusM2 (upperBound - bcalm tb)
-- HP loss decreases Calm by at least @minusM2@ to avoid "hears something",
-- which is emitted when decreasing Calm by @minusM1@.
updateCalm target deltaCalm
-- Here kinetic damage is applied. This is necessary so that the same
-- AI benefit calculation may be used for flinging and for applying items.
kineticEffectAndDestroy :: MonadServerAtomic m
=> EffApplyFlags
-> ActorId -> ActorId -> ActorId -> ItemId -> Container
-> m UseResult
kineticEffectAndDestroy effApplyFlags0@EffApplyFlags{..}
killer source target iid c = do
bag <- getsState $ getContainerBag c
case iid `EM.lookup` bag of
Nothing -> error $ "" `showFailure` (source, target, iid, c)
Just kit -> do
itemFull <- getsState $ itemToFull iid
tbOld <- getsState $ getActorBody target
localTime <- getsState $ getLocalTime (blid tbOld)
let recharged = hasCharge localTime kit
-- If neither kinetic hit nor any effect is activated, there's no chance
-- the items can be destroyed or even timeout changes, so we abort early.
if not recharged then return UseDud else do
effKineticPerformed2 <- applyKineticDamage source target iid
tb <- getsState $ getActorBody target
-- Sometimes victim heals just after we registered it as killed,
-- but that's OK, an actor killed two times is similar enough
-- to two killed.
when (effKineticPerformed2 -- speedup
&& bhp tb <= 0 && bhp tbOld > 0) $ do
sb <- getsState $ getActorBody source
arWeapon <- getsState $ (EM.! iid) . sdiscoAspect
let killHow | not (bproj sb) =
if effVoluntary
then KillKineticMelee
else KillKineticPush
| IA.checkFlag Ability.Blast arWeapon = KillKineticBlast
| otherwise = KillKineticRanged
addKillToAnalytics killer killHow (bfid tbOld) (btrunk tbOld)
let effApplyFlags = effApplyFlags0
{ effUseAllCopies = fst kit <= 1
, effKineticPerformed = effKineticPerformed2
}
effectAndDestroyAndAddKill effApplyFlags
killer source target iid c itemFull
effectAndDestroyAndAddKill :: MonadServerAtomic m
=> EffApplyFlags
-> ActorId -> ActorId -> ActorId -> ItemId
-> Container -> ItemFull
-> m UseResult
effectAndDestroyAndAddKill effApplyFlags0@EffApplyFlags{..}
killer source target iid c itemFull = do
tbOld <- getsState $ getActorBody target
triggered <- effectAndDestroy effApplyFlags0 source target iid c itemFull
tb <- getsState $ getActorBody target
-- Sometimes victim heals just after we registered it as killed,
-- but that's OK, an actor killed two times is similar enough to two killed.
when (bhp tb <= 0 && bhp tbOld > 0) $ do
sb <- getsState $ getActorBody source
arWeapon <- getsState $ (EM.! iid) . sdiscoAspect
let killHow | not (bproj sb) =
if effVoluntary then KillOtherMelee else KillOtherPush
| IA.checkFlag Ability.Blast arWeapon = KillOtherBlast
| otherwise = KillOtherRanged
addKillToAnalytics killer killHow (bfid tbOld) (btrunk tbOld)
return triggered
effectAndDestroy :: MonadServerAtomic m
=> EffApplyFlags
-> ActorId -> ActorId -> ItemId -> Container -> ItemFull
-> m UseResult
effectAndDestroy effApplyFlags0@EffApplyFlags{..} source target iid container
itemFull@ItemFull{itemDisco, itemKindId, itemKind} = do
bag <- getsState $ getContainerBag container
let (itemK, itemTimers) = bag EM.! iid
effs = case effToUse of
EffBare -> if effActivation == ActivationOnSmash
then IK.strengthOnSmash itemKind
else IK.ieffects itemKind
EffBareAndOnCombine ->
IK.ieffects itemKind ++ IK.strengthOnCombine itemKind
EffOnCombine -> IK.strengthOnCombine itemKind
arItem = case itemDisco of
ItemDiscoFull itemAspect -> itemAspect
_ -> error "effectAndDestroy: server ignorant about an item"
timeout = IA.aTimeout arItem
lid <- getsState $ lidFromC container
localTime <- getsState $ getLocalTime lid
let it1 = filter (charging localTime) itemTimers
len = length it1
recharged = len < itemK
|| effActivation `elem` [ActivationOnSmash, ActivationConsume]
-- If the item has no charges and the special cases don't apply
-- we speed up by shortcutting early, because we don't need to activate
-- effects and we know kinetic hit was not performed (no charges to do so
-- and in case of @OnSmash@ and @ActivationConsume@,
-- only effects are triggered).
if not recharged then return UseDud else do
let timeoutTurns = timeDeltaScale (Delta timeTurn) timeout
newItemTimer = createItemTimer localTime timeoutTurns
it2 = if timeout > 0 && recharged
then if effActivation == ActivationPeriodic
&& IA.checkFlag Ability.Fragile arItem
then replicate (itemK - length it1) newItemTimer ++ it1
-- copies are spares only; one fires, all discharge
else take (itemK - length it1) [newItemTimer] ++ it1
-- copies all fire, turn by turn; <= 1 discharges
else itemTimers
kit2 = (1, take 1 it2)
!_A = assert (len <= itemK `blame` (source, target, iid, container)) ()
-- We use up the charge even if eventualy every effect fizzles. Tough luck.
-- At least we don't destroy the item in such case.
-- Also, we ID it regardless.
unless (itemTimers == it2) $
execUpdAtomic $ UpdTimeItem iid container itemTimers it2
-- We have to destroy the item before the effect affects the item
-- or affects the actor holding it or standing on it (later on we could
-- lose track of the item and wouldn't be able to destroy it) .
-- This is OK, because we don't remove the item type from various
-- item dictionaries, just an individual copy from the container,
-- so, e.g., the item can be identified after it's removed.
let imperishable = not effMayDestroy
|| imperishableKit effActivation itemFull
unless imperishable $
execUpdAtomic $ UpdLoseItem False iid kit2 container
-- At this point, the item is potentially no longer in container
-- @container@, therefore beware of assuming so in the code below.
triggeredEffect <- itemEffectDisco effApplyFlags0 source target iid
itemKindId itemKind container effs
sb <- getsState $ getActorBody source
let triggered = if effKineticPerformed then UseUp else triggeredEffect
mEmbedPos = case container of
CEmbed _ p -> Just p
_ -> Nothing
if | triggered == UseUp
&& mEmbedPos /= Just (bpos sb) -- treading water, etc.
&& effActivation `notElem` [ActivationTrigger, ActivationMeleeable]
-- do not repeat almost the same msg
&& (effActivation /= ActivationOnSmash -- only tells condition ends
&& effActivation /= ActivationPeriodic
|| not (IA.checkFlag Ability.Condition arItem)) -> do
-- Effects triggered; main feedback comes from them,
-- but send info so that clients can log it.
let verbose = effActivation == ActivationUnderRanged
|| effActivation == ActivationUnderMelee
execSfxAtomic $ SfxItemApplied verbose iid container
| triggered /= UseUp
&& effActivation /= ActivationOnSmash
&& effActivation /= ActivationPeriodic
-- periodic effects repeat and so spam
&& effActivation
`notElem` [ActivationUnderRanged, ActivationUnderMelee]
-- and so do effects under attack
&& not (bproj sb) -- projectiles can be very numerous
&& isNothing mEmbedPos -> -- embeds may be just flavour
-- Announce no effect, which is rare and wastes time, so noteworthy.
execSfxAtomic $ SfxMsgFid (bfid sb) $
if any IK.forApplyEffect effs
then SfxFizzles iid container
-- something didn't work despite promising effects
else SfxNothingHappens iid container -- fully expected
| otherwise -> return () -- all the spam cases
-- If none of item's effects nor a kinetic hit were performed,
-- we recreate the item (assuming we deleted the item above).
-- Regardless, we don't rewind the time, because some info is gained
-- (that the item does not exhibit any effects in the given context).
unless (imperishable || triggered == UseUp) $
execUpdAtomic $ UpdSpotItem False iid kit2 container
return triggered
imperishableKit :: ActivationFlag -> ItemFull -> Bool
imperishableKit effActivation itemFull =
let arItem = aspectRecordFull itemFull
in IA.checkFlag Ability.Durable arItem
|| effActivation == ActivationPeriodic
&& not (IA.checkFlag Ability.Fragile arItem)
-- The item is triggered exactly once. If there are more copies,
-- they are left to be triggered next time.
-- If the embed no longer exists at the given position, effect fizzles.
itemEffectEmbedded :: MonadServerAtomic m
=> EffToUse -> Bool -> ActorId -> LevelId -> Point -> ItemId
-> m UseResult
itemEffectEmbedded effToUse effVoluntary aid lid tpos iid = do
embeds2 <- getsState $ getEmbedBag lid tpos
-- might have changed due to other embedded items invocations
if iid `EM.notMember` embeds2
then return UseDud
else do
-- First embedded item may move actor to another level, so @lid@
-- may be unequal to @blid sb@.
let c = CEmbed lid tpos
-- Treated as if the actor hit himself with the embedded item as a weapon,
-- incurring both the kinetic damage and effect, hence the same call
-- as in @reqMelee@. Information whether this happened due to being pushed
-- is preserved, but how did the pushing is lost, so we blame the victim.
let effApplyFlags = EffApplyFlags
{ effToUse
, effVoluntary
, effUseAllCopies = False
, effKineticPerformed = False
, effActivation = if effToUse == EffOnCombine
then ActivationOnCombine
else ActivationEmbed
, effMayDestroy = True
}
kineticEffectAndDestroy effApplyFlags aid aid aid iid c
-- | The source actor affects the target actor, with a given item.
-- If any of the effects fires up, the item gets identified.
-- Even using raw damage (beating the enemy with the magic wand,
-- for example) identifies the item. This means a costly @UpdDiscover@
-- is processed for each random timeout weapon hit and for most projectiles,
-- but at least not for most explosion particles nor plain organs.
-- And if not needed, the @UpdDiscover@ are eventually not sent to clients.
-- So, enemy missiles that hit us are no longer mysterious until picked up,
-- which is for the better, because the client knows their charging status
-- and so can generate accurate messages in the case when not recharged.
-- This also means that thrown consumables in flasks sturdy enough to cause
-- damage are always identified at hit, even if no effect activated.
-- So throwing them at foes is a better identification method than applying.
--
-- Note that if we activate a durable non-passive item, e.g., a spiked shield,
-- from the ground, it will get identified, which is perfectly fine,
-- until we want to add sticky armor that can't be easily taken off
-- (and, e.g., has some maluses).
itemEffectDisco :: MonadServerAtomic m
=> EffApplyFlags
-> ActorId -> ActorId -> ItemId
-> ContentId ItemKind -> ItemKind -> Container -> [IK.Effect]
-> m UseResult
itemEffectDisco effApplyFlags0@EffApplyFlags{..}
source target iid itemKindId itemKind c effs = do
urs <- mapM (effectSem effApplyFlags0 source target iid c) effs
let ur = case urs of
[] -> UseDud -- there was no effects
_ -> maximum urs
-- Note: @UseId@ suffices for identification, @UseUp@ is not necessary.
when (ur >= UseId || effKineticPerformed) $
identifyIid iid c itemKindId itemKind
return ur
-- | Source actor affects target actor, with a given effect and it strength.
-- Both actors are on the current level and can be the same actor.
-- The item may or may not still be in the container.
effectSem :: MonadServerAtomic m
=> EffApplyFlags
-> ActorId -> ActorId -> ItemId -> Container -> IK.Effect
-> m UseResult
effectSem effApplyFlags0@EffApplyFlags{..}
source target iid c effect = do
let recursiveCall = effectSem effApplyFlags0 source target iid c
sb <- getsState $ getActorBody source
-- @execSfx@ usually comes last in effect semantics, but not always
-- and we are likely to introduce more variety.
let execSfx = execSfxAtomic $ SfxEffect (bfid sb) target iid effect 0
execSfxSource = execSfxAtomic $ SfxEffect (bfid sb) source iid effect 0
case effect of
IK.Burn nDm -> effectBurn nDm source target iid
IK.Explode t -> effectExplode execSfx t source target c
IK.RefillHP p -> effectRefillHP p source target iid
IK.RefillCalm p -> effectRefillCalm execSfx p source target
IK.Dominate -> effectDominate source target iid
IK.Impress -> effectImpress recursiveCall execSfx source target
IK.PutToSleep -> effectPutToSleep execSfx target
IK.Yell -> effectYell execSfx target
IK.Summon grp nDm -> effectSummon grp nDm iid source target effActivation
IK.Ascend p -> effectAscend recursiveCall execSfx p source target c
IK.Escape{} -> effectEscape execSfx source target
IK.Paralyze nDm -> effectParalyze execSfx nDm source target
IK.ParalyzeInWater nDm -> effectParalyzeInWater execSfx nDm source target
IK.InsertMove nDm -> effectInsertMove execSfx nDm source target
IK.Teleport nDm -> effectTeleport execSfx nDm source target
IK.CreateItem mcount store grp tim ->
effectCreateItem (Just $ bfid sb) mcount source target (Just iid)
store grp tim
IK.DestroyItem n k store grp ->
effectDestroyItem execSfx n k store target grp
IK.ConsumeItems tools raw -> effectConsumeItems execSfx iid target tools raw
IK.DropItem n k store grp -> effectDropItem execSfx iid n k store grp target
IK.Recharge n dice -> effectRecharge True execSfx iid n dice target
IK.Discharge n dice -> effectRecharge False execSfx iid n dice target
IK.PolyItem -> effectPolyItem execSfx iid target
IK.RerollItem -> effectRerollItem execSfx iid target
IK.DupItem -> effectDupItem execSfx iid target
IK.Identify -> effectIdentify execSfx iid target
IK.Detect d radius -> effectDetect execSfx d radius target c
IK.SendFlying tmod ->
effectSendFlying execSfx tmod source target c Nothing
IK.PushActor tmod ->
effectSendFlying execSfx tmod source target c (Just True)
IK.PullActor tmod ->
effectSendFlying execSfx tmod source target c (Just False)
IK.ApplyPerfume -> effectApplyPerfume execSfx target
IK.AtMostOneOf l -> effectAtMostOneOf recursiveCall l
IK.OneOf l -> effectOneOf recursiveCall l
IK.OnSmash _ -> return UseDud -- ignored under normal circumstances
IK.OnCombine _ -> return UseDud -- ignored under normal circumstances
IK.OnUser eff -> effectSem effApplyFlags0 source source iid c eff
IK.NopEffect -> return UseDud -- all there is
IK.AndEffect eff1 eff2 -> effectAndEffect recursiveCall source eff1 eff2
IK.OrEffect eff1 eff2 -> effectOrEffect recursiveCall (bfid sb) eff1 eff2
IK.SeqEffect effs -> effectSeqEffect recursiveCall effs
IK.When cond eff ->
effectWhen recursiveCall source cond eff effActivation
IK.Unless cond eff ->
effectUnless recursiveCall source cond eff effActivation
IK.IfThenElse cond eff1 eff2 ->
effectIfThenElse recursiveCall source cond eff1 eff2 effActivation
IK.VerbNoLonger{} -> effectVerbNoLonger effUseAllCopies execSfxSource source
IK.VerbMsg{} -> effectVerbMsg execSfxSource source
IK.VerbMsgFail{} -> effectVerbMsgFail execSfxSource source
conditionSem :: MonadServer m
=> ActorId -> IK.Condition -> ActivationFlag -> m Bool
conditionSem source cond effActivation = do
sb <- getsState $ getActorBody source
return $! case cond of
IK.HpLeq n -> bhp sb <= xM n
IK.HpGeq n -> bhp sb >= xM n
IK.CalmLeq n -> bcalm sb <= xM n
IK.CalmGeq n -> bcalm sb >= xM n
IK.TriggeredBy activationFlag -> activationFlag == effActivation
-- * Individual semantic functions for effects
-- ** Burn
-- Damage from fire. Not affected by armor.
effectBurn :: MonadServerAtomic m
=> Dice.Dice -> ActorId -> ActorId -> ItemId -> m UseResult
effectBurn nDm source target iid = do
tb <- getsState $ getActorBody target
totalDepth <- getsState stotalDepth
Level{ldepth} <- getLevel (blid tb)
n0 <- rndToAction $ castDice ldepth totalDepth nDm
let n = max 1 n0 -- avoid 0 and negative burn; validated in content anyway
deltaHP = - xM n
sb <- getsState $ getActorBody source
-- Display the effect more accurately.
let reportedEffect = IK.Burn $ Dice.intToDice n
execSfxAtomic $ SfxEffect (bfid sb) target iid reportedEffect deltaHP
refillHP source target deltaHP
return UseUp
-- ** Explode
effectExplode :: MonadServerAtomic m
=> m () -> GroupName ItemKind -> ActorId -> ActorId -> Container
-> m UseResult
effectExplode execSfx cgroup source target containerOrigin = do
execSfx
tb <- getsState $ getActorBody target
oxy@(Point x y) <- getsState $ posFromC containerOrigin
let itemFreq = [(cgroup, 1)]
-- Explosion particles are placed among organs of the victim.
-- TODO: when changing this code, perhaps use @containerOrigin@
-- in place of @container@, but then remove @borgan@ from several
-- functions that have the store hardwired.
container = CActor target COrgan
-- Power depth of new items unaffected by number of spawned actors.
Level{ldepth} <- getLevel $ blid tb
freq <- prepareItemKind 0 ldepth itemFreq
m2 <- rollAndRegisterItem False ldepth freq container Nothing
acounter <- getsServer $ fromEnum . sacounter
let (iid, (ItemFull{itemKind}, (itemK, _))) =
fromMaybe (error $ "" `showFailure` cgroup) m2
semiRandom = T.length (IK.idesc itemKind)
-- We pick a point at the border, not inside, to have a uniform
-- distribution for the points the line goes through at each distance
-- from the source. Otherwise, e.g., the points on cardinal
-- and diagonal lines from the source would be more common.
projectN k10 n = do
-- Shape is deterministic for the explosion kind, except that is has
-- two variants chosen according to time-dependent @veryRandom@.
-- Choice from the variants prevents diagonal or cardinal directions
-- being always safe for a given explosion kind.
let shapeRandom = k10 `xor` (semiRandom + n)
veryRandom = shapeRandom + acounter + acounter `div` 3
fuzz = 5 + shapeRandom `mod` 5
k | n < 16 && n >= 12 = 12
| n < 12 && n >= 8 = 8
| n < 8 && n >= 4 = 4
| otherwise = min n 16 -- fire in groups of 16 including old duds
psDir4 =
[ Point (x - 12) (y + 12)
, Point (x + 12) (y + 12)
, Point (x - 12) (y - 12)
, Point (x + 12) (y - 12) ]
psDir8 =
[ Point (x - 12) y
, Point (x + 12) y
, Point x (y + 12)
, Point x (y - 12) ]
psFuzz =
[ Point (x - 12) $ y + fuzz
, Point (x + 12) $ y + fuzz
, Point (x - 12) $ y - fuzz
, Point (x + 12) $ y - fuzz
, flip Point (y - 12) $ x + fuzz
, flip Point (y + 12) $ x + fuzz
, flip Point (y - 12) $ x - fuzz
, flip Point (y + 12) $ x - fuzz ]
randomReverse = if even veryRandom then id else reverse
ps = take k $ concat $
randomReverse
[ zip (repeat True) -- diagonal particles don't reach that far
$ take 4 (drop ((k10 + itemK + fuzz) `mod` 4) $ cycle psDir4)
, zip (repeat False) -- only some cardinal reach far
$ take 4 (drop ((k10 + n) `mod` 4) $ cycle psDir8) ]
++ [zip (repeat True)
$ take 8 (drop ((k10 + fuzz) `mod` 8) $ cycle psFuzz)]
forM_ ps $ \(centerRaw, tpxy) -> do
let center = centerRaw && itemK >= 8 -- if few, keep them regular
mfail <- projectFail source target oxy tpxy shapeRandom center
iid COrgan True
case mfail of
Nothing -> return ()
Just ProjectBlockTerrain -> return ()
Just ProjectBlockActor -> return ()
Just failMsg ->
execSfxAtomic $ SfxMsgFid (bfid tb) $ SfxUnexpected failMsg
tryFlying 0 = return ()
tryFlying k10 = do
-- Explosion particles were placed among organs of the victim:
bag2 <- getsState $ borgan . getActorBody target
-- We stop bouncing old particles when less than two thirds remain,
-- to prevent hoarding explosives to use only in cramped spaces.
case EM.lookup iid bag2 of
Just (n2, _) | n2 * 2 >= itemK `div` 3 -> do
projectN k10 n2
tryFlying $ k10 - 1
_ -> return ()
-- Some of the particles that fail to take off, bounce off obstacles
-- up to 10 times in total, trying to fly in different directions.
tryFlying 10
bag3 <- getsState $ borgan . getActorBody target
let mn3 = EM.lookup iid bag3
-- Give up and destroy the remaining particles, if any.
maybe (return ()) (\kit -> execUpdAtomic
$ UpdLoseItem False iid kit container) mn3
return UseUp -- we neglect verifying that at least one projectile got off
-- ** RefillHP
-- Unaffected by armor.
effectRefillHP :: MonadServerAtomic m
=> Int -> ActorId -> ActorId -> ItemId -> m UseResult
effectRefillHP power0 source target iid = do
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
curChalSer <- getsServer $ scurChalSer . soptions
fact <- getsState $ (EM.! bfid tb) . sfactionD
let power = if power0 <= -1 then power0 else max 1 power0 -- avoid 0
deltaHP = xM power
if cfish curChalSer && deltaHP > 0
&& fhasUI (gkind fact) && bfid sb /= bfid tb
then do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxColdFish
return UseId
else do
let reportedEffect = IK.RefillHP power
execSfxAtomic $ SfxEffect (bfid sb) target iid reportedEffect deltaHP
refillHP source target deltaHP
return UseUp
-- ** RefillCalm
effectRefillCalm :: MonadServerAtomic m
=> m () -> Int -> ActorId -> ActorId -> m UseResult
effectRefillCalm execSfx power0 source target = do
tb <- getsState $ getActorBody target
actorMaxSk <- getsState $ getActorMaxSkills target
let power = if power0 <= -1 then power0 else max 1 power0 -- avoid 0
rawDeltaCalm = xM power
calmMax = Ability.getSk Ability.SkMaxCalm actorMaxSk
serious = rawDeltaCalm <= minusM2 && source /= target && not (bproj tb)
deltaCalm0 | serious = -- if overfull, at least cut back to max
min rawDeltaCalm (xM calmMax - bcalm tb)
| otherwise = rawDeltaCalm
deltaCalm = if | deltaCalm0 > 0 && bcalm tb > xM 999 -> -- UI limit
tenthM -- avoid nop, to avoid loops
| deltaCalm0 < 0 && bcalm tb < - xM 999 ->
-tenthM
| otherwise -> deltaCalm0
execSfx
updateCalm target deltaCalm
return UseUp
-- ** Dominate
-- The is another way to trigger domination (the normal way is by zeroed Calm).
-- Calm is here irrelevant. The other conditions are the same.
effectDominate :: MonadServerAtomic m
=> ActorId -> ActorId -> ItemId -> m UseResult
effectDominate source target iid = do
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
if | bproj tb -> return UseDud
| bfid tb == bfid sb -> return UseDud -- accidental hit; ignore
| otherwise -> do
fact <- getsState $ (EM.! bfid tb) . sfactionD
hiImpression <- highestImpression tb
let permitted = case hiImpression of
Nothing -> False -- no impression, no domination
Just (hiImpressionFid, hiImpressionK) ->
hiImpressionFid == bfid sb
-- highest impression needs to be by us
&& (fhasPointman (gkind fact) || hiImpressionK >= 10)
-- to tame/hack animal/robot, impress them a lot first
if permitted then do
b <- dominateFidSfx source target iid (bfid sb)
return $! if b then UseUp else UseDud
else do
execSfxAtomic $ SfxMsgFid (bfid sb) $ SfxUnimpressed target
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) $ SfxUnimpressed target
return UseDud
highestImpression :: MonadServerAtomic m
=> Actor -> m (Maybe (FactionId, Int))
highestImpression tb = do
getKind <- getsState $ flip getIidKindServer
getItem <- getsState $ flip getItemBody
let isImpression iid =
maybe False (> 0) $ lookup IK.S_IMPRESSED $ IK.ifreq $ getKind iid
impressions = EM.filterWithKey (\iid _ -> isImpression iid) $ borgan tb
f (_, (k, _)) = k
maxImpression = maximumBy (comparing f) $ EM.assocs impressions
if EM.null impressions
then return Nothing
else case jfid $ getItem $ fst maxImpression of
Nothing -> return Nothing
Just fid -> assert (fid /= bfid tb)
$ return $ Just (fid, fst $ snd maxImpression)
dominateFidSfx :: MonadServerAtomic m
=> ActorId -> ActorId -> ItemId -> FactionId -> m Bool
dominateFidSfx source target iid fid = do
tb <- getsState $ getActorBody target
let !_A = assert (not $ bproj tb) ()
-- Actors that don't move freely can't be dominated, for otherwise,
-- when they are the last survivors, they could get stuck and the game
-- wouldn't end. Also, they are a hassle to guide through the dungeon.
canTra <- getsState $ canTraverse target
-- Being pushed protects from domination, for simplicity.
-- A possible interesting exploit, but much help from content would be needed
-- to make it practical.
if isNothing (btrajectory tb) && canTra && bhp tb > 0 then do
let execSfx = execSfxAtomic $ SfxEffect fid target iid IK.Dominate 0
execSfx -- if actor ours, possibly the last occasion to see him
dominateFid fid source target
-- If domination resulted in game over, the message won't be seen
-- before the end game screens, but at least it will be seen afterwards
-- and browsable in history while inside subsequent game, revealing
-- the cause of the previous game over. Better than no message at all.
execSfx -- see the actor as theirs, unless position not visible
return True
else
return False
dominateFid :: MonadServerAtomic m => FactionId -> ActorId -> ActorId -> m ()
dominateFid fid source target = do
tb0 <- getsState $ getActorBody target
-- Game over deduced very early, so no further animation nor message
-- will appear before game end screens. This is good in that our last actor
-- that yielded will still be on screen when end game messages roll.
-- This is bad in that last enemy actor that got dominated by us
-- may not be on screen and we have no clue how we won until
-- we see history in the next game. Even worse if our ally dominated
-- the enemy actor. Then we may never learn. Oh well, that's realism.
deduceKilled target
electLeader (bfid tb0) (blid tb0) target
-- Drop all items so that domiation is not too nasty, especially
-- if the dominated hero runs off or teleports away with gold
-- or starts hitting with the most potent artifact weapon in the game.
-- Drop items while still of the original faction
-- to mark them on the map for other party members to collect.
dropAllEquippedItems target tb0
tb <- getsState $ getActorBody target
actorMaxSk <- getsState $ getActorMaxSkills target
getKind <- getsState $ flip getIidKindServer
let isImpression iid =
maybe False (> 0) $ lookup IK.S_IMPRESSED $ IK.ifreq $ getKind iid
dropAllImpressions = EM.filterWithKey (\iid _ -> not $ isImpression iid)
borganNoImpression = dropAllImpressions $ borgan tb
-- Actor is not pushed nor projectile, so @sactorTime@ suffices.
btime <- getsServer
$ fromJust . lookupActorTime (bfid tb) (blid tb) target . sactorTime
execUpdAtomic $ UpdLoseActor target tb
let maxCalm = Ability.getSk Ability.SkMaxCalm actorMaxSk
maxHp = Ability.getSk Ability.SkMaxHP actorMaxSk
bNew = tb { bfid = fid
, bcalm = max (xM 10) $ xM maxCalm `div` 2
, bhp = min (xM maxHp) $ bhp tb + xM 10
, borgan = borganNoImpression}
modifyServer $ \ser ->
ser {sactorTime = updateActorTime fid (blid tb) target btime
$ sactorTime ser}
execUpdAtomic $ UpdSpotActor target bNew
-- Focus on the dominated actor, by making him a leader.
setFreshLeader fid target
factionD <- getsState sfactionD
let inGame fact2 = case gquit fact2 of
Nothing -> True
Just Status{stOutcome=Camping} -> True
_ -> False
gameOver = not $ any inGame $ EM.elems factionD
-- Avoid the spam of identifying items, if game over.
unless gameOver $ do
-- Add some nostalgia for the old faction.
void $ effectCreateItem (Just $ bfid tb) (Just 10) source target Nothing
COrgan IK.S_IMPRESSED IK.timerNone
-- Identify organs that won't get identified by use.
getKindId <- getsState $ flip getIidKindIdServer
let discoverIf (iid, cstore) = do
let itemKindId = getKindId iid
c = CActor target cstore
assert (cstore /= CGround) $
discoverIfMinorEffects c iid itemKindId
aic = (btrunk tb, COrgan)
: filter ((/= btrunk tb) . fst) (getCarriedIidCStore tb)
mapM_ discoverIf aic
-- | Drop all actor's equipped items.
dropAllEquippedItems :: MonadServerAtomic m => ActorId -> Actor -> m ()
dropAllEquippedItems aid b =
mapActorCStore_ CEqp
(void <$$> dropCStoreItem False False CEqp aid b maxBound)
b
-- ** Impress
effectImpress :: MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> m () -> ActorId -> ActorId
-> m UseResult
effectImpress recursiveCall execSfx source target = do
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
if | bproj tb -> return UseDud
| bfid tb == bfid sb ->
-- Unimpress wrt others, but only once. The recursive Sfx suffices.
recursiveCall $ IK.DropItem 1 1 COrgan IK.S_IMPRESSED
| otherwise -> do
-- Actors that don't move freely and so are stupid, can't be impressed.
canTra <- getsState $ canTraverse target
if canTra then do
unless (bhp tb <= 0)
execSfx -- avoid spam just before death
effectCreateItem (Just $ bfid sb) (Just 1) source target Nothing COrgan
IK.S_IMPRESSED IK.timerNone
else return UseDud -- no message, because common and not crucial
-- ** PutToSleep
effectPutToSleep :: MonadServerAtomic m => m () -> ActorId -> m UseResult
effectPutToSleep execSfx target = do
tb <- getsState $ getActorBody target
if | bproj tb -> return UseDud
| bwatch tb `elem` [WSleep, WWake] ->
return UseDud -- can't increase sleep
| otherwise -> do
actorMaxSk <- getsState $ getActorMaxSkills target
if not $ canSleep actorMaxSk then
return UseId -- no message about the cause, so at least ID
else do
let maxCalm = xM $ Ability.getSk Ability.SkMaxCalm actorMaxSk
deltaCalm = maxCalm - bcalm tb
when (deltaCalm > 0) $
updateCalm target deltaCalm -- max Calm, but asleep vulnerability
execSfx
case bwatch tb of
WWait n | n > 0 -> do
nAll <- removeConditionSingle IK.S_BRACED target
let !_A = assert (nAll == 0) ()
return ()
_ -> return ()
-- Forced sleep. No check if the actor can sleep naturally.
addSleep target
return UseUp
-- ** Yell
-- This is similar to 'reqYell', but also mentions that the actor is startled,
-- because, presumably, he yells involuntarily. It doesn't wake him up
-- via Calm instantly, just like yelling in a dream not always does.
effectYell :: MonadServerAtomic m => m () -> ActorId -> m UseResult
effectYell execSfx target = do
tb <- getsState $ getActorBody target
if bhp tb <= 0 then -- avoid yelling corpses
return UseDud -- the yell never manifested
else do
unless (bproj tb)
execSfx
execSfxAtomic $ SfxTaunt False target
when (not (bproj tb) && deltaBenign (bcalmDelta tb)) $
execUpdAtomic $ UpdRefillCalm target minusM
return UseUp
-- ** Summon
-- Note that the Calm expended doesn't depend on the number of actors summoned.
effectSummon :: MonadServerAtomic m
=> GroupName ItemKind -> Dice.Dice -> ItemId
-> ActorId -> ActorId -> ActivationFlag
-> m UseResult
effectSummon grp nDm iid source target effActivation = do
-- Obvious effect, nothing announced.
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
sMaxSk <- getsState $ getActorMaxSkills source
tMaxSk <- getsState $ getActorMaxSkills target
totalDepth <- getsState stotalDepth
Level{ldepth, lbig} <- getLevel (blid tb)
nFriends <- getsState $ length . friendRegularAssocs (bfid sb) (blid sb)
discoAspect <- getsState sdiscoAspect
power0 <- rndToAction $ castDice ldepth totalDepth nDm
fact <- getsState $ (EM.! bfid sb) . sfactionD
let arItem = discoAspect EM.! iid
power = max power0 1 -- KISS, always at least one summon
-- We put @source@ instead of @target@ and @power@ instead of dice
-- to make the message more accurate.
effect = IK.Summon grp $ Dice.intToDice power
durable = IA.checkFlag Ability.Durable arItem
warnBothActors warning =
unless (bproj sb) $ do
execSfxAtomic $ SfxMsgFid (bfid sb) warning
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) warning
deltaCalm = - xM 30
-- Verify Calm only at periodic activations or if the item is durable.
-- Otherwise summon uses up the item, which prevents summoning getting
-- out of hand. I don't verify Calm otherwise, to prevent an exploit
-- via draining one's calm on purpose when an item with good activation
-- has a nasty summoning side-effect (the exploit still works on durables).
if | bproj tb
|| source /= target && not (isFoe (bfid sb) fact (bfid tb)) ->
return UseDud -- hitting friends or projectiles to summon is too cheap
| (effActivation == ActivationPeriodic || durable) && not (bproj sb)
&& (bcalm sb < - deltaCalm || not (calmEnough sb sMaxSk)) -> do
warnBothActors $ SfxSummonLackCalm source
return UseId
| nFriends >= 20 -> do
-- We assume the actor tries to summon his teammates or allies.
-- As he repeats such summoning, he is going to bump into this limit.
-- If he summons others, see the next condition.
warnBothActors $ SfxSummonTooManyOwn source
return UseId
| EM.size lbig >= 200 -> do -- lower than the 300 limit for spawning
-- Even if the actor summons foes, he is prevented from exploiting it
-- too many times and stopping natural monster spawning on the level
-- (e.g., by filling the level with harmless foes).
warnBothActors $ SfxSummonTooManyAll source
return UseId
| otherwise -> do
unless (bproj sb) $ updateCalm source deltaCalm
localTime <- getsState $ getLocalTime (blid tb)
-- Make sure summoned actors start acting after the victim.
let actorTurn = ticksPerMeter $ gearSpeed tMaxSk
targetTime = timeShift localTime actorTurn
afterTime = timeShift targetTime $ Delta timeClip
-- Mark as summoned to prevent immediate chain summoning.
-- Summon from current depth, not deeper due to many spawns already.
anySummoned <- addManyActors True 0 [(grp, 1)] (blid tb) afterTime
(Just $ bpos tb) power
if anySummoned then do
execSfxAtomic $ SfxEffect (bfid sb) source iid effect 0
return UseUp
else do
-- We don't display detailed warnings when @addAnyActor@ fails,
-- e.g., because the actor groups can't be generated on a given level.
-- However, we at least don't claim any summoning happened
-- and we offer a general summoning failure messages.
warnBothActors $ SfxSummonFailure source
return UseId
-- ** Ascend
-- Note that projectiles can be teleported, too, for extra fun.
effectAscend :: MonadServerAtomic m
=> (IK.Effect -> m UseResult)
-> m () -> Bool -> ActorId -> ActorId -> Container
-> m UseResult
effectAscend recursiveCall execSfx up source target container = do
b1 <- getsState $ getActorBody target
pos <- getsState $ posFromC container
let lid1 = blid b1
destinations <- getsState $ whereTo lid1 pos up . sdungeon
sb <- getsState $ getActorBody source
actorMaxSk <- getsState $ getActorMaxSkills target
if | source /= target && Ability.getSk Ability.SkMove actorMaxSk <= 0 -> do
execSfxAtomic $ SfxMsgFid (bfid sb) SfxTransImpossible
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid b1) SfxTransImpossible
return UseId
| actorWaits b1 && source /= target -> do
execSfxAtomic $ SfxMsgFid (bfid sb) $ SfxBracedImmune target
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid b1) $ SfxBracedImmune target
return UseId
| null destinations -> do
execSfxAtomic $ SfxMsgFid (bfid sb) SfxLevelNoMore
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid b1) SfxLevelNoMore
-- We keep it useful even in shallow dungeons.
recursiveCall $ IK.Teleport 30 -- powerful teleport
| otherwise -> do
(lid2, pos2) <- rndToAction $ oneOf destinations
execSfx
mbtime_bOld <-
getsServer $ lookupActorTime (bfid b1) lid1 target . sactorTime
mbtimeTraj_bOld <-
getsServer $ lookupActorTime (bfid b1) lid1 target . strajTime
pos3 <- findStairExit (bfid sb) up lid2 pos2
let switch1 = void $ switchLevels1 (target, b1)
switch2 = do
-- Make the initiator of the stair move the leader,
-- to let him clear the stairs for others to follow.
let mlead = if bproj b1 then Nothing else Just target
-- Move the actor to where the inhabitants were, if any.
switchLevels2 lid2 pos3 (target, b1)
mbtime_bOld mbtimeTraj_bOld mlead
-- The actor will be added to the new level,
-- but there can be other actors at his new position.
inhabitants <- getsState $ posToAidAssocs pos3 lid2
case inhabitants of
(_, b2) : _ | not $ bproj b1 -> do
-- Alert about the switch.
execSfxAtomic $ SfxMsgFid (bfid sb) SfxLevelPushed
-- Only tell one pushed player, even if many actors, because then
-- they are projectiles, so not too important.
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid b2) SfxLevelPushed
-- Move the actor out of the way.
switch1
-- Move the inhabitants out of the way and to where the actor was.
let moveInh inh = do
-- Preserve the old leader, since the actor is pushed,
-- so possibly has nothing worhwhile to do on the new level
-- (and could try to switch back, if made a leader,
-- leading to a loop).
mbtime_inh <-
getsServer $ lookupActorTime (bfid (snd inh)) lid2 (fst inh)
. sactorTime
mbtimeTraj_inh <-
getsServer $ lookupActorTime (bfid (snd inh)) lid2 (fst inh)
. strajTime
inhMLead <- switchLevels1 inh
switchLevels2 lid1 (bpos b1) inh
mbtime_inh mbtimeTraj_inh inhMLead
mapM_ moveInh inhabitants
-- Move the actor to his destination.
switch2
_ -> do -- no inhabitants or the stair-taker a projectile
switch1
switch2
return UseUp
findStairExit :: MonadStateRead m
=> FactionId -> Bool -> LevelId -> Point -> m Point
findStairExit side moveUp lid pos = do
COps{coTileSpeedup} <- getsState scops
fact <- getsState $ (EM.! side) . sfactionD
lvl <- getLevel lid
let defLanding = uncurry Vector $ if moveUp then (1, 0) else (-1, 0)
center = uncurry Vector $ if moveUp then (-1, 0) else (1, 0)
(mvs2, mvs1) = break (== defLanding) moves
mvs = center : filter (/= center) (mvs1 ++ mvs2)
ps = filter (Tile.isWalkable coTileSpeedup . (lvl `at`))
$ map (shift pos) mvs
posOcc :: State -> Int -> Point -> Bool
posOcc s k p = case posToAidAssocs p lid s of
[] -> k == 0
(_, b) : _ | bproj b -> k == 3
(_, b) : _ | isFoe side fact (bfid b) -> k == 1 -- non-proj foe
_ -> k == 2 -- moving a non-projectile friend
unocc <- getsState posOcc
case concatMap (\k -> filter (unocc k) ps) [0..3] of
[] -> error $ "" `showFailure` ps
posRes : _ -> return posRes
switchLevels1 :: MonadServerAtomic m => (ActorId, Actor) -> m (Maybe ActorId)
switchLevels1 (aid, bOld) = do
let side = bfid bOld
mleader <- getsState $ gleader . (EM.! side) . sfactionD
-- Prevent leader pointing to a non-existing actor.
mlead <-
if not (bproj bOld) && isJust mleader then do
execUpdAtomic $ UpdLeadFaction side mleader Nothing
return mleader
-- outside of a client we don't know the real tgt of aid, hence fst
else return Nothing
-- Remove the actor from the old level.
-- Onlookers see somebody disappear suddenly.
-- @UpdDestroyActor@ is too loud, so use @UpdLoseActor@ instead.
execUpdAtomic $ UpdLoseActor aid bOld
return mlead
switchLevels2 ::MonadServerAtomic m
=> LevelId -> Point -> (ActorId, Actor)
-> Maybe Time -> Maybe Time -> Maybe ActorId
-> m ()
switchLevels2 lidNew posNew (aid, bOld) mbtime_bOld mbtimeTraj_bOld mlead = do
let lidOld = blid bOld
side = bfid bOld
let !_A = assert (lidNew /= lidOld `blame` "stairs looped" `swith` lidNew) ()
-- Sync actor's items' timeouts with the new local time of the level.
-- We need to sync organs and equipment due to periodic activations,
-- but also due to timeouts after use, e.g., for some weapons
-- (they recharge also in the stash; however, this doesn't encourage
-- micromanagement for periodic items, because the timeout is randomised
-- upon move to equipment).
--
-- We don't rebase timeouts for items in stash, because they are
-- used by many actors on levels with different local times,
-- so there is no single rebase that would match all.
-- This is not a big problem: after a single use by an actor the timeout is
-- set to his current local time, so further uses by that actor have
-- not anomalously short or long recharge times. If the recharge time
-- is very long, the player has an option of moving the item away from stash
-- and back, to reset the timeout. An abuse is possible when recently
-- used item is put from equipment to stash and at once used on another level
-- taking advantage of local time difference, but this only works once
-- and using the item back again at the original level makes the recharge
-- time longer, in turn.
timeOld <- getsState $ getLocalTime lidOld
timeLastActive <- getsState $ getLocalTime lidNew
let delta = timeLastActive `timeDeltaToFrom` timeOld
computeNewTimeout :: ItemQuant -> ItemQuant
computeNewTimeout (k, it) = (k, map (shiftItemTimer delta) it)
rebaseTimeout :: ItemBag -> ItemBag
rebaseTimeout = EM.map computeNewTimeout
bNew = bOld { blid = lidNew
, bpos = posNew
, boldpos = Just posNew -- new level, new direction
, borgan = rebaseTimeout $ borgan bOld
, beqp = rebaseTimeout $ beqp bOld }
shiftByDelta = (`timeShift` delta)
-- Sync the actor time with the level time.
-- This time shift may cause a double move of a foe of the same speed,
-- but this is OK --- the foe didn't have a chance to move
-- before, because the arena went inactive, so he moves now one more time.
maybe (return ())
(\btime_bOld ->
modifyServer $ \ser ->
ser {sactorTime = updateActorTime (bfid bNew) lidNew aid
(shiftByDelta btime_bOld)
$ sactorTime ser})
mbtime_bOld
maybe (return ())
(\btime_bOld ->
modifyServer $ \ser ->
ser {strajTime = updateActorTime (bfid bNew) lidNew aid
(shiftByDelta btime_bOld)
$ strajTime ser})
mbtimeTraj_bOld
-- Materialize the actor at the new location.
-- Onlookers see somebody appear suddenly. The actor himself
-- sees new surroundings and has to reset his perception.
execUpdAtomic $ UpdSpotActor aid bNew
forM_ mlead $
-- The leader is fresh in the sense that he's on a new level
-- and so doesn't have up to date Perception.
setFreshLeader side
-- ** Escape
-- | The faction leaves the dungeon.
effectEscape :: MonadServerAtomic m => m () -> ActorId -> ActorId -> m UseResult
effectEscape execSfx source target = do
-- Obvious effect, nothing announced.
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
let fid = bfid tb
fact <- getsState $ (EM.! fid) . sfactionD
if | bproj tb ->
return UseDud -- basically a misfire
| not (fcanEscape $ gkind fact) -> do
execSfxAtomic $ SfxMsgFid (bfid sb) SfxEscapeImpossible
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) SfxEscapeImpossible
return UseId
| otherwise -> do
execSfx
deduceQuits (bfid tb) $ Status Escape (fromEnum $ blid tb) Nothing
return UseUp
-- ** Paralyze
-- | Advance target actor time by this many time clips. Not by actor moves,
-- to hurt fast actors more.
effectParalyze :: MonadServerAtomic m
=> m () -> Dice.Dice -> ActorId -> ActorId -> m UseResult
effectParalyze execSfx nDm source target = do
tb <- getsState $ getActorBody target
if bproj tb then return UseDud -- shortcut for speed
else paralyze execSfx nDm source target
paralyze :: MonadServerAtomic m
=> m () -> Dice.Dice -> ActorId -> ActorId -> m UseResult
paralyze execSfx nDm source target = do
tb <- getsState $ getActorBody target
totalDepth <- getsState stotalDepth
Level{ldepth} <- getLevel (blid tb)
power0 <- rndToAction $ castDice ldepth totalDepth nDm
let power = max power0 1 -- KISS, avoid special case
actorStasis <- getsServer sactorStasis
if ES.member target actorStasis then do
sb <- getsState $ getActorBody source
execSfxAtomic $ SfxMsgFid (bfid sb) SfxStasisProtects
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) SfxStasisProtects
return UseId
else do
execSfx
let t = timeDeltaScale (Delta timeClip) power
-- Only the normal time, not the trajectory time, is affected.
modifyServer $ \ser ->
ser { sactorTime = ageActor (bfid tb) (blid tb) target t
$ sactorTime ser
, sactorStasis = ES.insert target (sactorStasis ser) }
-- actor's time warped, so he is in stasis,
-- immune to further warps
return UseUp
-- ** ParalyzeInWater
-- | Advance target actor time by this many time clips. Not by actor moves,
-- to hurt fast actors more. Due to water, so resistable.
effectParalyzeInWater :: MonadServerAtomic m
=> m () -> Dice.Dice -> ActorId -> ActorId -> m UseResult
effectParalyzeInWater execSfx nDm source target = do
tb <- getsState $ getActorBody target
if bproj tb then return UseDud else do -- shortcut for speed
actorMaxSk <- getsState $ getActorMaxSkills target
let swimmingOrFlying = max (Ability.getSk Ability.SkSwimming actorMaxSk)
(Ability.getSk Ability.SkFlying actorMaxSk)
if Dice.supDice nDm > swimmingOrFlying
then paralyze execSfx nDm source target -- no help at all
else -- fully resisted
-- Don't spam:
-- sb <- getsState $ getActorBody source
-- execSfxAtomic $ SfxMsgFid (bfid sb) SfxWaterParalysisResisted
return UseId
-- ** InsertMove
-- | Give target actor the given number of tenths of extra move. Don't give
-- an absolute amount of time units, to benefit slow actors more.
effectInsertMove :: MonadServerAtomic m
=> m () -> Dice.Dice -> ActorId -> ActorId -> m UseResult
effectInsertMove execSfx nDm source target = do
tb <- getsState $ getActorBody target
actorMaxSk <- getsState $ getActorMaxSkills target
totalDepth <- getsState stotalDepth
Level{ldepth} <- getLevel (blid tb)
actorStasis <- getsServer sactorStasis
power0 <- rndToAction $ castDice ldepth totalDepth nDm
let power = max power0 1 -- KISS, avoid special case
actorTurn = ticksPerMeter $ gearSpeed actorMaxSk
t = timeDeltaScale (timeDeltaPercent actorTurn 10) (-power)
if | bproj tb -> return UseDud -- shortcut for speed
| ES.member target actorStasis -> do
sb <- getsState $ getActorBody source
execSfxAtomic $ SfxMsgFid (bfid sb) SfxStasisProtects
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) SfxStasisProtects
return UseId
| otherwise -> do
execSfx
-- Only the normal time, not the trajectory time, is affected.
modifyServer $ \ser ->
ser { sactorTime = ageActor (bfid tb) (blid tb) target t
$ sactorTime ser
, sactorStasis = ES.insert target (sactorStasis ser) }
-- actor's time warped, so he is in stasis,
-- immune to further warps
return UseUp
-- ** Teleport
-- | Teleport the target actor.
-- Note that projectiles can be teleported, too, for extra fun.
effectTeleport :: MonadServerAtomic m
=> m () -> Dice.Dice -> ActorId -> ActorId -> m UseResult
effectTeleport execSfx nDm source target = do
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
actorMaxSk <- getsState $ getActorMaxSkills target
if | source /= target && Ability.getSk Ability.SkMove actorMaxSk <= 0 -> do
execSfxAtomic $ SfxMsgFid (bfid sb) SfxTransImpossible
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) SfxTransImpossible
return UseId
| source /= target && actorWaits tb -> do
-- immune only against not own effects, to enable teleport
-- as beneficial's necklace drawback; also consistent
-- with sleep not protecting
execSfxAtomic $ SfxMsgFid (bfid sb) $ SfxBracedImmune target
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) $ SfxBracedImmune target
return UseId
| otherwise -> do
COps{coTileSpeedup} <- getsState scops
totalDepth <- getsState stotalDepth
lvl@Level{ldepth} <- getLevel (blid tb)
range <- rndToAction $ castDice ldepth totalDepth nDm
let spos = bpos tb
dMinMax !delta !pos =
let d = chessDist spos pos
in d >= range - delta && d <= range + delta
dist !delta !pos _ = dMinMax delta pos
mtpos <- rndToAction $ findPosTry 200 lvl
(\p !t -> Tile.isWalkable coTileSpeedup t
&& not (Tile.isNoActor coTileSpeedup t)
&& not (occupiedBigLvl p lvl)
&& not (occupiedProjLvl p lvl))
[ dist 1
, dist $ 1 + range `div` 9
, dist $ 1 + range `div` 7
, dist $ 1 + range `div` 5
, dist 5
, dist 7
, dist 9
]
case mtpos of
Nothing -> do -- really very rare, so debug
debugPossiblyPrint
"Server: effectTeleport: failed to find any free position"
execSfxAtomic $ SfxMsgFid (bfid sb) SfxTransImpossible
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) SfxTransImpossible
return UseId
Just tpos -> do
execSfx
execUpdAtomic $ UpdMoveActor target spos tpos
return UseUp
-- ** CreateItem
effectCreateItem :: MonadServerAtomic m
=> Maybe FactionId -> Maybe Int -> ActorId -> ActorId
-> Maybe ItemId -> CStore -> GroupName ItemKind -> IK.TimerDice
-> m UseResult
effectCreateItem jfidRaw mcount source target miidOriginal store grp tim = do
tb <- getsState $ getActorBody target
if bproj tb && store == COrgan -- other stores OK not to lose possible loot
then return UseDud -- don't make a projectile hungry, etc.
else do
cops <- getsState scops
sb <- getsState $ getActorBody source
actorMaxSk <- getsState $ getActorMaxSkills target
totalDepth <- getsState stotalDepth
lvlTb <- getLevel (blid tb)
let -- If the number of items independent of depth in @mcount@,
-- make also the timer, the item kind choice and aspects
-- independent of depth, via fixing the generation depth of the item
-- to @totalDepth@. Prime example of provided @mcount@ is crafting.
-- TODO: base this on a resource that can be consciously spent,
-- not on a skill that grows over time or that only one actor
-- maxes out and so needs to always be chosen for crafting.
-- See https://www.reddit.com/r/roguelikedev/comments/phukcq/game_design_question_how_to_base_item_generation/
depth = if isJust mcount then totalDepth else ldepth lvlTb
fscale unit nDm = do
k0 <- rndToAction $ castDice depth totalDepth nDm
let k = max 1 k0 -- KISS, don't freak out if dice permit 0
return $! timeDeltaScale unit k
fgame = fscale (Delta timeTurn)
factor nDm = do
-- A bit added to make sure length 1 effect doesn't randomly
-- end, or not, before the end of first turn, which would make,
-- e.g., hasting, useless. This needs to be higher than 10%
-- to compensate for overhead of animals, etc. (no leaders).
let actorTurn =
timeDeltaPercent (ticksPerMeter $ gearSpeed actorMaxSk) 111
fscale actorTurn nDm
delta <- IK.foldTimer (return $ Delta timeZero) fgame factor tim
let c = CActor target store
bagBefore <- getsState $ getBodyStoreBag tb store
uniqueSet <- getsServer suniqueSet
-- Power depth of new items unaffected by number of spawned actors, so 0.
let freq = newItemKind cops uniqueSet [(grp, 1)] depth totalDepth 0
m2 <- rollItemAspect freq depth
case m2 of
NoNewItem -> return UseDud -- e.g., unique already generated
NewItem _ itemKnownRaw itemFullRaw (kRaw, itRaw) -> do
-- Avoid too many different item identifiers (one for each faction)
-- for blasts or common item generating tiles. Conditions are
-- allowed to be duplicated, because they provide really useful info
-- (perpetrator). However, if timer is none, they are not duplicated
-- to make sure that, e.g., poisons stack with each other regardless
-- of perpetrator and we don't get "no longer poisoned" message
-- while still poisoned due to another faction. With timed aspects,
-- e.g., slowness, the message is less misleading, and it's interesting
-- that I'm twice slower due to aspects from two factions and not
-- as deadly as being poisoned at twice the rate from two factions.
let jfid = if store == COrgan && not (IK.isTimerNone tim)
|| grp == IK.S_IMPRESSED
then jfidRaw
else Nothing
ItemKnown kindIx arItem _ = itemKnownRaw
(itemKnown, itemFull) =
( ItemKnown kindIx arItem jfid
, itemFullRaw {itemBase = (itemBase itemFullRaw) {jfid}} )
itemRev <- getsServer sitemRev
let mquant = case HM.lookup itemKnown itemRev of
Nothing -> Nothing
Just iid -> (iid,) <$> iid `EM.lookup` bagBefore
case mquant of
Just (iid, (_, afterIt@(timer : rest))) | not $ IK.isTimerNone tim -> do
-- Already has such items and timer change requested, so only increase
-- the timer of the first item by the delta, but don't create items.
let newIt = shiftItemTimer delta timer : rest
if afterIt /= newIt then do
execUpdAtomic $ UpdTimeItem iid c afterIt newIt
-- It's hard for the client to tell this timer change from charge
-- use, timer reset on pickup, etc., so we create the msg manually.
-- Sending to both involved factions lets the player notice
-- both the extensions he caused and suffered. Other faction causing
-- that on themselves or on others won't be noticed. TMI.
execSfxAtomic $ SfxMsgFid (bfid sb)
$ SfxTimerExtended target iid store delta
when (bfid sb /= bfid tb) $
execSfxAtomic $ SfxMsgFid (bfid tb)
$ SfxTimerExtended target iid store delta
return UseUp
else return UseDud -- probably incorrect content, but let it be
_ -> do
localTime <- getsState $ getLocalTime (blid tb)
let newTimer = createItemTimer localTime delta
extraIt k = if IK.isTimerNone tim
then itRaw -- don't break @applyPeriodicLevel@
else replicate k newTimer
-- randomized and overwritten in @registerItem@
-- if an organ or created in equipment
kitNew = case mcount of
Just itemK -> (itemK, extraIt itemK)
Nothing -> (kRaw, extraIt kRaw)
case miidOriginal of
Just iidOriginal | store /= COrgan ->
execSfxAtomic $ SfxMsgFid (bfid tb)
$ SfxItemYield iidOriginal (fst kitNew) (blid tb)
_ -> return ()
-- No such items or some items, but void delta, so create items.
-- If it's, e.g., a periodic poison, the new items will stack with any
-- already existing items.
iid <- registerItem True (itemFull, kitNew) itemKnown c
-- If created not on the ground, ID it, because it won't be on pickup.
-- If ground and stash coincide, unindentified item enters stash,
-- so will be identified when equipped, used or dropped
-- and picked again.
if isJust mcount -- not a random effect, so probably crafting
&& not (IA.isHumanTrinket (itemKind itemFull))
then execUpdAtomic $ UpdDiscover c iid (itemKindId itemFull) arItem
else when (store /= CGround) $
discoverIfMinorEffects c iid (itemKindId itemFull)
return UseUp
-- ** DestroyItem
-- | Make the target actor destroy items in a store from the given group.
-- The item that caused the effect itself is *not* immune, because often
-- the item needs to destroy itself, e.g., to model wear and tear.
-- In such a case, the item may need to be identified, in a container,
-- when it no longer exists, at least in the container. This is OK.
-- Durable items are not immune, unlike the tools in @ConsumeItems@.
effectDestroyItem :: MonadServerAtomic m
=> m () -> Int -> Int -> CStore -> ActorId
-> GroupName ItemKind
-> m UseResult
effectDestroyItem execSfx ngroup kcopy store target grp = do
tb <- getsState $ getActorBody target
is <- allGroupItems store grp target
if null is then return UseDud
else do
execSfx
urs <- mapM (uncurry (dropCStoreItem True True store target tb kcopy))
(take ngroup is)
return $! case urs of
[] -> UseDud -- there was no effects
_ -> maximum urs
-- | Drop a single actor's item (though possibly multiple copies).
-- Note that if there are multiple copies, at most one explodes
-- to avoid excessive carnage and UI clutter (let's say,
-- the multiple explosions interfere with each other or perhaps
-- larger quantities of explosives tend to be packaged more safely).
-- Note also that @OnSmash@ effects are activated even if item discharged.
dropCStoreItem :: MonadServerAtomic m
=> Bool -> Bool -> CStore -> ActorId -> Actor -> Int
-> ItemId -> ItemQuant
-> m UseResult
dropCStoreItem verbose destroy store aid b kMax iid (k, _) = do
let c = CActor aid store
bag0 <- getsState $ getContainerBag c
-- @OnSmash@ effects of previous items may remove next items, so better check.
if iid `EM.notMember` bag0 then return UseDud else do
itemFull <- getsState $ itemToFull iid
let arItem = aspectRecordFull itemFull
fragile = IA.checkFlag Ability.Fragile arItem
durable = IA.checkFlag Ability.Durable arItem
isDestroyed = destroy
|| bproj b && (bhp b <= 0 && not durable || fragile)
|| store == COrgan -- just as organs are destroyed at death
-- but also includes conditions
if isDestroyed then do
let effApplyFlags = EffApplyFlags
{ effToUse = EffBare
-- the embed could be combined at this point but @iid@ cannot
, effVoluntary = True
-- we don't know if it's effVoluntary, so we conservatively assume
-- it is and we blame @aid@
, effUseAllCopies = kMax >= k
, effKineticPerformed = False
, effActivation = ActivationOnSmash
, effMayDestroy = True
}
void $ effectAndDestroyAndAddKill effApplyFlags aid aid aid iid c itemFull
-- One copy was destroyed (or none if the item was discharged),
-- so let's mop up.
bag <- getsState $ getContainerBag c
maybe (return ())
(\(k1, it) -> do
let destroyedSoFar = k - k1
k2 = min (kMax - destroyedSoFar) k1
kit2 = (k2, take k2 it)
-- Don't spam if the effect already probably made noise
-- and also the number could be surprising to the player.
verbose2 = verbose && k1 == k
when (k2 > 0) $
execUpdAtomic $ UpdDestroyItem verbose2 iid (itemBase itemFull)
kit2 c)
(EM.lookup iid bag)
return UseUp
else do
cDrop <- pickDroppable False aid b -- drop over fog, etc.
mvCmd <- generalMoveItem verbose iid (min kMax k) (CActor aid store) cDrop
mapM_ execUpdAtomic mvCmd
return UseUp
pickDroppable :: MonadStateRead m => Bool -> ActorId -> Actor -> m Container
pickDroppable respectNoItem aid b = do
cops@COps{coTileSpeedup} <- getsState scops
lvl <- getLevel (blid b)
let validTile t = not (respectNoItem && Tile.isNoItem coTileSpeedup t)
if validTile $ lvl `at` bpos b
then return $! CActor aid CGround
else do
let ps = nearbyFreePoints cops lvl validTile (bpos b)
return $! case filter (adjacent $ bpos b) $ take 8 ps of
[] -> CActor aid CGround -- fallback; still correct, though not ideal
pos : _ -> CFloor (blid b) pos
-- ** ConsumeItems
-- | Make the target actor destroy the given items, if all present,
-- or none at all, if any is missing. To be used in crafting.
-- The item that caused the effect itself is not considered (any copies).
effectConsumeItems :: MonadServerAtomic m
=> m () -> ItemId -> ActorId
-> [(Int, GroupName ItemKind)]
-> [(Int, GroupName ItemKind)]
-> m UseResult
effectConsumeItems execSfx iidOriginal target tools0 raw0 = do
kitAssG <- getsState $ kitAssocs target [CGround]
let kitAss = listToolsToConsume kitAssG [] -- equipment too dangerous to use
is = filter ((/= iidOriginal) . fst . snd) kitAss
grps0 = map (\(x, y) -> (False, x, y)) tools0 -- apply if durable
++ map (\(x, y) -> (True, x, y)) raw0 -- destroy always
(bagsToLose3, iidsToApply3, grps3) =
foldl' subtractIidfromGrps (EM.empty, [], grps0) is
if null grps3 then do
execSfx
consumeItems target bagsToLose3 iidsToApply3
return UseUp
else return UseDud
consumeItems :: MonadServerAtomic m
=> ActorId -> EM.EnumMap CStore ItemBag
-> [(CStore, (ItemId, ItemFull))]
-> m ()
consumeItems target bagsToLose iidsToApply = do
COps{coitem} <- getsState scops
tb <- getsState $ getActorBody target
arTrunk <- getsState $ (EM.! btrunk tb) . sdiscoAspect
let isBlast = IA.checkFlag Ability.Blast arTrunk
identifyStoreBag store bag =
mapM_ (identifyStoreIid store) $ EM.keys bag
identifyStoreIid store iid = do
discoAspect2 <- getsState sdiscoAspect
-- might have changed due to embedded items invocations
itemKindId <- getsState $ getIidKindIdServer iid
let arItem = discoAspect2 EM.! iid
c = CActor target store
itemKind = okind coitem itemKindId
unless (IA.isHumanTrinket itemKind) $ -- a hack
execUpdAtomic $ UpdDiscover c iid itemKindId arItem
-- We don't invoke @OnSmash@ effects, so we avoid the risk
-- of the first removed item displacing the actor, destroying
-- or scattering some pending items ahead of time, etc.
-- The embed should provide any requisite fireworks instead.
forM_ (EM.assocs bagsToLose) $ \(store, bagToLose) ->
unless (EM.null bagToLose) $ do
identifyStoreBag store bagToLose
-- Not @UpdLoseItemBag@, to be verbose.
-- The bag is small, anyway.
let c = CActor target store
itemD <- getsState sitemD
mapWithKeyM_ (\iid kit -> do
let verbose = not isBlast -- no spam
item = itemD EM.! iid
execUpdAtomic $ UpdDestroyItem verbose iid item kit c)
bagToLose
-- But afterwards we do apply normal effects of durable items,
-- even if the actor or other items displaced in the process,
-- as long as a number of the items is still there.
-- So if a harmful double-purpose tool-component is both to be used
-- and destroyed, it will be lost, but at least it won't harm anybody.
let applyItemIfPresent (store, (iid, itemFull)) = do
let c = CActor target store
bag <- getsState $ getContainerBag c
when (iid `EM.member` bag) $ do
execSfxAtomic $ SfxApply target iid
-- Treated as if the actor only activated the item on himself,
-- without kinetic damage, to avoid the exploit of wearing armor
-- when using tools or transforming terrain.
-- Also, timeouts of the item ignored to prevent exploit
-- by discharging the item before using it.
let effApplyFlags = EffApplyFlags
{ effToUse = EffBare -- crafting not intended
, effVoluntary = True
, effUseAllCopies = False
, effKineticPerformed = False
, effActivation = ActivationConsume
, effMayDestroy = False
}
void $ effectAndDestroyAndAddKill effApplyFlags
target target target iid c itemFull
mapM_ applyItemIfPresent iidsToApply
-- ** DropItem
-- | Make the target actor drop items in a store from the given group.
-- The item that caused the effect itself is immune (any copies).
effectDropItem :: MonadServerAtomic m
=> m () -> ItemId -> Int -> Int -> CStore
-> GroupName ItemKind -> ActorId
-> m UseResult
effectDropItem execSfx iidOriginal ngroup kcopy store grp target = do
tb <- getsState $ getActorBody target
fact <- getsState $ (EM.! bfid tb) . sfactionD
isRaw <- allGroupItems store grp target
curChalSer <- getsServer $ scurChalSer . soptions
factionD <- getsState sfactionD
let is = filter ((/= iidOriginal) . fst) isRaw
if | bproj tb || null is -> return UseDud
| ngroup == maxBound && kcopy == maxBound
&& store `elem` [CStash, CEqp]
&& fhasGender (gkind fact) -- hero in Allure's decontamination chamber
&& (cdiff curChalSer == 1 -- at lowest difficulty for its faction
&& any (fhasUI . gkind . snd)
(filter (\(fi, fa) -> isFriend fi fa (bfid tb))
(EM.assocs factionD))
|| cdiff curChalSer == difficultyBound
&& any (fhasUI . gkind . snd)
(filter (\(fi, fa) -> isFoe fi fa (bfid tb))
(EM.assocs factionD))) ->
{-
A hardwired hack, because AI heroes don't cope with Allure's decontamination
chamber; beginners may struggle too, so this is trigered by difficulty.
- AI heroes don't switch leader to the hero past laboratory to equip
weapons from stash between the in-lab hero picks up the loot pile
and himself enters the decontamination chamber
- the items of the last actor would be lost anyway, unless AI
is taught the foolproof solution of this puzzle, which is yet a bit more
specific than the two abilities above
-}
return UseUp
| otherwise -> do
unless (store == COrgan) execSfx
urs <- mapM (uncurry (dropCStoreItem True False store target tb kcopy))
(take ngroup is)
return $! case urs of
[] -> UseDud -- there was no effects
_ -> maximum urs
-- ** Recharge and Discharge
effectRecharge :: forall m. MonadServerAtomic m
=> Bool -> m () -> ItemId -> Int -> Dice.Dice -> ActorId
-> m UseResult
effectRecharge reducingCooldown execSfx iidOriginal n0 dice target = do
tb <- getsState $ getActorBody target
if bproj tb then return UseDud else do -- slows down, but rarely any effect
localTime <- getsState $ getLocalTime (blid tb)
totalDepth <- getsState stotalDepth
Level{ldepth} <- getLevel $ blid tb
power <- rndToAction $ castDice ldepth totalDepth dice
let timeUnit = if reducingCooldown
then absoluteTimeNegate timeClip
else timeClip
delta = timeDeltaScale (Delta timeUnit) power
localTimer = createItemTimer localTime (Delta timeZero)
addToCooldown :: CStore -> (Int, UseResult) -> (ItemId, ItemFullKit)
-> m (Int, UseResult)
addToCooldown _ (0, ur) _ = return (0, ur)
addToCooldown store (n, ur) (iid, (_, (k0, itemTimers0))) = do
let itemTimers = filter (charging localTime) itemTimers0
kt = length itemTimers
lenToShift = min n $ if reducingCooldown then kt else k0 - kt
(itToShift, itToKeep) =
if reducingCooldown
then splitAt lenToShift itemTimers
else (replicate lenToShift localTimer, itemTimers)
-- No problem if this overcharges; equivalent to pruned timer.
it2 = map (shiftItemTimer delta) itToShift ++ itToKeep
if itemTimers0 == it2
then return (n, ur)
else do
let c = CActor target store
execUpdAtomic $ UpdTimeItem iid c itemTimers0 it2
return (n - lenToShift, UseUp)
selectWeapon i@(iid, (itemFull, _)) (weapons, others) =
let arItem = aspectRecordFull itemFull
in if | IA.aTimeout arItem == 0
|| iid == iidOriginal -> (weapons, others)
| IA.checkFlag Ability.Meleeable arItem -> (i : weapons, others)
| otherwise -> (weapons, i : others)
partitionWeapon = foldr selectWeapon ([],[])
ignoreCharges = True -- handled above depending on @reducingCooldown@
benefits = Nothing -- only raw damage counts (client knows benefits)
sortWeapons ass =
map (\(_, _, _, _, iid, itemFullKit) -> (iid, itemFullKit))
$ strongestMelee ignoreCharges benefits localTime ass
eqpAss <- getsState $ kitAssocs target [CEqp]
let (eqpAssWeapons, eqpAssOthers) = partitionWeapon eqpAss
organAss <- getsState $ kitAssocs target [COrgan]
let (organAssWeapons, organAssOthers) = partitionWeapon organAss
(nEqpWeapons, urEqpWeapons) <-
foldM (addToCooldown CEqp) (n0, UseDud)
$ sortWeapons eqpAssWeapons
(nOrganWeapons, urOrganWeapons) <-
foldM (addToCooldown COrgan) (nEqpWeapons, urEqpWeapons)
$ sortWeapons organAssWeapons
(nEqpOthers, urEqpOthers) <-
foldM (addToCooldown CEqp) (nOrganWeapons, urOrganWeapons) eqpAssOthers
(_nOrganOthers, urOrganOthers) <-
foldM (addToCooldown COrgan) (nEqpOthers, urEqpOthers) organAssOthers
if urOrganOthers == UseDud then return UseDud
else do
execSfx
return UseUp
-- ** PolyItem
-- Can't apply to the item itself (any copies).
effectPolyItem :: MonadServerAtomic m
=> m () -> ItemId -> ActorId -> m UseResult
effectPolyItem execSfx iidOriginal target = do
tb <- getsState $ getActorBody target
let cstore = CGround
kitAss <- getsState $ kitAssocs target [cstore]
case filter ((/= iidOriginal) . fst) kitAss of
[] -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxPurposeNothing
-- Do not spam the source actor player about the failures.
return UseId
(iid, ( itemFull@ItemFull{itemBase, itemKindId, itemKind}
, (itemK, itemTimer) )) : _ -> do
let arItem = aspectRecordFull itemFull
maxCount = Dice.supDice $ IK.icount itemKind
if | IA.checkFlag Ability.Unique arItem -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxPurposeUnique
return UseId
| maybe True (<= 0) $ lookup IK.COMMON_ITEM $ IK.ifreq itemKind -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxPurposeNotCommon
return UseId
| itemK < maxCount -> do
execSfxAtomic $ SfxMsgFid (bfid tb)
$ SfxPurposeTooFew maxCount itemK
return UseId
| otherwise -> do
-- Only the required number of items is used up, not all of them.
let c = CActor target cstore
kit = (maxCount, take maxCount itemTimer)
execSfx
identifyIid iid c itemKindId itemKind
execUpdAtomic $ UpdDestroyItem True iid itemBase kit c
effectCreateItem (Just $ bfid tb) Nothing
target target Nothing cstore
IK.COMMON_ITEM IK.timerNone
-- ** RerollItem
-- Can't apply to the item itself (any copies).
effectRerollItem :: forall m . MonadServerAtomic m
=> m () -> ItemId -> ActorId -> m UseResult
effectRerollItem execSfx iidOriginal target = do
COps{coItemSpeedup} <- getsState scops
tb <- getsState $ getActorBody target
let cstore = CGround -- if ever changed, call @discoverIfMinorEffects@
kitAss <- getsState $ kitAssocs target [cstore]
case filter ((/= iidOriginal) . fst) kitAss of
[] -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxRerollNothing
-- Do not spam the source actor player about the failures.
return UseId
(iid, ( ItemFull{ itemBase, itemKindId, itemKind
, itemDisco=ItemDiscoFull itemAspect }
, (_, itemTimer) )) : _ ->
if IA.kmConst $ getKindMean itemKindId coItemSpeedup then do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxRerollNotRandom
return UseId
else do
let c = CActor target cstore
kit = (1, take 1 itemTimer) -- prevent micromanagement
freq = pure (IK.HORROR, itemKindId, itemKind)
execSfx
identifyIid iid c itemKindId itemKind
execUpdAtomic $ UpdDestroyItem False iid itemBase kit c
totalDepth <- getsState stotalDepth
let roll100 :: Int -> m (ItemKnown, ItemFull)
roll100 n = do
-- Not only rerolled, but at highest depth possible,
-- resulting in highest potential for bonuses.
m2 <- rollItemAspect freq totalDepth
case m2 of
NoNewItem ->
error "effectRerollItem: can't create rerolled item"
NewItem _ itemKnown@(ItemKnown _ ar2 _) itemFull _ ->
if ar2 == itemAspect && n > 0
then roll100 (n - 1)
else return (itemKnown, itemFull)
(itemKnown, itemFull) <- roll100 100
void $ registerItem True (itemFull, kit) itemKnown c
return UseUp
_ -> error "effectRerollItem: server ignorant about an item"
-- ** DupItem
-- Can't apply to the item itself (any copies).
effectDupItem :: MonadServerAtomic m => m () -> ItemId -> ActorId -> m UseResult
effectDupItem execSfx iidOriginal target = do
tb <- getsState $ getActorBody target
let cstore = CGround -- beware of other options, e.g., creating in eqp
-- and not setting timeout to a random value
kitAss <- getsState $ kitAssocs target [cstore]
case filter ((/= iidOriginal) . fst) kitAss of
[] -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxDupNothing
-- Do not spam the source actor player about the failures.
return UseId
(iid, ( itemFull@ItemFull{itemKindId, itemKind}
, _ )) : _ -> do
let arItem = aspectRecordFull itemFull
if | IA.checkFlag Ability.Unique arItem -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxDupUnique
return UseId
| maybe False (> 0) $ lookup IK.VALUABLE $ IK.ifreq itemKind -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxDupValuable
return UseId
| otherwise -> do
let c = CActor target cstore
execSfx
identifyIid iid c itemKindId itemKind
let slore = IA.loreFromContainer arItem c
modifyServer $ \ser ->
ser {sgenerationAn = EM.adjust (EM.insertWith (+) iid 1) slore
(sgenerationAn ser)}
execUpdAtomic $ UpdCreateItem True iid (itemBase itemFull)
quantSingle c
return UseUp
-- ** Identify
effectIdentify :: MonadServerAtomic m
=> m () -> ItemId -> ActorId -> m UseResult
effectIdentify execSfx iidOriginal target = do
COps{coItemSpeedup} <- getsState scops
discoAspect <- getsState sdiscoAspect
-- The actor that causes the application does not determine what item
-- is identifiable, becuase it's the target actor that identifies
-- his possesions.
tb <- getsState $ getActorBody target
sClient <- getsServer $ (EM.! bfid tb) . sclientStates
let tryFull store as = case as of
[] -> return False
(iid, _) : rest | iid == iidOriginal -> tryFull store rest -- don't id itself
(iid, ItemFull{itemBase, itemKindId, itemKind}) : rest -> do
let arItem = discoAspect EM.! iid
kindIsKnown = case jkind itemBase of
IdentityObvious _ -> True
IdentityCovered ix _ -> ix `EM.member` sdiscoKind sClient
if iid `EM.member` sdiscoAspect sClient -- already fully identified
|| IA.isHumanTrinket itemKind -- hack; keep them non-identified
|| store == CGround && IA.onlyMinorEffects arItem itemKind
-- will be identified when picked up, so don't bother
|| IA.kmConst (getKindMean itemKindId coItemSpeedup)
&& kindIsKnown
-- constant aspects and known kind; no need to identify further;
-- this should normally not be needed, since clients should
-- identify such items for free
then tryFull store rest
else do
let c = CActor target store
execSfx
identifyIid iid c itemKindId itemKind
return True
tryStore stores = case stores of
[] -> do
execSfxAtomic $ SfxMsgFid (bfid tb) SfxIdentifyNothing
return UseId -- the message tells it's ID effect
store : rest -> do
allAssocs <- getsState $ fullAssocs target [store]
go <- tryFull store allAssocs
if go then return UseUp else tryStore rest
tryStore [CGround, CStash, CEqp]
-- The item need not be in the container. It's used for a message only.
identifyIid :: MonadServerAtomic m
=> ItemId -> Container -> ContentId ItemKind -> ItemKind -> m ()
identifyIid iid c itemKindId itemKind =
unless (IA.isHumanTrinket itemKind) $ do
discoAspect <- getsState sdiscoAspect
execUpdAtomic $ UpdDiscover c iid itemKindId $ discoAspect EM.! iid
-- ** Detect
effectDetect :: MonadServerAtomic m
=> m () -> IK.DetectKind -> Int -> ActorId -> Container
-> m UseResult
effectDetect execSfx d radius target container = do
COps{coitem, coTileSpeedup} <- getsState scops
b <- getsState $ getActorBody target
lvl <- getLevel $ blid b
sClient <- getsServer $ (EM.! bfid b) . sclientStates
let lvlClient = (EM.! blid b) . sdungeon $ sClient
s <- getState
getKind <- getsState $ flip getIidKindServer
factionD <- getsState sfactionD
let lootPredicate p =
p `EM.member` lfloor lvl
|| (case posToBigAssoc p (blid b) s of
Nothing -> False
Just (_, body) ->
let belongings = EM.keys (beqp body) -- shared stash ignored
in any belongingIsLoot belongings)
|| any embedHasLoot (EM.keys $ getEmbedBag (blid b) p s)
itemKindIsLoot = isNothing . lookup IK.UNREPORTED_INVENTORY . IK.ifreq
belongingIsLoot iid = itemKindIsLoot $ getKind iid
embedHasLoot iid = any effectHasLoot $ IK.ieffects $ getKind iid
reported acc _ _ itemKind = acc && itemKindIsLoot itemKind
effectHasLoot (IK.CreateItem _ cstore grp _) =
cstore `elem` [CGround, CStash, CEqp]
&& ofoldlGroup' coitem grp reported True
effectHasLoot IK.PolyItem = True
effectHasLoot IK.RerollItem = True
effectHasLoot IK.DupItem = True
effectHasLoot (IK.AtMostOneOf l) = any effectHasLoot l
effectHasLoot (IK.OneOf l) = any effectHasLoot l
effectHasLoot (IK.OnSmash eff) = effectHasLoot eff
effectHasLoot (IK.OnUser eff) = effectHasLoot eff
effectHasLoot (IK.AndEffect eff1 eff2) =
effectHasLoot eff1 || effectHasLoot eff2
effectHasLoot (IK.OrEffect eff1 eff2) =
effectHasLoot eff1 || effectHasLoot eff2
effectHasLoot (IK.SeqEffect effs) =
any effectHasLoot effs
effectHasLoot (IK.When _ eff) = effectHasLoot eff
effectHasLoot (IK.Unless _ eff) = effectHasLoot eff
effectHasLoot (IK.IfThenElse _ eff1 eff2) =
effectHasLoot eff1 || effectHasLoot eff2
effectHasLoot _ = False
stashPredicate p = any (onStash p) $ EM.assocs factionD
onStash p (fid, fact) = case gstash fact of
Just (lid, pos) -> pos == p && lid == blid b && fid /= bfid b
Nothing -> False
(predicate, action) = case d of
IK.DetectAll -> (const True, const $ return False)
IK.DetectActor -> ((`EM.member` lbig lvl), const $ return False)
IK.DetectLoot -> (lootPredicate, const $ return False)
IK.DetectExit ->
let (ls1, ls2) = lstair lvl
in ((`elem` ls1 ++ ls2 ++ lescape lvl), const $ return False)
IK.DetectHidden ->
let predicateH p = let tClient = lvlClient `at` p
tServer = lvl `at` p
in Tile.isHideAs coTileSpeedup tServer
&& tClient /= tServer
-- the actor searches only tiles he doesn't know already,
-- preventing misleading messages (and giving less information
-- to eavesdropping parties)
revealEmbed p = do
embeds <- getsState $ getEmbedBag (blid b) p
unless (EM.null embeds) $
execUpdAtomic $ UpdSpotItemBag True (CEmbed (blid b) p) embeds
actionH l = do
pos <- getsState $ posFromC container
let f p = when (p /= pos) $ do
let t = lvl `at` p
execUpdAtomic $ UpdSearchTile target p t
-- This is safe searching; embedded items
-- are not triggered, but they are revealed.
revealEmbed p
case EM.lookup p $ lentry lvl of
Nothing -> return ()
Just entry ->
execUpdAtomic $ UpdSpotEntry (blid b) [(p, entry)]
mapM_ f l
return $! not $ null l
in (predicateH, actionH)
IK.DetectEmbed -> ((`EM.member` lembed lvl), const $ return False)
IK.DetectStash -> (stashPredicate, const $ return False)
effectDetectX d predicate action execSfx radius target
-- This is not efficient at all, so optimize iff detection is added
-- to periodic organs or common periodic items or often activated embeds.
effectDetectX :: MonadServerAtomic m
=> IK.DetectKind -> (Point -> Bool) -> ([Point] -> m Bool)
-> m () -> Int -> ActorId -> m UseResult
effectDetectX d predicate action execSfx radius target = do
COps{corule=RuleContent{rWidthMax, rHeightMax}} <- getsState scops
b <- getsState $ getActorBody target
sperFidOld <- getsServer sperFid
let perOld = sperFidOld EM.! bfid b EM.! blid b
Point x0 y0 = bpos b
perList = filter predicate
[ Point x y
| y <- [max 0 (y0 - radius) .. min (rHeightMax - 1) (y0 + radius)]
, x <- [max 0 (x0 - radius) .. min (rWidthMax - 1) (x0 + radius)]
]
extraPer = emptyPer {psight = PerVisible $ ES.fromDistinctAscList perList}
inPer = diffPer extraPer perOld
unless (nullPer inPer) $ do
-- Perception is modified on the server and sent to the client
-- together with all the revealed info.
let perNew = addPer inPer perOld
fper = EM.adjust (EM.insert (blid b) perNew) (bfid b)
modifyServer $ \ser -> ser {sperFid = fper $ sperFid ser}
execSendPer (bfid b) (blid b) emptyPer inPer perNew
pointsModified <- action perList
if not (nullPer inPer) || pointsModified then do
execSfx
-- Perception is reverted. This is necessary to ensure save and restore
-- doesn't change game state.
unless (nullPer inPer) $ do
modifyServer $ \ser -> ser {sperFid = sperFidOld}
execSendPer (bfid b) (blid b) inPer emptyPer perOld
else
execSfxAtomic $ SfxMsgFid (bfid b) $ SfxVoidDetection d
return UseUp -- even if nothing spotted, in itself it's still useful data
-- ** SendFlying
-- | Send the target actor flying like a projectile. If the actors are adjacent,
-- the vector is directed outwards, if no, inwards, if it's the same actor,
-- boldpos is used, if it can't, a random outward vector of length 10
-- is picked.
effectSendFlying :: MonadServerAtomic m
=> m () -> IK.ThrowMod -> ActorId -> ActorId -> Container
-> Maybe Bool
-> m UseResult
effectSendFlying execSfx IK.ThrowMod{..} source target container modePush = do
v <- sendFlyingVector source target container modePush
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
let eps = 0
fpos = bpos tb `shift` v
isEmbed = case container of
CEmbed{} -> True
_ -> False
if bhp tb <= 0 -- avoid dragging around corpses
|| bproj tb && isEmbed then -- flying projectiles can't slip on the floor
return UseDud -- the impact never manifested
else if actorWaits tb
&& source /= target
&& isNothing (btrajectory tb) then do
execSfxAtomic $ SfxMsgFid (bfid sb) $ SfxBracedImmune target
when (source /= target) $
execSfxAtomic $ SfxMsgFid (bfid tb) $ SfxBracedImmune target
return UseUp -- waste it to prevent repeated throwing at immobile actors
else do
case bresenhamsLineAlgorithm eps (bpos tb) fpos of
Nothing -> error $ "" `showFailure` (fpos, tb)
Just [] -> error $ "projecting from the edge of level"
`showFailure` (fpos, tb)
Just (pos : rest) -> do
weightAssocs <- getsState $ fullAssocs target [CEqp, COrgan]
let weight = sum $ map (IK.iweight . itemKind . snd) weightAssocs
path = bpos tb : pos : rest
(trajectory, (speed, _)) =
-- Note that the @ThrowMod@ aspect of the actor's trunk is ignored.
computeTrajectory weight throwVelocity throwLinger path
ts = Just (trajectory, speed)
-- Old and new trajectories are not added; the old one is replaced.
if btrajectory tb == ts
then return UseId -- e.g., actor is too heavy; but a jerk is noticeable
else do
execSfx
execUpdAtomic $ UpdTrajectory target (btrajectory tb) ts
-- If propeller is a projectile, it pushes involuntarily,
-- so its originator is to blame.
-- However, we can't easily see whether a pushed non-projectile actor
-- pushed another due to colliding or voluntarily, so we assign
-- blame to him.
originator <- if bproj sb
then getsServer $ EM.findWithDefault source source
. strajPushedBy
else return source
modifyServer $ \ser ->
ser {strajPushedBy = EM.insert target originator $ strajPushedBy ser}
-- In case of pre-existing pushing, don't touch the time
-- so that the pending @advanceTimeTraj@ can do its job
-- (it will, because non-empty trajectory is here set, unless, e.g.,
-- subsequent effects from the same item change the trajectory).
when (isNothing $ btrajectory tb) $ do
-- Set flying time to almost now, so that the push happens ASAP,
-- because it's the first one, so almost no delay is needed.
localTime <- getsState $ getLocalTime (blid tb)
-- But add a slight overhead to avoid displace-slide loops
-- of 3 actors in a line. However, add even more overhead
-- to normal actor move, so that it doesn't manage to land
-- a hit before it flies away safely.
let overheadTime = timeShift localTime (Delta timeClip)
doubleClip = timeDeltaScale (Delta timeClip) 2
modifyServer $ \ser ->
ser { strajTime =
updateActorTime (bfid tb) (blid tb) target overheadTime
$ strajTime ser
, sactorTime =
ageActor (bfid tb) (blid tb) target doubleClip
$ sactorTime ser }
return UseUp
sendFlyingVector :: MonadServerAtomic m
=> ActorId -> ActorId -> Container -> Maybe Bool -> m Vector
sendFlyingVector source target container modePush = do
sb <- getsState $ getActorBody source
if source == target then do
pos <- getsState $ posFromC container
lid <- getsState $ lidFromC container
let (start, end) =
-- Without the level the pushing stair trap moved actor back upstairs.
if bpos sb /= pos && blid sb == lid
then (bpos sb, pos)
else (fromMaybe (bpos sb) (boldpos sb), bpos sb)
if start == end then rndToAction $ do
z <- randomR (-10, 10)
oneOf [Vector 10 z, Vector (-10) z, Vector z 10, Vector z (-10)]
else do
let pushV = vectorToFrom end start
pullV = vectorToFrom start end
return $! case modePush of
Just True -> pushV
Just False -> pullV
Nothing -> pushV
else do
tb <- getsState $ getActorBody target
let pushV = vectorToFrom (bpos tb) (bpos sb)
pullV = vectorToFrom (bpos sb) (bpos tb)
return $! case modePush of
Just True -> pushV
Just False -> pullV
Nothing | adjacent (bpos sb) (bpos tb) -> pushV
Nothing -> pullV
-- ** ApplyPerfume
effectApplyPerfume :: MonadServerAtomic m => m () -> ActorId -> m UseResult
effectApplyPerfume execSfx target = do
tb <- getsState $ getActorBody target
Level{lsmell} <- getLevel $ blid tb
unless (EM.null lsmell) $ do
execSfx
let f p fromSm = execUpdAtomic $ UpdAlterSmell (blid tb) p fromSm timeZero
mapWithKeyM_ f lsmell
return UseUp -- even if no smell before, the perfume is noticeable
-- ** AtMostOneOf
effectAtMostOneOf :: MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> [IK.Effect] -> m UseResult
effectAtMostOneOf recursiveCall l = do
chosen <- rndToAction $ oneOf l
recursiveCall chosen
-- no @execSfx@, because the individual effect sents it
-- ** OneOf
effectOneOf :: MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> [IK.Effect] -> m UseResult
effectOneOf recursiveCall l = do
shuffled <- rndToAction $ shuffle l
let f eff result = do
ur <- recursiveCall eff
-- We stop at @UseId@ activation and in this ways avoid potentially
-- many calls to fizzling effects that only spam a failure message
-- and ID the item.
if ur == UseDud then result else return ur
foldr f (return UseDud) shuffled
-- no @execSfx@, because the individual effect sents it
-- ** AndEffect
effectAndEffect :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> ActorId
-> IK.Effect -> IK.Effect
-> m UseResult
effectAndEffect recursiveCall source eff1@IK.ConsumeItems{} eff2 = do
-- So far, this is the only idiom used for crafting. If others appear,
-- either formalize it by a specialized crafting effect constructor
-- or add here and to effect printing code.
sb <- getsState $ getActorBody source
curChalSer <- getsServer $ scurChalSer . soptions
fact <- getsState $ (EM.! bfid sb) . sfactionD
if cgoods curChalSer && fhasUI (gkind fact) then do
execSfxAtomic $ SfxMsgFid (bfid sb) SfxReadyGoods
return UseId
else effectAndEffectSem recursiveCall eff1 eff2
effectAndEffect recursiveCall _ eff1 eff2 =
effectAndEffectSem recursiveCall eff1 eff2
effectAndEffectSem :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> IK.Effect -> IK.Effect
-> m UseResult
effectAndEffectSem recursiveCall eff1 eff2 = do
ur1 <- recursiveCall eff1
if ur1 == UseUp
then recursiveCall eff2
else return ur1
-- No @execSfx@, because individual effects sent them.
-- ** OrEffect
effectOrEffect :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult)
-> FactionId -> IK.Effect -> IK.Effect
-> m UseResult
effectOrEffect recursiveCall fid eff1 eff2 = do
curChalSer <- getsServer $ scurChalSer . soptions
fact <- getsState $ (EM.! fid) . sfactionD
case eff1 of
IK.AndEffect IK.ConsumeItems{} _ | cgoods curChalSer
&& fhasUI (gkind fact) -> do
-- Stop forbidden crafting ASAP to avoid spam.
execSfxAtomic $ SfxMsgFid fid SfxReadyGoods
return UseId
_ -> do
ur1 <- recursiveCall eff1
if ur1 == UseUp
then return UseUp
else recursiveCall eff2
-- no @execSfx@, because individual effects sent them
-- ** SeqEffect
effectSeqEffect :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> [IK.Effect]
-> m UseResult
effectSeqEffect recursiveCall effs = do
mapM_ (void <$> recursiveCall) effs
return UseUp
-- no @execSfx@, because individual effects sent them
-- ** When
effectWhen :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> ActorId
-> IK.Condition -> IK.Effect -> ActivationFlag
-> m UseResult
effectWhen recursiveCall source cond eff effActivation = do
go <- conditionSem source cond effActivation
if go then recursiveCall eff else return UseDud
-- ** Unless
effectUnless :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> ActorId
-> IK.Condition -> IK.Effect -> ActivationFlag
-> m UseResult
effectUnless recursiveCall source cond eff effActivation = do
go <- conditionSem source cond effActivation
if not go then recursiveCall eff else return UseDud
-- ** IfThenElse
effectIfThenElse :: forall m. MonadServerAtomic m
=> (IK.Effect -> m UseResult) -> ActorId
-> IK.Condition -> IK.Effect -> IK.Effect -> ActivationFlag
-> m UseResult
effectIfThenElse recursiveCall source cond eff1 eff2 effActivation = do
c <- conditionSem source cond effActivation
if c then recursiveCall eff1 else recursiveCall eff2
-- ** VerbNoLonger
effectVerbNoLonger :: MonadServerAtomic m
=> Bool -> m () -> ActorId -> m UseResult
effectVerbNoLonger effUseAllCopies execSfx source = do
b <- getsState $ getActorBody source
when (effUseAllCopies -- @UseUp@ ensures that if all used, all destroyed
&& not (bproj b)) -- no spam when projectiles activate
execSfx -- announce that all copies have run out (or whatever message)
return UseUp -- help to destroy the copy, even if not all used up
-- ** VerbMsg
effectVerbMsg :: MonadServerAtomic m => m () -> ActorId -> m UseResult
effectVerbMsg execSfx source = do
b <- getsState $ getActorBody source
unless (bproj b) execSfx -- don't spam when projectiles activate
return UseUp -- announcing always successful and this helps
-- to destroy the item
-- ** VerbMsgFail
effectVerbMsgFail :: MonadServerAtomic m => m () -> ActorId -> m UseResult
effectVerbMsgFail execSfx source = do
b <- getsState $ getActorBody source
unless (bproj b) execSfx -- don't spam when projectiles activate
return UseId -- not @UseDud@ so that @OneOf@ doesn't ignore it
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