LambdaHack-0.10.3.0: engine-src/Game/LambdaHack/Server/LoopM.hs
-- | The main loop of the server, processing human and computer player
-- moves turn by turn.
module Game.LambdaHack.Server.LoopM
( loopSer
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, factionArena, arenasForLoop, handleFidUpd, loopUpd, endClip
, manageCalmAndDomination, applyPeriodicLevel
, handleTrajectories, hTrajectories, advanceTrajectory
, handleActors, hActors, handleUIunderAI, dieSer, restartGame
#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.Client (ReqUI (..), Response (..))
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.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 qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import Game.LambdaHack.Content.RuleKind
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Server.CommonM
import Game.LambdaHack.Server.HandleEffectM
import Game.LambdaHack.Server.HandleRequestM
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.PeriodicM
import Game.LambdaHack.Server.ProtocolM
import Game.LambdaHack.Server.ServerOptions
import Game.LambdaHack.Server.StartM
import Game.LambdaHack.Server.State
-- | Start a game session, including the clients, and then loop,
-- communicating with the clients.
--
-- The loop is started in server state that is empty, see 'emptyStateServer'.
loopSer :: (MonadServerAtomic m, MonadServerComm m)
=> ServerOptions
-- ^ player-supplied server options
-> (Bool -> FactionId -> ChanServer -> IO ())
-- ^ function that initializes a client and runs its main loop
-> m ()
loopSer serverOptions executorClient = do
-- Recover states and launch clients.
modifyServer $ \ser -> ser { soptionsNxt = serverOptions
, soptions = serverOptions }
cops <- getsState scops
let updConn = updateConn executorClient
restored <- tryRestore
case restored of
Just (sRaw, ser) | not $ snewGameSer serverOptions -> do -- a restored game
execUpdAtomic $ UpdResumeServer
$ updateCOpsAndCachedData (const cops) sRaw
putServer ser {soptionsNxt = serverOptions}
applyDebug
factionD <- getsState sfactionD
let f fid = let cmd = UpdResumeServer
$ updateCOpsAndCachedData (const cops)
$ sclientStates ser EM.! fid
in execUpdAtomicFidCatch fid cmd
mapM_ (void <$> f) $ EM.keys factionD
updConn
initPer
pers <- getsServer sperFid
let clear = const emptyPer
persFid fid | sknowEvents serverOptions = EM.map clear (pers EM.! fid)
| otherwise = pers EM.! fid
mapM_ (\fid -> sendUpdate fid $ UpdResume fid (persFid fid))
(EM.keys factionD)
arenasNew <- arenasForLoop
modifyServer $ \ser2 -> ser2 {sarenas = arenasNew, svalidArenas = True}
-- We dump RNG seeds here, based on @soptionsNxt@, in case the game
-- wasn't run with @--dumpInitRngs@ previously, but we need the seeds,
-- e.g., to diagnose a crash.
rngs <- getsServer srngs
when (sdumpInitRngs serverOptions) $ dumpRngs rngs
_ -> do -- starting new game for this savefile (--newGame or fresh save)
factionDold <- getsState sfactionD
s <- gameReset serverOptions Nothing Nothing
-- get RNG from item boost
-- Set up commandline options.
let optionsBarRngs =
serverOptions {sdungeonRng = Nothing, smainRng = Nothing}
modifyServer $ \ser -> ser { soptionsNxt = optionsBarRngs
, soptions = optionsBarRngs }
execUpdAtomic $ UpdRestartServer s
updConn
initPer
reinitGame factionDold
writeSaveAll False False
loopUpd updConn
factionArena :: MonadStateRead m => Faction -> m (Maybe LevelId)
factionArena fact = case gleader fact of
-- Even spawners need an active arena for their leader,
-- or they start clogging stairs.
Just leader -> do
b <- getsState $ getActorBody leader
return $ Just $ blid b
Nothing -> return Nothing
-- This means Allure heroes can kill all aliens on lvl 4, retreat,
-- hide and sleep on lvl 3 and they are guaranteed aliens don't spawn.
-- However, animals still spawn, if slowly, and aliens resume
-- spawning when heroes move on again.
arenasForLoop :: MonadStateRead m => m (ES.EnumSet LevelId)
{-# INLINE arenasForLoop #-}
arenasForLoop = do
factionD <- getsState sfactionD
marenas <- mapM factionArena $ EM.elems factionD
let arenas = ES.fromList $ catMaybes marenas
!_A = assert (not (ES.null arenas)
`blame` "game over not caught earlier"
`swith` factionD) ()
return $! arenas
handleFidUpd :: forall m. (MonadServerAtomic m, MonadServerComm m)
=> (FactionId -> m ()) -> FactionId -> Faction -> m ()
{-# INLINE handleFidUpd #-}
handleFidUpd updatePerFid fid fact = do
-- Update perception on all levels at once,
-- in case a leader is changed to actor on another
-- (possibly not even currently active) level.
-- This runs for all factions even if save is requested by UI.
-- Let players ponder new game state while the engine is busy saving.
-- Also, this ensures perception before game save is exactly the same
-- as at game resume, which is an invariant we check elsewhere.
-- However, if perception is not updated after the action, the actor
-- may not see his vicinity, so may not see enemy that displaces (or hits) him
-- resulting in breaking the displace action and temporary leader loss,
-- which is fine, though a bit alarming. So, we update it at the end.
updatePerFid fid
-- Move a single actor only. Note that the skipped actors are not marked
-- as waiting. Normally they will act in the next clip or the next few,
-- so that's natural. But if there are dozens of them, this is wierd.
-- E.g., they don't move, but still make nearby foes lose Calm.
-- However, for KISS, we leave it be.
--
-- Bail out if immediate loop break- requested by UI. No check
-- for @sbreakLoop@ needed, for the same reasons as in @handleActors@.
let handle :: [LevelId] -> m Bool
handle [] = return False
handle (lid : rest) = do
breakASAP <- getsServer sbreakASAP
if breakASAP
then return False
else do
nonWaitMove <- handleActors lid fid
if nonWaitMove
then return True
else handle rest
killDying :: [LevelId] -> m ()
killDying = mapM_ killDyingLid
killDyingLid :: LevelId -> m ()
killDyingLid lid = do
localTime <- getsState $ getLocalTime lid
levelTime <- getsServer $ (EM.! lid) . (EM.! fid) . sactorTime
let l = filter (\(_, atime) -> atime <= localTime) $ EM.assocs levelTime
killAid (aid, _) = do
b1 <- getsState $ getActorBody aid
when (bhp b1 <= 0) $ dieSer aid b1
mapM_ killAid l
-- Start on arena with leader, if available. This is crucial to ensure
-- that no actor (even ours) moves before UI declares save(&exit).
fa <- factionArena fact
arenas <- getsServer sarenas
let myArenas = case fa of
Just myArena -> myArena : delete myArena (ES.elems arenas)
Nothing -> ES.elems arenas
nonWaitMove <- handle myArenas
breakASAP <- getsServer sbreakASAP
unless breakASAP $ killDying myArenas
-- We update perception at the end, see comment above. This is usually
-- cheap, and when not, if it's AI faction, it's a waste, but if it's UI,
-- that's exactly where it prevents lost attack messages, etc.
-- If the move was a wait, perception unchanged, so no need to update,
-- unless the actor starts sleeping, in which case his perception
-- is reduced a bit later, so no harm done.
when nonWaitMove $ updatePerFid fid
-- | Handle a clip (the smallest fraction of a game turn for which a frame may
-- potentially be generated). Run the leader and other actors moves.
-- Eventually advance the time and repeat.
loopUpd :: forall m. (MonadServerAtomic m, MonadServerComm m)
=> m () -> m ()
loopUpd updConn = do
let updatePerFid :: FactionId -> m ()
{-# NOINLINE updatePerFid #-}
updatePerFid fid = do -- {-# SCC updatePerFid #-} do
perValid <- getsServer $ (EM.! fid) . sperValidFid
mapM_ (\(lid, valid) -> unless valid $ updatePer fid lid)
(EM.assocs perValid)
handleFid :: (FactionId, Faction) -> m ()
{-# NOINLINE handleFid #-}
handleFid (fid, fact) = do
breakASAP <- getsServer sbreakASAP
-- Don't process other factions, even their perceptions,
-- if UI saves and/or exits.
unless breakASAP $ handleFidUpd updatePerFid fid fact
loopConditionally = do
factionD <- getsState sfactionD
-- Update perception one last time to satisfy save/resume assertions,
-- because we may get here at arbitrary moment due to game over
-- and so have outdated perception.
mapM_ updatePerFid (EM.keys factionD)
modifyServer $ \ser -> ser { sbreakLoop = False
, sbreakASAP = False }
endOrLoop loopUpdConn (restartGame updConn loopUpdConn)
loopUpdConn = do
factionD <- getsState sfactionD
-- Start handling actors with the single UI faction (positive ID),
-- to safely save/exit. Note that this hack fails if there are many UI
-- factions (when we reenable multiplayer). Then players will request
-- save&exit and others will vote on it and it will happen
-- after the clip has ended, not at the start.
-- Note that at most a single actor with a time-consuming action
-- is processed per faction, so it's fair, but many loops are needed.
mapM_ handleFid $ EM.toDescList factionD
breakASAP <- getsServer sbreakASAP
breakLoop <- getsServer sbreakLoop
if breakASAP || breakLoop
then loopConditionally
else do
-- Projectiles are processed last and not at all if the UI leader
-- decides to save or exit or restart or if there is game over.
-- This and UI leader acting before any other ordinary actors
-- ensures state is not changed and so the clip doesn't need
-- to be carried through before save.
arenas <- getsServer sarenas
mapM_ (\fid -> mapM_ (`handleTrajectories` fid) $ ES.elems arenas)
(EM.keys factionD)
endClip updatePerFid -- must be last, in case performs a bkp save
-- The condition can be changed in @handleTrajectories@ by pushing
-- onto an escape and in @endClip@.
breakLoop2 <- getsServer sbreakLoop
if breakLoop2
then loopConditionally
else loopUpdConn -- process next iteration unconditionally
loopUpdConn
-- | Handle the end of every clip. Do whatever has to be done
-- every fixed number of clips, e.g., monster generation.
-- Advance time. Perform periodic saves, if applicable.
--
-- This is never run if UI requested save or exit or restart and it's correct,
-- because we know nobody moved and no time was or needs to be advanced
-- and arenas are not changed. After game was saved and exited,
-- on game resume the first clip is performed with empty arenas,
-- so arena time is not updated and nobody moves, nor anything happens,
-- but arenas are here correctly updated.
endClip :: forall m. MonadServerAtomic m => (FactionId -> m ()) -> m ()
{-# INLINE endClip #-}
endClip updatePerFid = do
COps{corule} <- getsState scops
time <- getsState stime
let clipN = time `timeFit` timeClip
-- No check if @sbreakASAP@ is set, because then the function is not called.
breakLoop <- getsServer sbreakLoop
-- We don't send a lot of useless info to the client if the game has already
-- ended. At best wasteful, at worst the player sees strange messages.
unless breakLoop $ do
-- I need to send time updates, because I can't add time to each command,
-- because I'd need to send also all arenas, which should be updated,
-- and this is too expensive data for each, e.g., projectile move.
-- I send even if nothing changes so that UI time display can progress.
-- Possibly @arenas@ are invalid here, but all moves were performed
-- according to this value, so time should be replenished according
-- to this value as well.
-- This is crucial, because tiny time discrepancies can accumulate
-- magnified by hunders of actors that share the clip slots due to the
-- restriction that at most one faction member acts each clip.
arenas <- getsServer sarenas
execUpdAtomic $ UpdAgeGame arenas
-- Perform periodic dungeon maintenance.
when (clipN `mod` rleadLevelClips corule == 0) leadLevelSwitch
case clipN `mod` clipsInTurn of
2 ->
-- Periodic activation only once per turn, for speed,
-- but on all active arenas. Calm updates and domination
-- happen there as well. Once per turn is too rare for accurate
-- expiration of short conditions, e.g., 1-turn haste. TODO.
applyPeriodicLevel
4 ->
-- Spawn monsters at most once per turn.
spawnMonster
_ -> return ()
-- @applyPeriodicLevel@ might have, e.g., dominated actors, ending the game.
-- It could not have unended the game, though.
breakLoop2 <- getsServer sbreakLoop
unless breakLoop2 $ do
-- Possibly a leader change due to @leadLevelSwitch@, so update arenas here
-- for 100% accuracy at least at the start of actor moves, before they
-- change leaders as part of their moves.
--
-- After game resume, this is the first non-vacuus computation.
-- Next call to @loopUpdConn@ really moves actors and updates arena times
-- so we start in exactly the same place that UI save ended in.
validArenas <- getsServer svalidArenas
unless validArenas $ do
arenasNew <- arenasForLoop
modifyServer $ \ser -> ser {sarenas = arenasNew, svalidArenas = True}
-- Update all perception for visual feedback and to make sure saving
-- and resuming game doesn't affect gameplay (by updating perception).
-- Perception updates in @handleFidUpd@ are not enough, because
-- periodic actions could have invalidated them.
factionD <- getsState sfactionD
mapM_ updatePerFid (EM.keys factionD)
-- Saving on the browser causes a huge lag, hence autosave disabled.
#ifndef USE_JSFILE
unless breakLoop2 $ -- if by chance requested and periodic saves coincide
-- Periodic save needs to be at the end, so that restore can start
-- at the beginning. Double save on first turn is avoided with @succ@.
when (succ clipN `mod` rwriteSaveClips corule == 0) $
writeSaveAll False False
#endif
-- | Check if the given actor is dominated and update his calm.
manageCalmAndDomination :: MonadServerAtomic m => ActorId -> Actor -> m ()
manageCalmAndDomination aid b = do
performedDomination <-
if bcalm b > 0 then return False else do -- triggered by zeroed Calm
hiImpression <- highestImpression b
case hiImpression of
Nothing -> return False
Just (hiImpressionFid, hiImpressionK) -> do
fact <- getsState $ (EM.! bfid b) . sfactionD
if fleaderMode (gplayer fact) /= Nothing
-- animals/robots/human drones never Calm-dominated
|| hiImpressionK >= 10
-- unless very high impression, e.g., in a dominated hero
then dominateFidSfx aid aid (btrunk b) hiImpressionFid
else return False
unless performedDomination $ do
newCalmDelta <- getsState $ regenCalmDelta aid b
unless (newCalmDelta == 0) $
-- Update delta for the current player turn.
updateCalm aid newCalmDelta
-- | Trigger periodic items for all actors on the given level.
applyPeriodicLevel :: MonadServerAtomic m => m ()
applyPeriodicLevel = do
arenas <- getsServer sarenas
let applyPeriodicItem _ _ (_, (_, [])) = return ()
-- periodic items always have at least one timer
applyPeriodicItem aid cstore (iid, _) = do
itemFull <- getsState $ itemToFull iid
let arItem = aspectRecordFull itemFull
when (IA.checkFlag Ability.Periodic arItem) $ do
-- Check if the item is still in the bag (previous items act!).
b2 <- getsState $ getActorBody aid
bag <- getsState $ getBodyStoreBag b2 cstore
case iid `EM.lookup` bag of
Nothing -> return () -- item dropped
Just (k, _) -> do
-- Activate even if effects null or vacuous, to possibly
-- destroy the item.
let effApplyFlags = EffApplyFlags
{ effToUse = EffBare -- no periodic crafting
, effVoluntary = True
, effUseAllCopies = k <= 1
, effKineticPerformed = False
, effActivation = Ability.ActivationPeriodic
, effMayDestroy = True
}
void $ effectAndDestroyAndAddKill
effApplyFlags
aid aid aid iid (CActor aid cstore) itemFull
applyPeriodicActor (aid, b) =
-- While it's fun when projectiles flash or speed up mid-air,
-- it's very exotic and quite time-intensive whenever hundreds
-- of projectiles exist due to ongoing explosions.
-- Nothing activates when actor dying to prevent a regenerating
-- actor from resurrecting each turn, resulting in silly gameover stats.
when (not (bproj b) && bhp b > 0 && blid b `ES.member` arenas) $ do
-- Equipment goes first, to refresh organs before they expire,
-- to avoid the message that organ expired.
mapM_ (applyPeriodicItem aid CEqp) $ EM.assocs $ beqp b
mapM_ (applyPeriodicItem aid COrgan) $ EM.assocs $ borgan b
-- While we are at it, also update his Calm.
manageCalmAndDomination aid b
allActors <- getsState sactorD
mapM_ applyPeriodicActor $ EM.assocs allActors
handleTrajectories :: MonadServerAtomic m => LevelId -> FactionId -> m ()
handleTrajectories lid fid = do
localTime <- getsState $ getLocalTime lid
levelTime <- getsServer $ (EM.! lid) . (EM.! fid) . strajTime
let l = sort $ map fst
$ filter (\(_, atime) -> atime <= localTime) $ EM.assocs levelTime
-- The @strajTime@ map may be outdated before @hTrajectories@
-- call (due to other actors following their trajectories),
-- so it's only used to decide which actors are processed in this
-- @handleTrajectories@ call. If an actor is added to the map,
-- the recursive call to @handleTrajectories@ will detect that
-- and process him later on.
-- If the actor is no longer on the level or no longer belongs
-- to the faction, it is nevertheless processed without a problem.
-- We are guaranteed the actor still exists.
mapM_ hTrajectories l
-- Avoid frames between fadeout and fadein.
breakLoop <- getsServer sbreakLoop
unless (null l || breakLoop) $
handleTrajectories lid fid -- for speeds > tile/clip
hTrajectories :: MonadServerAtomic m => ActorId -> m ()
{-# INLINE hTrajectories #-}
hTrajectories aid = do
b1 <- getsState $ getActorBody aid
let removePushed b =
-- No longer fulfills criteria and was not removed by dying; remove him.
modifyServer $ \ser ->
ser { strajTime =
EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
(strajTime ser)
, strajPushedBy = EM.delete aid (strajPushedBy ser) }
removeTrajectory b =
-- Non-projectile actor stops flying (a projectile with empty trajectory
-- would be intercepted earlier on as dead).
-- Will be removed from @strajTime@ in recursive call
-- to @handleTrajectories@.
assert (not $ bproj b)
$ execUpdAtomic $ UpdTrajectory aid (btrajectory b) Nothing
breakLoop <- getsServer sbreakLoop
if breakLoop then return () -- don't move if game over via pushing
else if actorDying b1 then dieSer aid b1
else case btrajectory b1 of
Nothing -> removePushed b1
Just ([], _) -> removeTrajectory b1 >> removePushed b1
Just{} -> do
advanceTrajectory aid b1
-- Here, @advanceTrajectory@ might have affected @actorDying@,
-- so we check again ASAP to make sure the body of the projectile
-- (or pushed actor) doesn't block movement of other actors,
-- but vanishes promptly.
-- Bodies of actors that die not flying remain on the battlefied until
-- their natural next turn, to give them a chance of rescue.
-- Note that domination of pushed actors is not checked
-- nor is their calm updated. They are helpless wrt movement,
-- but also invulnerable in this respect.
b2 <- getsState $ getActorBody aid
if actorDying b2
then dieSer aid b2
else case btrajectory b2 of
Nothing -> removePushed b2
Just ([], _) -> removeTrajectory b2 >> removePushed b2
Just{} -> -- delay next iteration only if still flying
advanceTimeTraj aid
-- if @actorDying@ due to @bhp b <= 0@:
-- If @b@ is a projectile, it means hits an actor or is hit by actor.
-- Then the carried item is destroyed and that's all.
-- If @b@ is not projectile, it dies, his items drop to the ground
-- and possibly a new leader is elected.
--
-- if @actorDying@ due to @btrajectory@ null:
-- A projectile drops to the ground due to obstacles or range.
-- The carried item is not destroyed, unless it's fragile,
-- but drops to the ground.
-- | Manage trajectory of a projectile or a pushed other actor.
--
-- Colliding with a wall or actor doesn't take time, because
-- the projectile does not move (the move is blocked).
-- Not advancing time forces dead projectiles to be destroyed ASAP.
-- Otherwise, with some timings, it can stay on the game map dead,
-- blocking path of human-controlled actors and alarming the hapless human.
advanceTrajectory :: MonadServerAtomic m => ActorId -> Actor -> m ()
advanceTrajectory aid b1 = do
COps{coTileSpeedup} <- getsState scops
lvl <- getLevel $ blid b1
arTrunk <- getsState $ (EM.! btrunk b1) . sdiscoAspect
let registerKill killHow =
-- Kill counts for each blast particle is TMI.
when (bproj b1
&& not (IA.checkFlag Ability.Blast arTrunk)) $ do
killer <- getsServer $ EM.findWithDefault aid aid . strajPushedBy
addKillToAnalytics killer killHow (bfid b1) (btrunk b1)
case btrajectory b1 of
Just (d : lv, speed) -> do
let tpos = bpos b1 `shift` d -- target position
if | Tile.isWalkable coTileSpeedup $ lvl `at` tpos -> do
-- Hit will clear trajectories in @reqMelee@,
-- so no need to do that here.
execUpdAtomic $ UpdTrajectory aid (btrajectory b1) (Just (lv, speed))
when (null lv) $ registerKill KillDropLaunch
let occupied = occupiedBigLvl tpos lvl || occupiedProjLvl tpos lvl
reqMoveHit = reqMoveGeneric False True aid d
reqDisp = reqDisplaceGeneric False aid
if | bproj b1 -> reqMoveHit -- projectiles always hit
| occupied ->
-- Non-projectiles displace if they are ending their flight
-- or if only a projectile is in the way.
-- So, no chaos of displacing a whole line of enemies.
case (posToBigLvl tpos lvl, posToProjsLvl tpos lvl) of
(Nothing, []) -> error "advanceTrajectory: not occupied"
(Nothing, [target]) -> reqDisp target
(Nothing, _) -> reqMoveHit -- can't displace multiple
(Just target, []) ->
if null lv then reqDisp target else reqMoveHit
(Just _, _) -> reqMoveHit -- can't displace multiple
| otherwise -> reqMoveHit -- if not occupied, just move
| otherwise -> do
-- Will be removed from @strajTime@ in recursive call
-- to @handleTrajectories@.
unless (bproj b1) $
execSfxAtomic $ SfxCollideTile aid tpos
embedsPre <- getsState $ getEmbedBag (blid b1) tpos
-- No crafting by projectiles that bump tiles nor by pushed actors.
-- The only way is if they land in a tile (are engulfed by it)
-- and have enough skill. But projectiles transform when hitting,
-- if terrain permits, not just bump off the obstacle.
mfail <- reqAlterFail (not $ bproj b1) EffBare False aid tpos
embedsPost <- getsState $ getEmbedBag (blid b1) tpos
b2 <- getsState $ getActorBody aid
let tpos2 = bpos b2 `shift` d -- possibly another level and/or bpos
lvl2 <- getLevel $ blid b2
case mfail of
Nothing | Tile.isWalkable coTileSpeedup $ lvl2 `at` tpos2 ->
-- Too late to announce anything, but given that the way
-- is opened, continue flight. Don't even normally lose any HP,
-- because it's not a hard collision, but altering.
-- However, if embed was possibly triggered/removed, lose HP.
if embedsPre /= embedsPost && not (EM.null embedsPre) then
if bhp b2 > oneM then do
execUpdAtomic $ UpdRefillHP aid minusM
b3 <- getsState $ getActorBody aid
advanceTrajectory aid b3
else do
-- Projectile has too low HP to pierce; terminate its flight.
execUpdAtomic $ UpdTrajectory aid (btrajectory b2)
$ Just ([], speed)
registerKill KillTileLaunch
else
-- Try again with the cleared path and possibly actors
-- spawned in the way, etc.
advanceTrajectory aid b2
_ -> do
-- Altering failed to open the passage, probably just a wall,
-- so lose HP due to being pushed into an obstacle.
-- Never kill in this way.
-- Note that sometimes this may come already after one faction
-- wins the game and end game screens are show. This is OK-ish.
-- @Nothing@ trajectory of signals an obstacle hit.
-- If projectile, second call of @actorDying@ above
-- will take care of dropping dead.
execUpdAtomic $ UpdTrajectory aid (btrajectory b2) Nothing
-- If projectile, losing HP due to hitting an obstacle
-- not needed, because trajectory is halted, so projectile
-- will die soon anyway
if bproj b2
then registerKill KillTileLaunch
else when (bhp b2 > oneM) $ do
execUpdAtomic $ UpdRefillHP aid minusM
let effect = IK.RefillHP (-2) -- -2 is a lie to ensure display
execSfxAtomic $ SfxEffect (bfid b2) aid (btrunk b2) effect (-1)
_ -> error $ "Nothing or empty trajectory" `showFailure` (aid, b1)
handleActors :: (MonadServerAtomic m, MonadServerComm m)
=> LevelId -> FactionId -> m Bool
handleActors lid fid = do
localTime <- getsState $ getLocalTime lid
levelTime <- getsServer $ (EM.! lid) . (EM.! fid) . sactorTime
let l = sort $ map fst
$ filter (\(_, atime) -> atime <= localTime) $ EM.assocs levelTime
-- The @sactorTime@ map may be outdated before @hActors@
-- call (due to other actors on the list acting),
-- so it's only used to decide which actors are processed in this call.
-- If the actor is no longer on the level or no longer belongs
-- to the faction, it is nevertheless processed without a problem
-- (the client may act wrt slightly outdated Perception and that's all).
-- We are guaranteed the actor still exists.
mleader <- getsState $ gleader . (EM.! fid) . sfactionD
-- Leader acts first, so that UI leader can save&exit before state changes.
hActors $ case mleader of
Just aid | aid `elem` l -> aid : delete aid l
_ -> l
hActors :: forall m. (MonadServerAtomic m, MonadServerComm m)
=> [ActorId] -> m Bool
hActors [] = return False
hActors as@(aid : rest) = do
b1 <- getsState $ getActorBody aid
let !_A = assert (not $ bproj b1) ()
if bhp b1 <= 0 then
-- Will be killed in a later pass, making it possible to revive him now.
hActors rest
else do
let side = bfid b1
fact <- getsState $ (EM.! side) . sfactionD
breakLoop <- getsServer sbreakLoop
let mleader = gleader fact
aidIsLeader = mleader == Just aid
mainUIactor = fhasUI (gplayer fact)
&& (aidIsLeader
|| fleaderMode (gplayer fact) == Nothing)
-- Checking @breakLoop@, to avoid doubly setting faction status to Camping
-- in case AI-controlled UI client asks to exit game at exactly
-- the same moment as natural game over was detected.
mainUIunderAI = mainUIactor && isAIFact fact && not breakLoop
when mainUIunderAI $
handleUIunderAI side aid
factNew <- getsState $ (EM.! side) . sfactionD
let doQueryAI = not mainUIactor || isAIFact factNew
breakASAP <- getsServer sbreakASAP
-- If breaking out of the game loop, pretend there was a non-wait move.
-- we don't need additionally to check @sbreakLoop@, because it occurs alone
-- only via action of an actor and at most one action is performed here.
if breakASAP then return True else do
let mswitchLeader :: Maybe ActorId -> m ActorId
{-# NOINLINE mswitchLeader #-}
mswitchLeader (Just aidNew) = switchLeader side aidNew >> return aidNew
mswitchLeader Nothing = return aid
(aidNew, mtimed) <-
if doQueryAI then do
(cmd, maid) <- sendQueryAI side aid
aidNew <- mswitchLeader maid
mtimed <- handleRequestAI cmd
return (aidNew, mtimed)
else do
(cmd, maid) <- sendQueryUI RespQueryUI side aid
aidNew <- mswitchLeader maid
mtimed <- handleRequestUI side aidNew cmd
return (aidNew, mtimed)
case mtimed of
Just timed -> do
nonWaitMove <- handleRequestTimed side aidNew timed
-- Even if the actor got a free turn of time via a scroll,
-- he will not act again this clip, only next clip.
-- Clip is small, so not a big deal and it's faster and avoids
-- complete game time freezes, e.g., due to an exploit.
if nonWaitMove then return True else hActors rest
Nothing -> do
breakASAP2 <- getsServer sbreakASAP
-- If breaking out of the game lopp, pretend there was a non-wait move.
if breakASAP2 then return True else hActors as
handleUIunderAI :: (MonadServerAtomic m, MonadServerComm m)
=> FactionId -> ActorId -> m ()
handleUIunderAI side aid = do
cmdS <- sendQueryUI RespQueryUIunderAI side aid
case fst cmdS of
ReqUINop -> return ()
ReqUIAutomate -> execUpdAtomic $ UpdAutoFaction side False
ReqUIGameDropAndExit -> reqGameDropAndExit aid
ReqUIGameSaveAndExit -> reqGameSaveAndExit aid
_ -> error $ "" `showFailure` cmdS
dieSer :: MonadServerAtomic m => ActorId -> Actor -> m ()
dieSer aid b2 = do
if bproj b2 then
when (isJust $ btrajectory b2) $
execUpdAtomic $ UpdTrajectory aid (btrajectory b2) Nothing
-- needed only to ensure display of the last position of projectile
else do
kindId <- getsState $ getIidKindIdServer $ btrunk b2
execUpdAtomic $ UpdRecordKill aid kindId 1
-- At this point the actor's body exists and his items are not dropped.
deduceKilled aid
-- Most probabaly already done, but just in case (e.g., when actor
-- created with 0 HP):
electLeader (bfid b2) (blid b2) aid
-- If an explosion blast, before the particle is destroyed, it tries
-- to modify terrain with it as well as do some easy crafting,
-- e.g., cooking on fire.
arTrunk <- getsState $ (EM.! btrunk b2) . sdiscoAspect
let spentProj = bproj b2 && EM.null (beqp b2)
isBlast = IA.checkFlag Ability.Blast arTrunk
-- Let thrown food cook in fire (crafting) and other projectiles
-- transform terrain they fall onto. Big actors are inert at death.
(effScope, bumping) = if bproj b2
then (EffBareAndOnCombine, False)
else (EffBare, True)
when (not spentProj && isBlast) $
void $ reqAlterFail bumping effScope False aid (bpos b2)
b3 <- getsState $ getActorBody aid
-- Items need to do dropped now, so that they can be transformed by effects
-- of the embedded items, if they are activated.
-- If the actor was a projectile and no effect was triggered by hitting
-- an enemy, the item still exists and @OnSmash@ effects will be triggered.
dropAllEquippedItems aid b3
-- Also destroy, not just drop, all organs, to trigger any effects.
-- Note that some effects may be invoked on an actor that has
-- no trunk any more. Conditions are ignored to avoid spam about them ending.
bag <- getsState $ getBodyStoreBag b3 COrgan
discoAspect <- getsState sdiscoAspect
let f = void <$$> dropCStoreItem False True COrgan aid b3 maxBound
isCondition = IA.checkFlag Ability.Condition . (discoAspect EM.!)
mapM_ (uncurry f) $ filter (not . isCondition . fst) $ EM.assocs bag
-- As the last act of heroism, the actor (even if projectile)
-- changes the terrain with its embedded items, if possible.
-- Note that all the resulting effects are invoked on an actor that has
-- no trunk any more.
when (not spentProj && not isBlast) $
void $ reqAlterFail bumping effScope False aid (bpos b2)
-- old bpos; OK, safer
b4 <- getsState $ getActorBody aid
execUpdAtomic $ UpdDestroyActor aid b4 []
restartGame :: MonadServerAtomic m
=> m () -> m () -> Maybe (GroupName ModeKind) -> m ()
restartGame updConn loop mgameMode = do
-- This goes only to the old UI client.
execSfxAtomic SfxRestart
soptionsNxt <- getsServer soptionsNxt
srandom <- getsServer srandom
factionDold <- getsState sfactionD
-- Create new factions.
s <- gameReset soptionsNxt mgameMode (Just srandom)
-- Note how we also no longer assert exploration, because there may not be
-- enough time left in the debug run to explore again in a new game.
let optionsBarRngs = soptionsNxt { sdungeonRng = Nothing
, smainRng = Nothing
, sassertExplored = Nothing }
modifyServer $ \ser -> ser { soptionsNxt = optionsBarRngs
, soptions = optionsBarRngs }
-- This reaches only the intersection of old and new clients.
execUpdAtomic $ UpdRestartServer s
-- Spawn new clients, as needed, according to new factions.
updConn
initPer
reinitGame factionDold
-- Save a just started noConfirm game to preserve history of the just
-- ended normal game, in case the user exits brutally.
writeSaveAll False True
loop