LambdaHack-0.4.101.1: Game/LambdaHack/Client/UI/DisplayAtomicClient.hs
-- | Display atomic commands received by the client.
module Game.LambdaHack.Client.UI.DisplayAtomicClient
( displayRespUpdAtomicUI, displayRespSfxAtomicUI
) where
import Control.Exception.Assert.Sugar
import Control.Monad
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.Maybe
import Data.Monoid
import Data.Tuple
import qualified NLP.Miniutter.English as MU
import Game.LambdaHack.Atomic
import Game.LambdaHack.Client.CommonClient
import Game.LambdaHack.Client.ItemSlot
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
import Game.LambdaHack.Client.UI.Animation
import Game.LambdaHack.Client.UI.MonadClientUI
import Game.LambdaHack.Client.UI.MsgClient
import Game.LambdaHack.Client.UI.WidgetClient
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import qualified Game.LambdaHack.Common.Color as Color
import qualified Game.LambdaHack.Common.Dice as Dice
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import Game.LambdaHack.Common.ItemDescription
import qualified Game.LambdaHack.Common.Kind as Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Msg
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.State
import Game.LambdaHack.Common.Time
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import Game.LambdaHack.Content.RuleKind
import qualified Game.LambdaHack.Content.TileKind as TK
-- * RespUpdAtomicUI
-- TODO: let user configure which messages are not created, which are
-- slightly hidden, which are shown and which flash and center screen
-- and perhaps highligh the related location/actor. Perhaps even
-- switch to the actor, changing HP displayed on screen, etc.
-- but it's too short a clip to read the numbers, so probably
-- highlighing should be enough.
-- TODO: for a start, flesh out the verbose variant and then add
-- a single client debug option that flips verbosity
--
-- | Visualize atomic actions sent to the client. This is done
-- in the global state after the command is executed and after
-- the client state is modified by the command.
displayRespUpdAtomicUI :: MonadClientUI m
=> Bool -> State -> StateClient -> UpdAtomic -> m ()
displayRespUpdAtomicUI verbose oldState oldStateClient cmd = case cmd of
-- Create/destroy actors and items.
UpdCreateActor aid body _ -> do
side <- getsClient sside
let verb = "appear" <+> if bfid body == side then "" else "suddenly"
createActorUI aid body verbose (MU.Text verb)
UpdDestroyActor aid body _ -> do
destroyActorUI aid body "die" "be destroyed" verbose
side <- getsClient sside
when (bfid body == side && not (bproj body)) stopPlayBack
UpdCreateItem iid _ kit c -> do
case c of
CActor aid store -> do
l <- updateItemSlotSide store aid iid
case store of
COrgan -> do
let verb =
MU.Text $ "become" <+> case fst kit of
1 -> ""
k -> tshow k <> "-fold"
-- This describes all such items already among organs,
-- which is useful, because it shows "charging".
itemAidVerbMU aid verb iid (Left Nothing) COrgan
_ -> do
itemVerbMU iid kit (MU.Text $ "appear" <+> ppContainer c) c
mleader <- getsClient _sleader
when (Just aid == mleader) $
modifyClient $ \cli -> cli { slastSlot = l
, slastStore = store }
CEmbed{} -> return ()
CFloor{} -> do
-- If you want an item to be assigned to @slastSlot@, create it
-- in @CActor aid CGround@, not in @CFloor@.
void $ updateItemSlot CGround Nothing iid
itemVerbMU iid kit (MU.Text $ "appear" <+> ppContainer c) c
CTrunk{} -> assert `failure` c
stopPlayBack
UpdDestroyItem iid _ kit c -> itemVerbMU iid kit "disappear" c
UpdSpotActor aid body _ -> createActorUI aid body verbose "be spotted"
UpdLoseActor aid body _ ->
destroyActorUI aid body "be missing in action" "be lost" verbose
UpdSpotItem iid _ kit c -> do
(itemSlots, _) <- getsClient sslots
case lookup iid $ map swap $ EM.assocs itemSlots of
Nothing -> -- never seen or would have a slot
case c of
CActor aid store ->
-- Enemy actor fetching an item from shared stash, most probably.
void $ updateItemSlotSide store aid iid
CEmbed{} -> return ()
CFloor lid p -> do
void $ updateItemSlot CGround Nothing iid
scursorOld <- getsClient scursor
case scursorOld of
TEnemy{} -> return () -- probably too important to overwrite
TEnemyPos{} -> return ()
_ -> modifyClient $ \cli -> cli {scursor = TPoint lid p}
itemVerbMU iid kit "be spotted" c
stopPlayBack
CTrunk{} -> return ()
_ -> return () -- seen already (has a slot assigned)
UpdLoseItem{} -> return ()
-- Move actors and items.
UpdMoveActor aid source target -> moveActor oldState aid source target
UpdWaitActor aid _ -> when verbose $ aidVerbMU aid "wait"
UpdDisplaceActor source target -> displaceActorUI source target
UpdMoveItem iid k aid c1 c2 -> moveItemUI iid k aid c1 c2
-- Change actor attributes.
UpdAgeActor{} -> return ()
UpdRefillHP _ 0 -> return ()
UpdRefillHP aid n -> do
when verbose $
aidVerbMU aid $ MU.Text $ (if n > 0 then "heal" else "lose")
<+> tshow (abs $ n `divUp` oneM) <> "HP"
mleader <- getsClient _sleader
when (Just aid == mleader) $ do
b <- getsState $ getActorBody aid
hpMax <- sumOrganEqpClient IK.EqpSlotAddMaxHP aid
when (bhp b >= xM hpMax && hpMax > 0
&& resCurrentTurn (bhpDelta b) > 0) $ do
actorVerbMU aid b "recover your health fully"
stopPlayBack
UpdRefillCalm aid calmDelta ->
when (calmDelta == minusM) $ do -- lower deltas come from hits; obvious
side <- getsClient sside
b <- getsState $ getActorBody aid
when (bfid b == side) $ do
fact <- getsState $ (EM.! bfid b) . sfactionD
allFoes <- getsState $ actorRegularList (isAtWar fact) (blid b)
let closeFoes = filter ((<= 3) . chessDist (bpos b) . bpos) allFoes
when (null closeFoes) $ do -- obvious where the feeling comes from
aidVerbMU aid "hear something"
msgDuplicateScrap
UpdFidImpressedActor aid _fidOld fidNew -> do
b <- getsState $ getActorBody aid
actorVerbMU aid b $
if fidNew == bfid b then
"get calmed and refocused"
-- TODO: only show for liquids; for others say 'flash', etc.
-- "get refocused by the fragrant moisture"
else if fidNew == bfidOriginal b then
"remember forgone allegiance suddenly"
else
"experience anxiety that weakens resolve and erodes loyalty"
-- TODO "inhale the sweet smell that weakens resolve and erodes loyalty"
UpdTrajectory{} -> return ()
UpdColorActor{} -> return ()
-- Change faction attributes.
UpdQuitFaction fid mbody _ toSt -> quitFactionUI fid mbody toSt
UpdLeadFaction fid (Just (source, _)) (Just (target, _)) -> do
side <- getsClient sside
when (fid == side) $ do
fact <- getsState $ (EM.! side) . sfactionD
-- This faction can't run with multiple actors, so this is not
-- a leader change while running, but rather server changing
-- their leader, which the player should be alerted to.
when (noRunWithMulti fact) stopPlayBack
actorD <- getsState sactorD
case EM.lookup source actorD of
Just sb | bhp sb <= 0 -> assert (not $ bproj sb) $ do
-- Regardless who the leader is, give proper names here, not 'you'.
tb <- getsState $ getActorBody target
let subject = partActor tb
object = partActor sb
msgAdd $ makeSentence [ MU.SubjectVerbSg subject "take command"
, "from", object ]
_ ->
return ()
-- TODO: report when server changes spawner's leader;
-- perhaps don't switch _sleader in HandleAtomicClient,
-- compare here and switch here? too hacky? fails for AI?
UpdLeadFaction{} -> return ()
UpdDiplFaction fid1 fid2 _ toDipl -> do
name1 <- getsState $ gname . (EM.! fid1) . sfactionD
name2 <- getsState $ gname . (EM.! fid2) . sfactionD
let showDipl Unknown = "unknown to each other"
showDipl Neutral = "in neutral diplomatic relations"
showDipl Alliance = "allied"
showDipl War = "at war"
msgAdd $ name1 <+> "and" <+> name2 <+> "are now" <+> showDipl toDipl <> "."
UpdTacticFaction{} -> return ()
UpdAutoFaction fid b -> do
side <- getsClient sside
when (fid == side) $ setFrontAutoYes b
UpdRecordKill{} -> return ()
-- Alter map.
UpdAlterTile{} -> when verbose $ return () -- TODO: door opens
UpdAlterClear _ k -> msgAdd $ if k > 0
then "You hear grinding noises."
else "You hear fizzing noises."
UpdSearchTile aid p fromTile toTile -> do
Kind.COps{cotile = Kind.Ops{okind}} <- getsState scops
b <- getsState $ getActorBody aid
lvl <- getLevel $ blid b
subject <- partAidLeader aid
let t = lvl `at` p
verb | t == toTile = "confirm"
| otherwise = "reveal"
subject2 = MU.Text $ TK.tname $ okind fromTile
verb2 = "be"
let msg = makeSentence [ MU.SubjectVerbSg subject verb
, "that the"
, MU.SubjectVerbSg subject2 verb2
, "a hidden"
, MU.Text $ TK.tname $ okind toTile ]
msgAdd msg
UpdLearnSecrets{} -> return ()
UpdSpotTile{} -> return ()
UpdLoseTile{} -> return ()
UpdAlterSmell{} -> return ()
UpdSpotSmell{} -> return ()
UpdLoseSmell{} -> return ()
-- Assorted.
UpdTimeItem{} -> return ()
UpdAgeGame{} -> return ()
UpdDiscover c iid _ _ _ -> discover c oldStateClient iid
UpdCover{} -> return () -- don't spam when doing undo
UpdDiscoverKind c iid _ -> discover c oldStateClient iid
UpdCoverKind{} -> return () -- don't spam when doing undo
UpdDiscoverSeed c iid _ _ -> discover c oldStateClient iid
UpdCoverSeed{} -> return () -- don't spam when doing undo
UpdPerception{} -> return ()
UpdRestart fid _ _ _ _ -> do
void $ tryTakeMVarSescMVar -- clear ESC-pressed from end of previous game
mode <- getGameMode
msgAdd $ "New game started in" <+> mname mode <+> "mode." <+> mdesc mode
-- TODO: use a vertical animation instead, e.g., roll down,
-- and reveal the first frame of a new game, not blank screen.
history <- getsClient shistory
when (lengthHistory history > 1) $ fadeOutOrIn False
fact <- getsState $ (EM.! fid) . sfactionD
setFrontAutoYes $ isAIFact fact
UpdRestartServer{} -> return ()
UpdResume fid _ -> do
fact <- getsState $ (EM.! fid) . sfactionD
setFrontAutoYes $ isAIFact fact
UpdResumeServer{} -> return ()
UpdKillExit{} -> return ()
UpdWriteSave -> when verbose $ msgAdd "Saving backup."
UpdMsgAll msg -> msgAdd msg
UpdRecordHistory _ -> recordHistory
updateItemSlotSide :: MonadClient m
=> CStore -> ActorId -> ItemId -> m SlotChar
updateItemSlotSide store aid iid = do
side <- getsClient sside
b <- getsState $ getActorBody aid
if bfid b == side
then updateItemSlot store (Just aid) iid
else updateItemSlot store Nothing iid
lookAtMove :: MonadClientUI m => ActorId -> m ()
lookAtMove aid = do
body <- getsState $ getActorBody aid
side <- getsClient sside
tgtMode <- getsClient stgtMode
when (not (bproj body)
&& bfid body == side
&& isNothing tgtMode) $ do -- targeting does a more extensive look
lookMsg <- lookAt False "" True (bpos body) aid ""
msgAdd lookMsg
fact <- getsState $ (EM.! bfid body) . sfactionD
if not (bproj body) && side == bfid body then do
foes <- getsState $ actorList (isAtWar fact) (blid body)
when (any (adjacent (bpos body) . bpos) foes) stopPlayBack
else when (isAtWar fact side) $ do
friends <- getsState $ actorRegularList (== side) (blid body)
when (any (adjacent (bpos body) . bpos) friends) stopPlayBack
-- | Sentences such as \"Dog barks loudly.\".
actorVerbMU :: MonadClientUI m => ActorId -> Actor -> MU.Part -> m ()
actorVerbMU aid b verb = do
subject <- partActorLeader aid b
msgAdd $ makeSentence [MU.SubjectVerbSg subject verb]
aidVerbMU :: MonadClientUI m => ActorId -> MU.Part -> m ()
aidVerbMU aid verb = do
b <- getsState $ getActorBody aid
actorVerbMU aid b verb
itemVerbMU :: MonadClientUI m
=> ItemId -> ItemQuant -> MU.Part -> Container -> m ()
itemVerbMU iid kit@(k, _) verb c = assert (k > 0) $ do
lid <- getsState $ lidFromC c
localTime <- getsState $ getLocalTime lid
itemToF <- itemToFullClient
let subject = partItemWs k (storeFromC c) lid localTime (itemToF iid kit)
msg | k > 1 = makeSentence [MU.SubjectVerb MU.PlEtc MU.Yes subject verb]
| otherwise = makeSentence [MU.SubjectVerbSg subject verb]
msgAdd msg
-- TODO: split into 3 parts wrt ek and reuse somehow, e.g., the secret part
-- We assume the item is inside the specified container.
-- So, this function can't be used for, e.g., @UpdDestroyItem@.
itemAidVerbMU :: MonadClientUI m
=> ActorId -> MU.Part
-> ItemId -> Either (Maybe Int) Int -> CStore
-> m ()
itemAidVerbMU aid verb iid ek cstore = do
bag <- getsState $ getActorBag aid cstore
-- The item may no longer be in @c@, but it was
case iid `EM.lookup` bag of
Nothing -> assert `failure` (aid, verb, iid, cstore)
Just kit@(k, _) -> do
itemToF <- itemToFullClient
body <- getsState $ getActorBody aid
let lid = blid body
localTime <- getsState $ getLocalTime lid
subject <- partAidLeader aid
let itemFull = itemToF iid kit
object = case ek of
Left (Just n) ->
assert (n <= k `blame` (aid, verb, iid, cstore))
$ partItemWs n cstore lid localTime itemFull
Left Nothing ->
let (_, name, stats) = partItem cstore lid localTime itemFull
in MU.Phrase [name, stats]
Right n ->
assert (n <= k `blame` (aid, verb, iid, cstore))
$ let itemSecret = itemNoDisco (itemBase itemFull, n)
(_, secretName, secretAE) = partItem cstore lid localTime itemSecret
name = MU.Phrase [secretName, secretAE]
nameList = if n == 1
then ["the", name]
else ["the", MU.Text $ tshow n, MU.Ws name]
in MU.Phrase nameList
msg = makeSentence [MU.SubjectVerbSg subject verb, object]
msgAdd msg
msgDuplicateScrap :: MonadClientUI m => m ()
msgDuplicateScrap = do
report <- getsClient sreport
history <- getsClient shistory
let (lastMsg, repRest) = lastMsgOfReport report
lastDup = isJust . findInReport (== lastMsg)
lastDuplicated = lastDup repRest
|| maybe False lastDup (lastReportOfHistory history)
when lastDuplicated $
modifyClient $ \cli -> cli {sreport = repRest}
-- TODO: "XXX spots YYY"? or blink or show the changed cursor?
createActorUI :: MonadClientUI m
=> ActorId -> Actor -> Bool -> MU.Part -> m ()
createActorUI aid body verbose verb = do
mapM_ (\(iid, store) -> void $ updateItemSlotSide store aid iid)
(getCarriedIidCStore body)
side <- getsClient sside
when (bfid body /= side) $ do
fact <- getsState $ (EM.! bfid body) . sfactionD
when (not (bproj body) && isAtWar fact side) $
-- Target even if nobody can aim at the enemy. Let's home in on him
-- and then we can aim or melee. We set permit to False, because it's
-- technically very hard to check aimability here, because we are
-- in-between turns and, e.g., leader's move has not yet been taken
-- into account.
modifyClient $ \cli -> cli {scursor = TEnemy aid False}
stopPlayBack
-- Don't spam if the actor was already visible (but, e.g., on a tile that is
-- invisible this turn (in that case move is broken down to lose+spot)
-- or on a distant tile, via teleport while the observer teleported, too).
lastLost <- getsClient slastLost
when (ES.notMember aid lastLost
&& (not (bproj body) || verbose)) $ do
actorVerbMU aid body verb
animFrs <- animate (blid body)
$ actorX (bpos body) (bsymbol body) (bcolor body)
displayActorStart body animFrs
lookAtMove aid
destroyActorUI :: MonadClientUI m
=> ActorId -> Actor -> MU.Part -> MU.Part -> Bool -> m ()
destroyActorUI aid body verb verboseVerb verbose = do
Kind.COps{corule} <- getsState scops
side <- getsClient sside
when (bfid body == side) $ do
let upd = ES.delete aid
modifyClient $ \cli -> cli {sselected = upd $ sselected cli}
if bfid body == side && bhp body <= 0 && not (bproj body) then do
when verbose $ actorVerbMU aid body verb
let firstDeathEnds = rfirstDeathEnds $ Kind.stdRuleset corule
fid = bfid body
fact <- getsState $ (EM.! fid) . sfactionD
actorsAlive <- anyActorsAlive fid (Just aid)
-- TODO: deduplicate wrt Server
-- TODO; actually show the --more- prompt, but not between fadeout frames
unless (fneverEmpty (gplayer fact)
&& (not actorsAlive || firstDeathEnds)) $
void $ displayMore ColorBW ""
else when verbose $ actorVerbMU aid body verboseVerb
modifyClient $ \cli -> cli {slastLost = ES.insert aid $ slastLost cli}
-- TODO: deduplicate wrt Server
anyActorsAlive :: MonadClient m => FactionId -> Maybe ActorId -> m Bool
anyActorsAlive fid maid = do
fact <- getsState $ (EM.! fid) . sfactionD
if fleaderMode (gplayer fact) /= LeaderNull
then return $! isJust $ gleader fact
else do
as <- getsState $ fidActorNotProjAssocs fid
return $! not $ null $ maybe as (\aid -> filter ((/= aid) . fst) as) maid
moveActor :: MonadClientUI m => State -> ActorId -> Point -> Point -> m ()
moveActor oldState aid source target = do
lookAtMove aid
body <- getsState $ getActorBody aid
when (bproj body) $ do
let oldpos = case EM.lookup aid $ sactorD oldState of
Nothing -> assert `failure` (sactorD oldState, aid)
Just b -> boldpos b
let ps = (oldpos, source, target)
animFrs <- animate (blid body) $ moveProj ps (bsymbol body) (bcolor body)
displayActorStart body animFrs
displaceActorUI :: MonadClientUI m => ActorId -> ActorId -> m ()
displaceActorUI source target = do
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
spart <- partActorLeader source sb
tpart <- partActorLeader target tb
let msg = makeSentence [MU.SubjectVerbSg spart "displace", tpart]
msgAdd msg
when (bfid sb /= bfid tb) $ do
lookAtMove source
lookAtMove target
let ps = (bpos tb, bpos sb)
animFrs <- animate (blid sb) $ swapPlaces ps
displayActorStart sb animFrs
moveItemUI :: MonadClientUI m
=> ItemId -> Int -> ActorId -> CStore -> CStore
-> m ()
moveItemUI iid k aid cstore1 cstore2 = do
let verb = verbCStore cstore2
b <- getsState $ getActorBody aid
fact <- getsState $ (EM.! bfid b) . sfactionD
let underAI = isAIFact fact
mleader <- getsClient _sleader
bag <- getsState $ getActorBag aid cstore2
let kit@(n, _) = bag EM.! iid
itemToF <- itemToFullClient
(itemSlots, _) <- getsClient sslots
case lookup iid $ map swap $ EM.assocs itemSlots of
Just l -> do
when (Just aid == mleader) $
modifyClient $ \cli -> cli { slastSlot = l
, slastStore = cstore2 }
if cstore1 == CGround && Just aid == mleader && not underAI then do
itemAidVerbMU aid (MU.Text verb) iid (Right k) cstore2
localTime <- getsState $ getLocalTime (blid b)
msgAdd $ makePhrase
[ "\n"
, slotLabel l
, "-"
, partItemWs n cstore2 (blid b) localTime (itemToF iid kit)
, "\n" ]
else when (not (bproj b) && bhp b > 0) $ -- don't announce death drops
itemAidVerbMU aid (MU.Text verb) iid (Left $ Just k) cstore2
Nothing -> assert `failure` (iid, itemToF iid kit)
quitFactionUI :: MonadClientUI m
=> FactionId -> Maybe Actor -> Maybe Status -> m ()
quitFactionUI fid mbody toSt = do
Kind.COps{coitem=Kind.Ops{okind, ouniqGroup}} <- getsState scops
fact <- getsState $ (EM.! fid) . sfactionD
let fidName = MU.Text $ gname fact
horror = isHorrorFact fact
side <- getsClient sside
let msgIfSide _ | fid /= side = Nothing
msgIfSide s = Just s
(startingPart, partingPart) = case toSt of
_ | horror ->
(Nothing, Nothing) -- Ignore summoned actors' factions.
Just Status{stOutcome=Killed} ->
( Just "be eliminated"
, msgIfSide "Let's hope another party can save the day!" )
Just Status{stOutcome=Defeated} ->
( Just "be decisively defeated"
, msgIfSide "Let's hope your new overlords let you live." )
Just Status{stOutcome=Camping} ->
( Just "order save and exit"
, Just $ if fid == side
then "See you soon, stronger and braver!"
else "See you soon, stalwart warrior!" )
Just Status{stOutcome=Conquer} ->
( Just "vanquish all foes"
, msgIfSide "Can it be done in a better style, though?" )
Just Status{stOutcome=Escape} ->
( Just "achieve victory"
, msgIfSide "Can it be done better, though?" )
Just Status{stOutcome=Restart, stNewGame=Just gn} ->
( Just $ MU.Text $ "order mission restart in" <+> tshow gn <+> "mode"
, Just $ if fid == side
then "This time for real."
else "Somebody couldn't stand the heat." )
Just Status{stOutcome=Restart, stNewGame=Nothing} ->
assert `failure` (fid, mbody, toSt)
Nothing ->
(Nothing, Nothing) -- Wipe out the quit flag for the savegame files.
case startingPart of
Nothing -> return ()
Just sp -> do
let msg = makeSentence [MU.SubjectVerbSg fidName sp]
msgAdd msg
case (toSt, partingPart) of
(Just status, Just pp) -> do
startingSlide <- promptToSlideshow moreMsg
recordHistory -- we are going to exit or restart, so record
let bodyToItemSlides b = do
(bag, tot) <- getsState $ calculateTotal b
let currencyName = MU.Text $ IK.iname $ okind
$ ouniqGroup "currency"
itemMsg = makeSentence [ "Your loot is worth"
, MU.CarWs tot currencyName ]
<+> moreMsg
if EM.null bag then return (mempty, 0)
else do
io <- itemOverlay CGround (blid b) bag
sli <- overlayToSlideshow itemMsg io
return (sli, tot)
(itemSlides, total) <- case mbody of
Just b | fid == side -> bodyToItemSlides b
_ -> case gleader fact of
Nothing -> return (mempty, 0)
Just (aid, _) -> do
b <- getsState $ getActorBody aid
bodyToItemSlides b
-- Show score for any UI client (except after ESC),
-- even though it is saved only for human UI clients.
scoreSlides <- scoreToSlideshow total status
partingSlide <- promptToSlideshow $ pp <+> moreMsg
shutdownSlide <- promptToSlideshow pp
escAI <- getsClient sescAI
unless (escAI == EscAIExited) $
-- TODO: First ESC cancels items display.
void $ getInitConfirms ColorFull []
$ startingSlide <> itemSlides
-- TODO: Second ESC cancels high score and parting message display.
-- The last slide stays onscreen during shutdown, etc.
<> scoreSlides <> partingSlide <> shutdownSlide
-- TODO: perhaps use a vertical animation instead, e.g., roll down
-- and put it before item and score screens (on blank background)
unless (fmap stOutcome toSt == Just Camping) $ fadeOutOrIn True
_ -> return ()
discover :: MonadClientUI m
=> Container -> StateClient -> ItemId -> m ()
discover c oldcli iid = do
let cstore = storeFromC c
lid <- getsState $ lidFromC c
cops <- getsState scops
localTime <- getsState $ getLocalTime lid
itemToF <- itemToFullClient
bag <- getsState $ getCBag c
let kit = EM.findWithDefault (1, []) iid bag
itemFull = itemToF iid kit
knownName = partItemMediumAW cstore lid localTime itemFull
-- Wipe out the whole knowledge of the item to make sure the two names
-- in the message differ even if, e.g., the item is described as
-- "of many effects".
itemSecret = itemNoDisco (itemBase itemFull, itemK itemFull)
(_, secretName, secretAEText) = partItem cstore lid localTime itemSecret
msg = makeSentence
[ "the", MU.SubjectVerbSg (MU.Phrase [secretName, secretAEText])
"turn out to be"
, knownName ]
oldItemFull =
itemToFull cops (sdiscoKind oldcli) (sdiscoEffect oldcli)
iid (itemBase itemFull) (1, [])
-- Compare descriptions of all aspects and effects to determine
-- if the discovery was meaningful to the player.
when (textAllAE 7 False cstore itemFull
/= textAllAE 7 False cstore oldItemFull) $
msgAdd msg
-- * RespSfxAtomicUI
-- | Display special effects (text, animation) sent to the client.
displayRespSfxAtomicUI :: MonadClientUI m => Bool -> SfxAtomic -> m ()
displayRespSfxAtomicUI verbose sfx = case sfx of
SfxStrike source target iid cstore b -> strike source target iid cstore b
SfxRecoil source target _ _ _ -> do
spart <- partAidLeader source
tpart <- partAidLeader target
msgAdd $ makeSentence [MU.SubjectVerbSg spart "shrink away from", tpart]
SfxProject aid iid cstore -> do
setLastSlot aid iid cstore
itemAidVerbMU aid "aim" iid (Left $ Just 1) cstore
SfxCatch aid iid cstore ->
itemAidVerbMU aid "catch" iid (Left $ Just 1) cstore
SfxApply aid iid cstore -> do
setLastSlot aid iid cstore
itemAidVerbMU aid "apply" iid (Left $ Just 1) cstore
SfxCheck aid iid cstore ->
itemAidVerbMU aid "deapply" iid (Left $ Just 1) cstore
SfxTrigger aid _p _feat ->
when verbose $ aidVerbMU aid "trigger" -- TODO: opens door, etc.
SfxShun aid _p _ ->
when verbose $ aidVerbMU aid "shun" -- TODO: shuns stairs down
SfxEffect fidSource aid effect -> do
b <- getsState $ getActorBody aid
side <- getsClient sside
let fid = bfid b
if bhp b <= 0 then do
-- We assume the effect is the cause of incapacitation, but in case
-- of projectile, to reduce spam, we verify with @canKill@.
let firstFall | fid == side && bproj b = "fall apart"
| fid == side = "fall down"
| bproj b = "break up"
| otherwise = "collapse"
hurtExtra | fid == side && bproj b = "be reduced to dust"
| fid == side = "be stomped flat"
| bproj b = "be shattered into little pieces"
| otherwise = "be reduced to a bloody pulp"
-- Aspect bonuses ignored, so hurtExtra will add variety sometimes.
deadPreviousTurn dp = bhp b <= dp
harm2 dp = if deadPreviousTurn dp
then (True, Just hurtExtra)
else (False, Just firstFall)
(deadBefore, mverbDie) =
case effect of
IK.Hurt p -> harm2 (- (xM $ Dice.maxDice p))
IK.RefillHP p | p < 0 -> harm2 (xM p)
IK.OverfillHP p | p < 0 -> harm2 (xM p)
IK.Burn p -> harm2 (- (xM $ Dice.maxDice p))
_ -> (False, Nothing)
case mverbDie of
Nothing -> return () -- only brutal effects work on dead/dying actor
Just verbDie -> do
subject <- partActorLeader aid b
let msgDie = makeSentence [MU.SubjectVerbSg subject verbDie]
msgAdd msgDie
when (fid == side && not (bproj b)) $ do
animDie <- if deadBefore
then animate (blid b)
$ twirlSplash (bpos b, bpos b) Color.Red Color.Red
else animate (blid b) $ deathBody $ bpos b
displayActorStart b animDie
else case effect of
IK.NoEffect t -> msgAdd $ "Nothing happens." <+> t
IK.Hurt{} -> return () -- avoid spam; SfxStrike just sent
IK.Burn{} -> do
if fid == side then
actorVerbMU aid b "feel burned"
else
actorVerbMU aid b "look burned"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.Explode{} -> return () -- lots of visual feedback
IK.RefillHP p | p == 1 -> return () -- no spam from regeneration
IK.RefillHP p | p > 0 -> do
if fid == side then
actorVerbMU aid b "feel healthier"
else
actorVerbMU aid b "look healthier"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue
displayActorStart b animFrs
IK.RefillHP p | p == -1 -> return () -- no spam from poison
IK.RefillHP _ -> do
if fid == side then
actorVerbMU aid b "feel wounded"
else
actorVerbMU aid b "look wounded"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.OverfillHP p | p > 0 -> do
if fid == side then
actorVerbMU aid b "feel healthier"
else
actorVerbMU aid b "look healthier"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue
displayActorStart b animFrs
IK.OverfillHP _ -> do
if fid == side then
actorVerbMU aid b "feel wounded"
else
actorVerbMU aid b "look wounded"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.RefillCalm p | p == 1 -> return () -- no spam from regen items
IK.RefillCalm p | p > 0 -> do
if fid == side then
actorVerbMU aid b "feel calmer"
else
actorVerbMU aid b "look calmer"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue
displayActorStart b animFrs
IK.RefillCalm _ -> do
if fid == side then
actorVerbMU aid b "feel agitated"
else
actorVerbMU aid b "look agitated"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.OverfillCalm p | p > 0 -> do
if fid == side then
actorVerbMU aid b "feel calmer"
else
actorVerbMU aid b "look calmer"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrBlue Color.Blue
displayActorStart b animFrs
IK.OverfillCalm _ -> do
if fid == side then
actorVerbMU aid b "feel agitated"
else
actorVerbMU aid b "look agitated"
let ps = (bpos b, bpos b)
animFrs <- animate (blid b) $ twirlSplash ps Color.BrRed Color.Red
displayActorStart b animFrs
IK.Dominate -> do
-- For subsequent messages use the proper name, never "you".
let subject = partActor b
if fid /= fidSource then do -- before domination
if bcalm b == 0 then -- sometimes only a coincidence, but nm
aidVerbMU aid $ MU.Text "yield, under extreme pressure"
else if fid == side then
aidVerbMU aid $ MU.Text "black out, dominated by foes"
else
aidVerbMU aid $ MU.Text "decide abrubtly to switch allegiance"
fidName <- getsState $ gname . (EM.! fid) . sfactionD
let verb = "be no longer controlled by"
msgAdd $ makeSentence
[MU.SubjectVerbSg subject verb, MU.Text fidName]
when (fid == side) $ void $ displayMore ColorFull ""
else do
fidSourceName <- getsState $ gname . (EM.! fidSource) . sfactionD
let verb = "be now under"
msgAdd $ makeSentence
[MU.SubjectVerbSg subject verb, MU.Text fidSourceName, "control"]
stopPlayBack
IK.Impress -> return ()
IK.CallFriend{} -> return ()
IK.Summon{} -> return ()
IK.Ascend k | k > 0 -> actorVerbMU aid b "find a way upstairs"
IK.Ascend k | k < 0 -> actorVerbMU aid b "find a way downstairs"
IK.Ascend{} -> assert `failure` sfx
IK.Escape{} -> return ()
IK.Paralyze{} -> actorVerbMU aid b "be paralyzed"
IK.InsertMove{} -> actorVerbMU aid b "act with extreme speed"
IK.Teleport t | t > 9 -> actorVerbMU aid b "teleport"
IK.Teleport{} -> actorVerbMU aid b "blink"
IK.CreateItem{} -> return ()
IK.DropItem COrgan _ True -> return ()
IK.DropItem _ _ False -> actorVerbMU aid b "be stripped" -- TODO
IK.DropItem _ _ True -> actorVerbMU aid b "be violently stripped"
IK.PolyItem -> do
localTime <- getsState $ getLocalTime $ blid b
allAssocs <- fullAssocsClient aid [CGround]
case allAssocs of
[] -> return () -- invisible items?
(_, ItemFull{..}) : _ -> do
subject <- partActorLeader aid b
let itemSecret = itemNoDisco (itemBase, itemK)
-- TODO: plural form of secretName? only when K > 1?
-- At this point we don't easily know how many consumed.
(_, secretName, secretAEText) = partItem CGround (blid b) localTime itemSecret
verb = "repurpose"
store = MU.Text $ ppCStoreIn CGround
msgAdd $ makeSentence
[ MU.SubjectVerbSg subject verb
, "the", secretName, secretAEText, store ]
IK.Identify -> do
allAssocs <- fullAssocsClient aid [CGround]
case allAssocs of
[] -> return () -- invisible items?
(_, ItemFull{..}) : _ -> do
subject <- partActorLeader aid b
let verb = "inspect"
store = MU.Text $ ppCStoreIn CGround
msgAdd $ makeSentence
[ MU.SubjectVerbSg subject verb
, "an item", store ]
IK.SendFlying{} -> actorVerbMU aid b "be sent flying"
IK.PushActor{} -> actorVerbMU aid b "be pushed"
IK.PullActor{} -> actorVerbMU aid b "be pulled"
IK.DropBestWeapon -> actorVerbMU aid b "be disarmed"
IK.ActivateInv{} -> return ()
IK.ApplyPerfume ->
msgAdd "The fragrance quells all scents in the vicinity."
IK.OneOf{} -> return ()
IK.OnSmash{} -> assert `failure` sfx
IK.Recharging{} -> assert `failure` sfx
IK.Temporary t -> actorVerbMU aid b $ MU.Text t
SfxMsgFid _ msg -> msgAdd msg
SfxMsgAll msg -> msgAdd msg
SfxActorStart aid -> do
arena <- getArenaUI
b <- getsState $ getActorBody aid
-- activeItems <- activeItemsClient aid
when (blid b == arena) $ do
-- If time clip has passed since any actor advanced @timeCutOff@
--TODO -- or if the actor is so fast that he was capable of already moving
-- -- this clip (for simplicity, we don't check if he actually did)
-- or if the actor is newborn or is about to die,
-- we end the frame early, before his current move.
-- In the result, he moves at most once per frame, and thanks to this,
-- his multiple moves are not collapsed into one frame.
-- If the actor changes his speed this very clip, the test can faii,
-- but it's rare and results in a minor UI issue, so we don't care.
localTime <- getsState $ getLocalTime (blid b)
timeCutOff <- getsClient $ EM.findWithDefault timeZero arena . sdisplayed
when (localTime >= timeShift timeCutOff (Delta timeClip)
--TODO || btime b >= timeShiftFromSpeed b activeItems timeCutOff
|| actorNewBorn b
|| actorDying b) $ do
-- If key will be requested, don't show the frame, because during
-- the request extra message may be shown, so the other frame is better.
mleader <- getsClient _sleader
fact <- getsState $ (EM.! bfid b) . sfactionD
let underAI = isAIFact fact
unless (Just aid == mleader && not underAI) $ do
-- Something new is gonna happen on this level (otherwise we'd send
-- @UpdAgeLevel@ later on, with a larger time increment),
-- so show crrent game state, before it changes.
-- If considerable time passed, show delay. TODO: do this more
-- accurately --- check if, eg., projectiles generated enough
-- frames to cover the delay and if not, add here, too.
-- Right now, if even one projectile flies, the whole 4-clip delay
-- is skipped.
let delta = localTime `timeDeltaToFrom` timeCutOff
when (delta > Delta timeClip && not (bproj b))
displayDelay
let ageDisp = EM.insert arena localTime
modifyClient $ \cli -> cli {sdisplayed = ageDisp $ sdisplayed cli}
when (not (bproj b)) $ -- projectiles display animations instead
displayPush ""
setLastSlot :: MonadClientUI m => ActorId -> ItemId -> CStore -> m ()
setLastSlot aid iid cstore = do
b <- getsState $ getActorBody aid
mleader <- getsClient _sleader
when (Just aid == mleader) $ do
(itemSlots, _) <- getsClient sslots
case lookup iid $ map swap $ EM.assocs itemSlots of
Just l -> modifyClient $ \cli -> cli { slastSlot = l
, slastStore = cstore }
Nothing -> assert `failure` (iid, cstore, aid, b)
strike :: MonadClientUI m
=> ActorId -> ActorId -> ItemId -> CStore -> HitAtomic -> m ()
strike source target iid cstore hitStatus = assert (source /= target) $ do
itemToF <- itemToFullClient
sb <- getsState $ getActorBody source
tb <- getsState $ getActorBody target
spart <- partActorLeader source sb
tpart <- partActorLeader target tb
spronoun <- partPronounLeader source sb
localTime <- getsState $ getLocalTime (blid sb)
bag <- getsState $ getActorBag source cstore
let kit = EM.findWithDefault (1, []) iid bag
itemFull = itemToF iid kit
verb = case itemDisco itemFull of
Nothing -> "hit" -- not identified
Just ItemDisco{itemKind} -> IK.iverbHit itemKind
isOrgan = iid `EM.member` borgan sb
partItemChoice =
if isOrgan
then partItemWownW spronoun COrgan (blid sb) localTime
else partItemAW cstore (blid sb) localTime
msg HitClear = makeSentence $
[MU.SubjectVerbSg spart verb, tpart]
++ if bproj sb
then []
else ["with", partItemChoice itemFull]
msg (HitBlock n) =
-- This sounds funny when the victim falls down immediately,
-- but there is no easy way to prevent that. And it's consistent.
-- If/when death blow instead sets HP to 1 and only the next below 1,
-- we can check here for HP==1; also perhaps actors with HP 1 should
-- not be able to block.
let sActs =
if bproj sb
then [ MU.SubjectVerbSg spart "connect" ]
else [ MU.SubjectVerbSg spart "swing"
, partItemChoice itemFull ]
in makeSentence [ MU.Phrase sActs <> ", but"
, MU.SubjectVerbSg tpart "block"
, if n > 1 then "doggedly" else "partly"
]
-- TODO: when other armor is in, etc.:
-- msg HitSluggish =
-- let adv = MU.Phrase ["sluggishly", verb]
-- in makeSentence $ [MU.SubjectVerbSg spart adv, tpart]
-- ++ ["with", partItemChoice itemFull]
msgAdd $ msg hitStatus
let ps = (bpos tb, bpos sb)
anim HitClear = twirlSplash ps Color.BrRed Color.Red
anim (HitBlock 1) = blockHit ps Color.BrRed Color.Red
anim (HitBlock _) = blockMiss ps
animFrs <- animate (blid sb) $ anim hitStatus
displayActorStart sb animFrs