LambdaHack-0.8.3.0: Game/LambdaHack/Client/HandleAtomicM.hs
-- | Handle atomic commands received by the client.
module Game.LambdaHack.Client.HandleAtomicM
( MonadClientSetup(..)
, cmdAtomicSemCli
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, wipeBfsIfItemAffectsSkills, tileChangeAffectsBfs, createActor, destroyActor
, addItemToDiscoBenefit, perception
, discoverKind, coverKind, discoverAspect, coverAspect
, killExit
#endif
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import qualified Data.EnumMap.Lazy as LEM
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import qualified Data.Map.Strict as M
import Data.Ord
import Game.LambdaHack.Atomic
import Game.LambdaHack.Client.Bfs
import Game.LambdaHack.Client.BfsM
import Game.LambdaHack.Client.CommonM
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.Preferences
import Game.LambdaHack.Client.State
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.ItemAspect as IA
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.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 qualified Game.LambdaHack.Content.CaveKind as CK
import Game.LambdaHack.Content.ItemKind (ItemKind)
import Game.LambdaHack.Content.ModeKind (ModeKind, fhasGender)
import Game.LambdaHack.Content.TileKind (TileKind)
-- | Client monad for saving and restarting games.
class MonadClient m => MonadClientSetup m where
saveClient :: m ()
restartClient :: m ()
-- | Effect of atomic actions on client state. It is calculated
-- with the global state from after the command is executed
-- (except where the supplied @oldState@ is used).
cmdAtomicSemCli :: MonadClientSetup m => State -> UpdAtomic -> m ()
{-# INLINE cmdAtomicSemCli #-}
cmdAtomicSemCli oldState cmd = case cmd of
UpdCreateActor aid b ais -> createActor aid b ais
UpdDestroyActor aid b _ -> destroyActor aid b True
UpdCreateItem iid _ _ (CActor aid store) -> do
wipeBfsIfItemAffectsSkills [store] aid
addItemToDiscoBenefit iid
UpdCreateItem iid _ _ _ -> addItemToDiscoBenefit iid
UpdDestroyItem _ _ _ (CActor aid store) ->
wipeBfsIfItemAffectsSkills [store] aid
UpdSpotActor aid b ais -> createActor aid b ais
UpdLoseActor aid b _ -> destroyActor aid b False
UpdSpotItem _ iid _ _ (CActor aid store) -> do
wipeBfsIfItemAffectsSkills [store] aid
addItemToDiscoBenefit iid
UpdSpotItem _ iid _ _ _ -> addItemToDiscoBenefit iid
UpdLoseItem _ _ _ _ (CActor aid store) ->
wipeBfsIfItemAffectsSkills [store] aid
UpdSpotItemBag (CActor aid store) _bag ais -> do
wipeBfsIfItemAffectsSkills [store] aid
mapM_ (addItemToDiscoBenefit . fst) ais
UpdSpotItemBag _ _ ais ->
mapM_ (addItemToDiscoBenefit . fst) ais
UpdLoseItemBag (CActor aid store) _bag _ais ->
wipeBfsIfItemAffectsSkills [store] aid
UpdMoveActor aid _ _ -> do
invalidateBfsAid aid
b <- getsState $ getActorBody aid
recomputeInMelee (blid b)
UpdDisplaceActor source target -> do
invalidateBfsAid source
invalidateBfsAid target
b <- getsState $ getActorBody source
recomputeInMelee (blid b)
UpdMoveItem _ _ aid s1 s2 -> wipeBfsIfItemAffectsSkills [s1, s2] aid
UpdLeadFaction fid source target -> do
side <- getsClient sside
when (side == fid) $ do
mleader <- getsClient sleader
let !_A = assert (mleader == source
-- somebody changed the leader for us
|| mleader == target
-- we changed the leader ourselves
`blame` "unexpected leader"
`swith` (cmd, mleader)) ()
modifyClient $ \cli -> cli {_sleader = target}
UpdAutoFaction{} ->
-- @condBFS@ depends on the setting we change here (e.g., smarkSuspect).
invalidateBfsAll
UpdTacticFaction{} -> do
-- Clear all targets except the leader's.
mleader <- getsClient sleader
mtgt <- case mleader of
Nothing -> return Nothing
Just leader -> getsClient $ EM.lookup leader . stargetD
modifyClient $ \cli ->
cli { stargetD = case (mtgt, mleader) of
(Just tgt, Just leader) -> EM.singleton leader tgt
_ -> EM.empty }
UpdAlterTile lid p fromTile toTile -> do
updateSalter lid [(p, toTile)]
cops <- getsState scops
let lvl = (EM.! lid) . sdungeon $ oldState
t = lvl `at` p
let !_A = assert (t == fromTile) ()
when (tileChangeAffectsBfs cops fromTile toTile) $
invalidateBfsLid lid
UpdSearchTile aid p toTile -> do
COps{cotile} <- getsState scops
b <- getsState $ getActorBody aid
let lid = blid b
updateSalter lid [(p, toTile)]
cops <- getsState scops
let lvl = (EM.! lid) . sdungeon $ oldState
t = lvl `at` p
let !_A = assert (Just t == Tile.hideAs cotile toTile) ()
-- The following check is needed even if we verity in content
-- that searching doesn't change clarity and light of tiles,
-- because it modifies skill needed to alter the tile and even
-- walkability and changeability.
when (tileChangeAffectsBfs cops t toTile) $
invalidateBfsLid lid
UpdSpotTile lid ts -> do
updateSalter lid ts
cops <- getsState scops
let lvl = (EM.! lid) . sdungeon $ oldState
affects (p, toTile) =
let fromTile = lvl `at` p
in tileChangeAffectsBfs cops fromTile toTile
bs = map affects ts
when (or bs) $ invalidateBfsLid lid
UpdLoseTile lid ts -> do
updateSalter lid ts
invalidateBfsLid lid -- from known to unknown tiles
UpdDiscover c iid ik aspectRecord -> do
item <- getsState $ getItemBody iid
discoKind <- getsState sdiscoKind
case jkind item of
IdentityObvious _ik -> return ()
IdentityCovered ix _ik | ix `EM.notMember` discoKind ->
discoverKind c ix ik
IdentityCovered _ix _ik -> return ()
discoverAspect c iid aspectRecord
UpdCover c iid ik aspectRecord -> do
coverAspect c iid aspectRecord
item <- getsState $ getItemBody iid
discoKind <- getsState sdiscoKind
case jkind item of
IdentityObvious _ik -> return ()
IdentityCovered ix _ik | ix `EM.member` discoKind ->
coverKind c ix ik
IdentityCovered _ix _ik -> return ()
UpdDiscoverKind c ix ik -> discoverKind c ix ik
UpdCoverKind c ix ik -> coverKind c ix ik
UpdDiscoverAspect c iid aspectRecord -> discoverAspect c iid aspectRecord
UpdCoverAspect c iid aspectRecord -> coverAspect c iid aspectRecord
UpdPerception lid outPer inPer -> perception lid outPer inPer
UpdRestart side sfper s scurChal soptions -> do
COps{cocave, comode} <- getsState scops
fact <- getsState $ (EM.! side) . sfactionD
snxtChal <- getsClient snxtChal
svictories <- getsClient svictories
let f acc _p i _a = i : acc
modes = zip [0..] $ ofoldlGroup' comode "campaign scenario" f []
g :: (Int, ContentId ModeKind) -> Int
g (_, mode) = case EM.lookup mode svictories of
Nothing -> 0
Just cm -> fromMaybe 0 (M.lookup snxtChal cm)
(snxtScenario, _) = minimumBy (comparing g) modes
h lvl = CK.cactorCoeff (okind cocave $ lkind lvl) > 150
&& not (fhasGender $ gplayer fact)
-- Not to burrow through a labyrinth instead of leaving it for
-- the human player and to prevent AI losing time there instead
-- of congregating at exits.
sexplored = EM.keysSet $ EM.filter h $ sdungeon s
cli = emptyStateClient side
putClient cli { sexplored
, sfper
-- , sundo = [UpdAtomic cmd]
, scurChal
, snxtChal
, snxtScenario
, scondInMelee = LEM.fromAscList
$ map (\lid -> (lid, False))
$ EM.keys (sdungeon s)
, svictories
, soptions }
salter <- getsState createSalter
modifyClient $ \cli1 -> cli1 {salter}
restartClient
UpdResume _fid sfperNew -> do
#ifdef WITH_EXPENSIVE_ASSERTIONS
sfperOld <- getsClient sfper
let !_A = assert (sfperNew == sfperOld `blame` (sfperNew, sfperOld)) ()
#endif
modifyClient $ \cli -> cli {sfper=sfperNew}
salter <- getsState createSalter
modifyClient $ \cli -> cli {salter}
UpdKillExit _fid -> killExit
UpdWriteSave -> saveClient
_ -> return ()
-- This tweak is only needed in AI client, but it's lazy for each level
-- and so fairly cheap.
recomputeInMelee :: MonadClient m => LevelId -> m ()
recomputeInMelee lid = do
side <- getsClient sside
s <- getState
modifyClient $ \cli ->
cli {scondInMelee = LEM.insert lid (inMelee side lid s) (scondInMelee cli)}
-- For now, only checking the stores.
wipeBfsIfItemAffectsSkills :: MonadClient m => [CStore] -> ActorId -> m ()
wipeBfsIfItemAffectsSkills stores aid =
unless (null $ intersect stores [CEqp, COrgan]) $ invalidateBfsAid aid
tileChangeAffectsBfs :: COps
-> ContentId TileKind -> ContentId TileKind
-> Bool
tileChangeAffectsBfs COps{coTileSpeedup} fromTile toTile =
Tile.alterMinWalk coTileSpeedup fromTile
/= Tile.alterMinWalk coTileSpeedup toTile
createActor :: MonadClient m => ActorId -> Actor -> [(ItemId, Item)] -> m ()
createActor aid b ais = do
side <- getsClient sside
let newPermit = bfid b == side
affect3 tap@TgtAndPath{..} = case tapTgt of
TPoint (TEnemyPos a _) _ _ | a == aid ->
TgtAndPath (TEnemy a newPermit) NoPath
_ -> tap
modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)}
mapM_ (addItemToDiscoBenefit . fst) ais
recomputeInMelee (blid b)
destroyActor :: MonadClient m => ActorId -> Actor -> Bool -> m ()
destroyActor aid b destroy = do
when destroy $ modifyClient $ updateTarget aid (const Nothing) -- gc
modifyClient $ \cli -> cli {sbfsD = EM.delete aid $ sbfsD cli} -- gc
let affect tgt = case tgt of
TEnemy a permit | a == aid ->
if destroy then
-- If *really* nothing more interesting, the actor will
-- go to last known location to perhaps find other foes.
TPoint TAny (blid b) (bpos b)
else
-- If enemy only hides (or we stepped behind obstacle) find him.
TPoint (TEnemyPos a permit) (blid b) (bpos b)
_ -> tgt
affect3 TgtAndPath{..} =
let newMPath = case tapPath of
AndPath{pathGoal} | pathGoal /= bpos b -> NoPath
_ -> tapPath -- foe slow enough, so old path good
in TgtAndPath (affect tapTgt) newMPath
modifyClient $ \cli -> cli {stargetD = EM.map affect3 (stargetD cli)}
recomputeInMelee (blid b)
addItemToDiscoBenefit :: MonadClient m => ItemId -> m ()
addItemToDiscoBenefit iid = do
cops <- getsState scops
discoBenefit <- getsClient sdiscoBenefit
case EM.lookup iid discoBenefit of
Just{} -> return ()
-- already there, with real or provisional aspect record,
-- but we haven't learned anything new about the item
Nothing -> do
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
itemFull <- getsState $ itemToFull iid
let benefit = totalUsefulness cops fact itemFull
modifyClient $ \cli ->
cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)}
perception :: MonadClient m => LevelId -> Perception -> Perception -> m ()
perception lid outPer inPer = do
-- Clients can't compute FOV on their own, because they don't know
-- if unknown tiles are clear or not. Server would need to send
-- info about properties of unknown tiles, which complicates
-- and makes heavier the most bulky data set in the game: tile maps.
-- Note we assume, but do not check that @outPer@ is contained
-- in current perception and @inPer@ has no common part with it.
-- It would make the already very costly operation even more expensive.
{-
perOld <- getPerFid lid
-- Check if new perception is already set in @cmdAtomicFilterCli@
-- or if we are doing undo/redo, which does not involve filtering.
-- The data structure is strict, so the cheap check can't be any simpler.
let interAlready per =
Just $ totalVisible per `ES.intersection` totalVisible perOld
unset = maybe False ES.null (interAlready inPer)
|| maybe False (not . ES.null) (interAlready outPer)
when unset $ do
-}
let adj Nothing = error $ "no perception to alter" `showFailure` lid
adj (Just per) = Just $ addPer (diffPer per outPer) inPer
f = EM.alter adj lid
modifyClient $ \cli -> cli {sfper = f (sfper cli)}
discoverKind :: MonadClient m
=> Container -> ItemKindIx -> ContentId ItemKind -> m ()
discoverKind _c ix _ik = do
cops <- getsState scops
-- Wipe out BFS, because the player could potentially learn that his items
-- affect his actors' skills relevant to BFS.
invalidateBfsAll
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
itemToF <- getsState $ flip itemToFull
let benefit iid =
let itemFull = itemToF iid
in totalUsefulness cops fact itemFull
itemIxMap <- getsState $ (EM.! ix) . sitemIxMap
-- Possibly overwrite earlier, provisional benefits.
forM_ (ES.elems itemIxMap) $ \iid -> modifyClient $ \cli ->
cli {sdiscoBenefit = EM.insert iid (benefit iid) (sdiscoBenefit cli)}
coverKind :: Container -> ItemKindIx -> ContentId ItemKind -> m ()
coverKind _c _ix _ik = undefined
discoverAspect :: MonadClient m
=> Container -> ItemId -> IA.AspectRecord -> m ()
discoverAspect _c iid _aspectRecord = do
cops <- getsState scops
-- Wipe out BFS, because the player could potentially learn that his items
-- affect his actors' skills relevant to BFS.
invalidateBfsAll
side <- getsClient sside
fact <- getsState $ (EM.! side) . sfactionD
itemFull <- getsState $ itemToFull iid
let benefit = totalUsefulness cops fact itemFull
-- Possibly overwrite earlier, provisional benefits.
modifyClient $ \cli ->
cli {sdiscoBenefit = EM.insert iid benefit (sdiscoBenefit cli)}
coverAspect :: Container -> ItemId -> IA.AspectRecord -> m ()
coverAspect _c _iid _aspectRecord = undefined
killExit :: MonadClient m => m ()
killExit = do
side <- getsClient sside
debugPossiblyPrint $ "Client" <+> tshow side <+> "quitting."
modifyClient $ \cli -> cli {squit = True}
-- Verify that the not saved caches are equal to future reconstructed.
-- Otherwise, save/restore would change game state.
sactorAspect2 <- getsState sactorAspect
salter <- getsClient salter
sbfsD <- getsClient sbfsD
alter <- getsState createSalter
actorAspect <- getsState actorAspectInDungeon
let f aid = do
(canMove, alterSkill) <- condBFS aid
bfsArr <- createBfs canMove alterSkill aid
let bfsPath = EM.empty
return (aid, BfsAndPath{..})
actorD <- getsState sactorD
lbfsD <- mapM f $ EM.keys actorD
-- Some freshly generated bfses are not used for comparison, but at least
-- we check they don't violate internal assertions themselves. Hence the bang.
let bfsD = EM.fromDistinctAscList lbfsD
g BfsInvalid !_ = True
g _ BfsInvalid = False
g bap1 bap2 = bfsArr bap1 == bfsArr bap2
subBfs = EM.isSubmapOfBy g
let !_A1 = assert (salter == alter
`blame` "wrong accumulated salter on side"
`swith` (side, salter, alter)) ()
!_A2 = assert (sactorAspect2 == actorAspect
`blame` "wrong accumulated sactorAspect on side"
`swith` (side, sactorAspect2, actorAspect)) ()
!_A3 = assert (sbfsD `subBfs` bfsD
`blame` "wrong accumulated sbfsD on side"
`swith` (side, sbfsD, bfsD)) ()
return ()