{-# LANGUAGE TupleSections #-}
module Game.LambdaHack.Server.CommonM
( revealItems, moveStores, generalMoveItem
, deduceQuits, deduceKilled, electLeader, setFreshLeader
, updatePer, recomputeCachePer, projectFail
, addActorFromGroup, registerActor, discoverIfMinorEffects
, pickWeaponServer, currentSkillsServer, allGroupItems
, addCondition, removeConditionSingle, addSleep, removeSleepSingle
, addKillToAnalytics
#ifdef EXPOSE_INTERNAL
, containerMoveItem, quitF, keepArenaFact, anyActorsAlive, projectBla
, addProjectile, addActorIid, getCacheLucid, getCacheTotal
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.Ord as Ord
import Data.Ratio
import Game.LambdaHack.Atomic
import Game.LambdaHack.Client (ClientOptions (..))
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.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.Content.ItemKind (ItemKind)
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.ModeKind
import Game.LambdaHack.Content.RuleKind
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Core.Random
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Server.Fov
import Game.LambdaHack.Server.ItemM
import Game.LambdaHack.Server.ItemRev
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.ServerOptions
import Game.LambdaHack.Server.State
revealItems :: MonadServerAtomic m => FactionId -> m ()
revealItems :: FactionId -> m ()
revealItems fid :: FactionId
fid = do
COps{ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem :: ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
ServerOptions{ClientOptions
sclientOptions :: ServerOptions -> ClientOptions
sclientOptions :: ClientOptions
sclientOptions} <- (StateServer -> ServerOptions) -> m ServerOptions
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> ServerOptions
soptions
DiscoveryAspect
discoAspect <- (State -> DiscoveryAspect) -> m DiscoveryAspect
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> DiscoveryAspect
sdiscoAspect
let discover :: ActorId -> CStore -> ItemId -> ItemQuant -> m ()
discover aid :: ActorId
aid store :: CStore
store iid :: ItemId
iid _ = do
ContentId ItemKind
itemKindId <- (State -> ContentId ItemKind) -> m (ContentId ItemKind)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ContentId ItemKind) -> m (ContentId ItemKind))
-> (State -> ContentId ItemKind) -> m (ContentId ItemKind)
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ContentId ItemKind
getIidKindIdServer ItemId
iid
let arItem :: AspectRecord
arItem = DiscoveryAspect
discoAspect DiscoveryAspect -> ItemId -> AspectRecord
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid
c :: Container
c = ActorId -> CStore -> Container
CActor ActorId
aid CStore
store
itemKind :: ItemKind
itemKind = ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
itemKindId
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (ItemKind -> Bool
IA.isHumanTrinket ItemKind
itemKind) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Container
-> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic
UpdDiscover Container
c ItemId
iid ContentId ItemKind
itemKindId AspectRecord
arItem
f :: (ActorId, Actor) -> m ()
f (aid :: ActorId
aid, b :: Actor
b) =
m (m ()) -> m ()
forall (m :: * -> *) a. Monad m => m (m a) -> m a
join (m (m ()) -> m ()) -> m (m ()) -> m ()
forall a b. (a -> b) -> a -> b
$ (State -> m ()) -> m (m ())
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> m ()) -> m (m ())) -> (State -> m ()) -> m (m ())
forall a b. (a -> b) -> a -> b
$ (CStore -> ItemId -> ItemQuant -> m ()) -> Actor -> State -> m ()
forall (m :: * -> *) a.
Monad m =>
(CStore -> ItemId -> ItemQuant -> m a) -> Actor -> State -> m ()
mapActorItems_ (ActorId -> CStore -> ItemId -> ItemQuant -> m ()
discover ActorId
aid) Actor
b
[(ActorId, Actor)]
aids <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ FactionId -> State -> [(ActorId, Actor)]
fidActorNotProjGlobalAssocs FactionId
fid
((ActorId, Actor) -> m ()) -> [(ActorId, Actor)] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ (ActorId, Actor) -> m ()
f [(ActorId, Actor)]
aids
Dungeon
dungeon <- (State -> Dungeon) -> m Dungeon
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Dungeon
sdungeon
let minLid :: LevelId
minLid = (LevelId, Level) -> LevelId
forall a b. (a, b) -> a
fst ((LevelId, Level) -> LevelId) -> (LevelId, Level) -> LevelId
forall a b. (a -> b) -> a -> b
$ ((LevelId, Level) -> (LevelId, Level) -> Ordering)
-> [(LevelId, Level)] -> (LevelId, Level)
forall (t :: * -> *) a.
Foldable t =>
(a -> a -> Ordering) -> t a -> a
minimumBy (((LevelId, Level) -> AbsDepth)
-> (LevelId, Level) -> (LevelId, Level) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
Ord.comparing (Level -> AbsDepth
ldepth (Level -> AbsDepth)
-> ((LevelId, Level) -> Level) -> (LevelId, Level) -> AbsDepth
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (LevelId, Level) -> Level
forall a b. (a, b) -> b
snd))
([(LevelId, Level)] -> (LevelId, Level))
-> [(LevelId, Level)] -> (LevelId, Level)
forall a b. (a -> b) -> a -> b
$ Dungeon -> [(LevelId, Level)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs Dungeon
dungeon
discoverSample :: ItemId -> m ()
discoverSample iid :: ItemId
iid = do
ContentId ItemKind
itemKindId <- (State -> ContentId ItemKind) -> m (ContentId ItemKind)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ContentId ItemKind) -> m (ContentId ItemKind))
-> (State -> ContentId ItemKind) -> m (ContentId ItemKind)
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ContentId ItemKind
getIidKindIdServer ItemId
iid
let arItem :: AspectRecord
arItem = DiscoveryAspect
discoAspect DiscoveryAspect -> ItemId -> AspectRecord
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid
cdummy :: Container
cdummy = FactionId -> LevelId -> Point -> Container
CTrunk FactionId
fid LevelId
minLid Point
originPoint
itemKind :: ItemKind
itemKind = ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
itemKindId
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (ItemKind -> Bool
IA.isHumanTrinket ItemKind
itemKind) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Container
-> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic
UpdDiscover Container
cdummy ItemId
iid ContentId ItemKind
itemKindId AspectRecord
arItem
GenerationAnalytics
generationAn <- (StateServer -> GenerationAnalytics) -> m GenerationAnalytics
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> GenerationAnalytics
sgenerationAn
ItemId -> ContentId ItemKind
getKindId <- (State -> ItemId -> ContentId ItemKind)
-> m (ItemId -> ContentId ItemKind)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemId -> ContentId ItemKind)
-> m (ItemId -> ContentId ItemKind))
-> (State -> ItemId -> ContentId ItemKind)
-> m (ItemId -> ContentId ItemKind)
forall a b. (a -> b) -> a -> b
$ (ItemId -> State -> ContentId ItemKind)
-> State -> ItemId -> ContentId ItemKind
forall a b c. (a -> b -> c) -> b -> a -> c
flip ItemId -> State -> ContentId ItemKind
getIidKindIdServer
let kindsEqual :: ItemId -> ItemId -> Bool
kindsEqual iid :: ItemId
iid iid2 :: ItemId
iid2 = ItemId -> ContentId ItemKind
getKindId ItemId
iid ContentId ItemKind -> ContentId ItemKind -> Bool
forall a. Eq a => a -> a -> Bool
== ItemId -> ContentId ItemKind
getKindId ItemId
iid2 Bool -> Bool -> Bool
&& ItemId
iid ItemId -> ItemId -> Bool
forall a. Eq a => a -> a -> Bool
/= ItemId
iid2
nonDupSample :: EnumMap ItemId Int -> ItemId -> Int -> Bool
nonDupSample em :: EnumMap ItemId Int
em iid :: ItemId
iid 0 = Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ (ItemId -> Bool) -> [ItemId] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (ItemId -> ItemId -> Bool
kindsEqual ItemId
iid) ([ItemId] -> Bool) -> [ItemId] -> Bool
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys EnumMap ItemId Int
em
nonDupSample _ _ _ = Bool
True
nonDupGen :: GenerationAnalytics
nonDupGen = (EnumMap ItemId Int -> EnumMap ItemId Int)
-> GenerationAnalytics -> GenerationAnalytics
forall a b k. (a -> b) -> EnumMap k a -> EnumMap k b
EM.map (\em :: EnumMap ItemId Int
em -> (ItemId -> Int -> Bool) -> EnumMap ItemId Int -> EnumMap ItemId Int
forall k a.
Enum k =>
(k -> a -> Bool) -> EnumMap k a -> EnumMap k a
EM.filterWithKey (EnumMap ItemId Int -> ItemId -> Int -> Bool
nonDupSample EnumMap ItemId Int
em) EnumMap ItemId Int
em)
GenerationAnalytics
generationAn
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser -> StateServer
ser {sgenerationAn :: GenerationAnalytics
sgenerationAn = GenerationAnalytics
nonDupGen}
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (ClientOptions -> Bool
sexposeActors ClientOptions
sclientOptions) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
(ItemId -> m ()) -> [ItemId] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ ItemId -> m ()
discoverSample ([ItemId] -> m ()) -> [ItemId] -> m ()
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys (EnumMap ItemId Int -> [ItemId]) -> EnumMap ItemId Int -> [ItemId]
forall a b. (a -> b) -> a -> b
$ GenerationAnalytics
nonDupGen GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
STrunk
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (ClientOptions -> Bool
sexposeItems ClientOptions
sclientOptions) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
(ItemId -> m ()) -> [ItemId] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ ItemId -> m ()
discoverSample ([ItemId] -> m ()) -> [ItemId] -> m ()
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys (EnumMap ItemId Int -> [ItemId]) -> EnumMap ItemId Int -> [ItemId]
forall a b. (a -> b) -> a -> b
$ GenerationAnalytics
nonDupGen GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SItem
(ItemId -> m ()) -> [ItemId] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ ItemId -> m ()
discoverSample ([ItemId] -> m ()) -> [ItemId] -> m ()
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys (EnumMap ItemId Int -> [ItemId]) -> EnumMap ItemId Int -> [ItemId]
forall a b. (a -> b) -> a -> b
$ GenerationAnalytics
nonDupGen GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SEmbed
(ItemId -> m ()) -> [ItemId] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ ItemId -> m ()
discoverSample ([ItemId] -> m ()) -> [ItemId] -> m ()
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys (EnumMap ItemId Int -> [ItemId]) -> EnumMap ItemId Int -> [ItemId]
forall a b. (a -> b) -> a -> b
$ GenerationAnalytics
nonDupGen GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SOrgan
(ItemId -> m ()) -> [ItemId] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ ItemId -> m ()
discoverSample ([ItemId] -> m ()) -> [ItemId] -> m ()
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys (EnumMap ItemId Int -> [ItemId]) -> EnumMap ItemId Int -> [ItemId]
forall a b. (a -> b) -> a -> b
$ GenerationAnalytics
nonDupGen GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SCondition
(ItemId -> m ()) -> [ItemId] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ ItemId -> m ()
discoverSample ([ItemId] -> m ()) -> [ItemId] -> m ()
forall a b. (a -> b) -> a -> b
$ EnumMap ItemId Int -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys (EnumMap ItemId Int -> [ItemId]) -> EnumMap ItemId Int -> [ItemId]
forall a b. (a -> b) -> a -> b
$ GenerationAnalytics
nonDupGen GenerationAnalytics -> SLore -> EnumMap ItemId Int
forall k a. Enum k => EnumMap k a -> k -> a
EM.! SLore
SBlast
moveStores :: MonadServerAtomic m
=> Bool -> ActorId -> CStore -> CStore -> m ()
moveStores :: Bool -> ActorId -> CStore -> CStore -> m ()
moveStores verbose :: Bool
verbose aid :: ActorId
aid fromStore :: CStore
fromStore toStore :: CStore
toStore = do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
let g :: ItemId -> ItemQuant -> m ()
g iid :: ItemId
iid (k :: Int
k, _) = do
[UpdAtomic]
move <- Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic]
forall (m :: * -> *).
MonadStateRead m =>
Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic]
generalMoveItem Bool
verbose ItemId
iid Int
k (ActorId -> CStore -> Container
CActor ActorId
aid CStore
fromStore)
(ActorId -> CStore -> Container
CActor ActorId
aid CStore
toStore)
(UpdAtomic -> m ()) -> [UpdAtomic] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic [UpdAtomic]
move
CStore -> (ItemId -> ItemQuant -> m ()) -> Actor -> m ()
forall (m :: * -> *) a.
MonadServer m =>
CStore -> (ItemId -> ItemQuant -> m a) -> Actor -> m ()
mapActorCStore_ CStore
fromStore ItemId -> ItemQuant -> m ()
g Actor
b
generalMoveItem :: MonadStateRead m
=> Bool -> ItemId -> Int -> Container -> Container
-> m [UpdAtomic]
generalMoveItem :: Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic]
generalMoveItem _ iid :: ItemId
iid k :: Int
k (CActor aid1 :: ActorId
aid1 cstore1 :: CStore
cstore1) (CActor aid2 :: ActorId
aid2 cstore2 :: CStore
cstore2)
| ActorId
aid1 ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId
aid2 Bool -> Bool -> Bool
&& CStore
cstore1 CStore -> CStore -> Bool
forall a. Eq a => a -> a -> Bool
/= CStore
CSha Bool -> Bool -> Bool
&& CStore
cstore2 CStore -> CStore -> Bool
forall a. Eq a => a -> a -> Bool
/= CStore
CSha
= [UpdAtomic] -> m [UpdAtomic]
forall (m :: * -> *) a. Monad m => a -> m a
return [ItemId -> Int -> ActorId -> CStore -> CStore -> UpdAtomic
UpdMoveItem ItemId
iid Int
k ActorId
aid1 CStore
cstore1 CStore
cstore2]
generalMoveItem verbose :: Bool
verbose iid :: ItemId
iid k :: Int
k c1 :: Container
c1 c2 :: Container
c2 = Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic]
forall (m :: * -> *).
MonadStateRead m =>
Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic]
containerMoveItem Bool
verbose ItemId
iid Int
k Container
c1 Container
c2
containerMoveItem :: MonadStateRead m
=> Bool -> ItemId -> Int -> Container -> Container
-> m [UpdAtomic]
containerMoveItem :: Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic]
containerMoveItem verbose :: Bool
verbose iid :: ItemId
iid k :: Int
k c1 :: Container
c1 c2 :: Container
c2 = do
ItemBag
bag <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ Container -> State -> ItemBag
getContainerBag Container
c1
case ItemId
iid ItemId -> ItemBag -> Maybe ItemQuant
forall k a. Enum k => k -> EnumMap k a -> Maybe a
`EM.lookup` ItemBag
bag of
Nothing -> [Char] -> m [UpdAtomic]
forall a. HasCallStack => [Char] -> a
error ([Char] -> m [UpdAtomic]) -> [Char] -> m [UpdAtomic]
forall a b. (a -> b) -> a -> b
$ "" [Char] -> (ItemId, Int, Container, Container) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ItemId
iid, Int
k, Container
c1, Container
c2)
Just (_, it :: ItemTimer
it) -> do
Item
item <- (State -> Item) -> m Item
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Item) -> m Item) -> (State -> Item) -> m Item
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> Item
getItemBody ItemId
iid
[UpdAtomic] -> m [UpdAtomic]
forall (m :: * -> *) a. Monad m => a -> m a
return [ Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic
UpdLoseItem Bool
verbose ItemId
iid Item
item (Int
k, Int -> ItemTimer -> ItemTimer
forall a. Int -> [a] -> [a]
take Int
k ItemTimer
it) Container
c1
, Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic
UpdSpotItem Bool
verbose ItemId
iid Item
item (Int
k, Int -> ItemTimer -> ItemTimer
forall a. Int -> [a] -> [a]
take Int
k ItemTimer
it) Container
c2 ]
quitF :: MonadServerAtomic m => Status -> FactionId -> m ()
quitF :: Status -> FactionId -> m ()
quitF status :: Status
status fid :: FactionId
fid = do
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
let oldSt :: Maybe Status
oldSt = Faction -> Maybe Status
gquit Faction
fact
case Status -> Outcome
stOutcome (Status -> Outcome) -> Maybe Status -> Maybe Outcome
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Maybe Status
oldSt of
Just Killed -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just Defeated -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just Conquer -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Just Escape -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
_ -> do
Maybe (FactionAnalytics, GenerationAnalytics)
manalytics <-
if Player -> Bool
fhasUI (Player -> Bool) -> Player -> Bool
forall a b. (a -> b) -> a -> b
$ Faction -> Player
gplayer Faction
fact then do
Bool
keepAutomated <- (StateServer -> Bool) -> m Bool
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer ((StateServer -> Bool) -> m Bool)
-> (StateServer -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ServerOptions -> Bool
skeepAutomated (ServerOptions -> Bool)
-> (StateServer -> ServerOptions) -> StateServer -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateServer -> ServerOptions
soptions
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Faction -> Bool
isAIFact Faction
fact
Bool -> Bool -> Bool
&& Player -> LeaderMode
fleaderMode (Faction -> Player
gplayer Faction
fact) LeaderMode -> LeaderMode -> Bool
forall a. Eq a => a -> a -> Bool
/= LeaderMode
LeaderNull
Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
keepAutomated) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId -> Bool -> UpdAtomic
UpdAutoFaction FactionId
fid Bool
False
ItemDict
itemD <- (State -> ItemDict) -> m ItemDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ItemDict
sitemD
Dungeon
dungeon <- (State -> Dungeon) -> m Dungeon
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Dungeon
sdungeon
let ais :: [(ItemId, Item)]
ais = ItemDict -> [(ItemId, Item)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs ItemDict
itemD
minLid :: LevelId
minLid = (LevelId, Level) -> LevelId
forall a b. (a, b) -> a
fst ((LevelId, Level) -> LevelId) -> (LevelId, Level) -> LevelId
forall a b. (a -> b) -> a -> b
$ ((LevelId, Level) -> (LevelId, Level) -> Ordering)
-> [(LevelId, Level)] -> (LevelId, Level)
forall (t :: * -> *) a.
Foldable t =>
(a -> a -> Ordering) -> t a -> a
minimumBy (((LevelId, Level) -> AbsDepth)
-> (LevelId, Level) -> (LevelId, Level) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
Ord.comparing (Level -> AbsDepth
ldepth (Level -> AbsDepth)
-> ((LevelId, Level) -> Level) -> (LevelId, Level) -> AbsDepth
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (LevelId, Level) -> Level
forall a b. (a, b) -> b
snd))
([(LevelId, Level)] -> (LevelId, Level))
-> [(LevelId, Level)] -> (LevelId, Level)
forall a b. (a -> b) -> a -> b
$ Dungeon -> [(LevelId, Level)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs Dungeon
dungeon
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Container -> ItemBag -> [(ItemId, Item)] -> UpdAtomic
UpdSpotItemBag (FactionId -> LevelId -> Point -> Container
CTrunk FactionId
fid LevelId
minLid Point
originPoint)
ItemBag
forall k a. EnumMap k a
EM.empty [(ItemId, Item)]
ais
FactionId -> m ()
forall (m :: * -> *). MonadServerAtomic m => FactionId -> m ()
revealItems FactionId
fid
Status -> FactionId -> m ()
forall (m :: * -> *). MonadServer m => Status -> FactionId -> m ()
registerScore Status
status FactionId
fid
FactionAnalytics
factionAn <- (StateServer -> FactionAnalytics) -> m FactionAnalytics
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> FactionAnalytics
sfactionAn
GenerationAnalytics
generationAn <- (StateServer -> GenerationAnalytics) -> m GenerationAnalytics
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> GenerationAnalytics
sgenerationAn
Maybe (FactionAnalytics, GenerationAnalytics)
-> m (Maybe (FactionAnalytics, GenerationAnalytics))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe (FactionAnalytics, GenerationAnalytics)
-> m (Maybe (FactionAnalytics, GenerationAnalytics)))
-> Maybe (FactionAnalytics, GenerationAnalytics)
-> m (Maybe (FactionAnalytics, GenerationAnalytics))
forall a b. (a -> b) -> a -> b
$ (FactionAnalytics, GenerationAnalytics)
-> Maybe (FactionAnalytics, GenerationAnalytics)
forall a. a -> Maybe a
Just (FactionAnalytics
factionAn, GenerationAnalytics
generationAn)
else Maybe (FactionAnalytics, GenerationAnalytics)
-> m (Maybe (FactionAnalytics, GenerationAnalytics))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe (FactionAnalytics, GenerationAnalytics)
forall a. Maybe a
Nothing
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId
-> Maybe Status
-> Maybe Status
-> Maybe (FactionAnalytics, GenerationAnalytics)
-> UpdAtomic
UpdQuitFaction FactionId
fid Maybe Status
oldSt (Status -> Maybe Status
forall a. a -> Maybe a
Just Status
status) Maybe (FactionAnalytics, GenerationAnalytics)
manalytics
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser -> StateServer
ser {sbreakLoop :: Bool
sbreakLoop = Bool
True}
deduceQuits :: MonadServerAtomic m => FactionId -> Status -> m ()
deduceQuits :: FactionId -> Status -> m ()
deduceQuits fid0 :: FactionId
fid0 status :: Status
status@Status{Outcome
stOutcome :: Outcome
stOutcome :: Status -> Outcome
stOutcome}
| Outcome
stOutcome Outcome -> [Outcome] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Outcome
Defeated, Outcome
Camping, Outcome
Restart, Outcome
Conquer] =
[Char] -> m ()
forall a. HasCallStack => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "no quitting to deduce" [Char] -> (FactionId, Status) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (FactionId
fid0, Status
status)
deduceQuits fid0 :: FactionId
fid0 status :: Status
status = do
Faction
fact0 <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid0) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
let factHasUI :: Faction -> Bool
factHasUI = Player -> Bool
fhasUI (Player -> Bool) -> (Faction -> Player) -> Faction -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> Player
gplayer
quitFaction :: (Outcome, (FactionId, Faction)) -> m ()
quitFaction (stOutcome :: Outcome
stOutcome, (fid :: FactionId
fid, _)) = Status -> FactionId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
Status -> FactionId -> m ()
quitF Status
status{Outcome
stOutcome :: Outcome
stOutcome :: Outcome
stOutcome} FactionId
fid
mapQuitF :: [(Outcome, (FactionId, Faction))] -> m ()
mapQuitF outfids :: [(Outcome, (FactionId, Faction))]
outfids = do
let (withUI :: [(Outcome, (FactionId, Faction))]
withUI, withoutUI :: [(Outcome, (FactionId, Faction))]
withoutUI) =
((Outcome, (FactionId, Faction)) -> Bool)
-> [(Outcome, (FactionId, Faction))]
-> ([(Outcome, (FactionId, Faction))],
[(Outcome, (FactionId, Faction))])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition (Faction -> Bool
factHasUI (Faction -> Bool)
-> ((Outcome, (FactionId, Faction)) -> Faction)
-> (Outcome, (FactionId, Faction))
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd ((FactionId, Faction) -> Faction)
-> ((Outcome, (FactionId, Faction)) -> (FactionId, Faction))
-> (Outcome, (FactionId, Faction))
-> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (Outcome, (FactionId, Faction)) -> (FactionId, Faction)
forall a b. (a, b) -> b
snd)
((Status -> Outcome
stOutcome Status
status, (FactionId
fid0, Faction
fact0)) (Outcome, (FactionId, Faction))
-> [(Outcome, (FactionId, Faction))]
-> [(Outcome, (FactionId, Faction))]
forall a. a -> [a] -> [a]
: [(Outcome, (FactionId, Faction))]
outfids)
((Outcome, (FactionId, Faction)) -> m ())
-> [(Outcome, (FactionId, Faction))] -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
(a -> m b) -> t a -> m ()
mapM_ (Outcome, (FactionId, Faction)) -> m ()
quitFaction ([(Outcome, (FactionId, Faction))]
withoutUI [(Outcome, (FactionId, Faction))]
-> [(Outcome, (FactionId, Faction))]
-> [(Outcome, (FactionId, Faction))]
forall a. [a] -> [a] -> [a]
++ [(Outcome, (FactionId, Faction))]
withUI)
inGameOutcome :: (FactionId, Faction) -> Bool
inGameOutcome (fid :: FactionId
fid, fact :: Faction
fact) = do
let mout :: Maybe Outcome
mout | FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
fid0 = Outcome -> Maybe Outcome
forall a. a -> Maybe a
Just (Outcome -> Maybe Outcome) -> Outcome -> Maybe Outcome
forall a b. (a -> b) -> a -> b
$ Status -> Outcome
stOutcome Status
status
| Bool
otherwise = Status -> Outcome
stOutcome (Status -> Outcome) -> Maybe Status -> Maybe Outcome
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Faction -> Maybe Status
gquit Faction
fact
case Maybe Outcome
mout of
Just Killed -> Bool
False
Just Defeated -> Bool
False
Just Restart -> Bool
False
_ -> Bool
True
EnumMap FactionId Faction
factionD <- (State -> EnumMap FactionId Faction)
-> m (EnumMap FactionId Faction)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> EnumMap FactionId Faction
sfactionD
let assocsInGame :: [(FactionId, Faction)]
assocsInGame = ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (FactionId, Faction) -> Bool
inGameOutcome ([(FactionId, Faction)] -> [(FactionId, Faction)])
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a b. (a -> b) -> a -> b
$ EnumMap FactionId Faction -> [(FactionId, Faction)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs EnumMap FactionId Faction
factionD
assocsKeepArena :: [(FactionId, Faction)]
assocsKeepArena = ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Faction -> Bool
keepArenaFact (Faction -> Bool)
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd) [(FactionId, Faction)]
assocsInGame
assocsUI :: [(FactionId, Faction)]
assocsUI = ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Faction -> Bool
factHasUI (Faction -> Bool)
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd) [(FactionId, Faction)]
assocsInGame
nonHorrorAIG :: [(FactionId, Faction)]
nonHorrorAIG = ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Bool -> Bool
not (Bool -> Bool)
-> ((FactionId, Faction) -> Bool) -> (FactionId, Faction) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> Bool
isHorrorFact (Faction -> Bool)
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd) [(FactionId, Faction)]
assocsInGame
worldPeace :: Bool
worldPeace =
((FactionId, Faction) -> Bool) -> [(FactionId, Faction)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
all (\(fid1 :: FactionId
fid1, _) -> ((FactionId, Faction) -> Bool) -> [(FactionId, Faction)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
all (\(fid2 :: FactionId
fid2, fact2 :: Faction
fact2) -> Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ FactionId -> Faction -> FactionId -> Bool
isFoe FactionId
fid2 Faction
fact2 FactionId
fid1)
[(FactionId, Faction)]
nonHorrorAIG)
[(FactionId, Faction)]
nonHorrorAIG
othersInGame :: [(FactionId, Faction)]
othersInGame = ((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter ((FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
/= FactionId
fid0) (FactionId -> Bool)
-> ((FactionId, Faction) -> FactionId)
-> (FactionId, Faction)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> FactionId
forall a b. (a, b) -> a
fst) [(FactionId, Faction)]
assocsInGame
if | [(FactionId, Faction)] -> Bool
forall a. [a] -> Bool
null [(FactionId, Faction)]
assocsUI ->
[(Outcome, (FactionId, Faction))] -> m ()
mapQuitF ([(Outcome, (FactionId, Faction))] -> m ())
-> [(Outcome, (FactionId, Faction))] -> m ()
forall a b. (a -> b) -> a -> b
$ [Outcome]
-> [(FactionId, Faction)] -> [(Outcome, (FactionId, Faction))]
forall a b. [a] -> [b] -> [(a, b)]
zip (Outcome -> [Outcome]
forall a. a -> [a]
repeat Outcome
Conquer) [(FactionId, Faction)]
othersInGame
| [(FactionId, Faction)] -> Bool
forall a. [a] -> Bool
null [(FactionId, Faction)]
assocsKeepArena ->
[(Outcome, (FactionId, Faction))] -> m ()
mapQuitF ([(Outcome, (FactionId, Faction))] -> m ())
-> [(Outcome, (FactionId, Faction))] -> m ()
forall a b. (a -> b) -> a -> b
$ [Outcome]
-> [(FactionId, Faction)] -> [(Outcome, (FactionId, Faction))]
forall a b. [a] -> [b] -> [(a, b)]
zip (Outcome -> [Outcome]
forall a. a -> [a]
repeat Outcome
Conquer) [(FactionId, Faction)]
othersInGame
| Bool
worldPeace ->
[(Outcome, (FactionId, Faction))] -> m ()
mapQuitF ([(Outcome, (FactionId, Faction))] -> m ())
-> [(Outcome, (FactionId, Faction))] -> m ()
forall a b. (a -> b) -> a -> b
$ [Outcome]
-> [(FactionId, Faction)] -> [(Outcome, (FactionId, Faction))]
forall a b. [a] -> [b] -> [(a, b)]
zip (Outcome -> [Outcome]
forall a. a -> [a]
repeat Outcome
Conquer) [(FactionId, Faction)]
othersInGame
| Status -> Outcome
stOutcome Status
status Outcome -> Outcome -> Bool
forall a. Eq a => a -> a -> Bool
== Outcome
Escape -> do
let (victors :: [(FactionId, Faction)]
victors, losers :: [(FactionId, Faction)]
losers) =
((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)]
-> ([(FactionId, Faction)], [(FactionId, Faction)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition (\(fi :: FactionId
fi, _) -> FactionId -> Faction -> FactionId -> Bool
isFriend FactionId
fid0 Faction
fact0 FactionId
fi) [(FactionId, Faction)]
othersInGame
[(Outcome, (FactionId, Faction))] -> m ()
mapQuitF ([(Outcome, (FactionId, Faction))] -> m ())
-> [(Outcome, (FactionId, Faction))] -> m ()
forall a b. (a -> b) -> a -> b
$ [Outcome]
-> [(FactionId, Faction)] -> [(Outcome, (FactionId, Faction))]
forall a b. [a] -> [b] -> [(a, b)]
zip (Outcome -> [Outcome]
forall a. a -> [a]
repeat Outcome
Escape) [(FactionId, Faction)]
victors [(Outcome, (FactionId, Faction))]
-> [(Outcome, (FactionId, Faction))]
-> [(Outcome, (FactionId, Faction))]
forall a. [a] -> [a] -> [a]
++ [Outcome]
-> [(FactionId, Faction)] -> [(Outcome, (FactionId, Faction))]
forall a b. [a] -> [b] -> [(a, b)]
zip (Outcome -> [Outcome]
forall a. a -> [a]
repeat Outcome
Defeated) [(FactionId, Faction)]
losers
| Bool
otherwise -> Status -> FactionId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
Status -> FactionId -> m ()
quitF Status
status FactionId
fid0
keepArenaFact :: Faction -> Bool
keepArenaFact :: Faction -> Bool
keepArenaFact fact :: Faction
fact = Player -> LeaderMode
fleaderMode (Faction -> Player
gplayer Faction
fact) LeaderMode -> LeaderMode -> Bool
forall a. Eq a => a -> a -> Bool
/= LeaderMode
LeaderNull
Bool -> Bool -> Bool
&& Player -> Bool
fneverEmpty (Faction -> Player
gplayer Faction
fact)
deduceKilled :: MonadServerAtomic m => ActorId -> m ()
deduceKilled :: ActorId -> m ()
deduceKilled aid :: ActorId
aid = do
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
body) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Player -> Bool
fneverEmpty (Player -> Bool) -> Player -> Bool
forall a b. (a -> b) -> a -> b
$ Faction -> Player
gplayer Faction
fact) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Bool
actorsAlive <- FactionId -> ActorId -> m Bool
forall (m :: * -> *).
MonadServer m =>
FactionId -> ActorId -> m Bool
anyActorsAlive (Actor -> FactionId
bfid Actor
body) ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Bool -> Bool
not Bool
actorsAlive) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
FactionId -> Status -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
FactionId -> Status -> m ()
deduceQuits (Actor -> FactionId
bfid Actor
body) (Status -> m ()) -> Status -> m ()
forall a b. (a -> b) -> a -> b
$ Outcome -> Int -> Maybe (GroupName ModeKind) -> Status
Status Outcome
Killed (LevelId -> Int
forall a. Enum a => a -> Int
fromEnum (LevelId -> Int) -> LevelId -> Int
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
body) Maybe (GroupName ModeKind)
forall a. Maybe a
Nothing
anyActorsAlive :: MonadServer m => FactionId -> ActorId -> m Bool
anyActorsAlive :: FactionId -> ActorId -> m Bool
anyActorsAlive fid :: FactionId
fid aid :: ActorId
aid = do
[(ActorId, Actor)]
as <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ FactionId -> State -> [(ActorId, Actor)]
fidActorNotProjGlobalAssocs FactionId
fid
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return (Bool -> m Bool) -> Bool -> m Bool
forall a b. (a -> b) -> a -> b
$! ((ActorId, Actor) -> Bool) -> [(ActorId, Actor)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (\(aid2 :: ActorId
aid2, b2 :: Actor
b2) -> ActorId
aid2 ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId
aid Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b2 Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0) [(ActorId, Actor)]
as
electLeader :: MonadServerAtomic m => FactionId -> LevelId -> ActorId -> m ()
electLeader :: FactionId -> LevelId -> ActorId -> m ()
electLeader fid :: FactionId
fid lid :: LevelId
lid aidToReplace :: ActorId
aidToReplace = do
Maybe ActorId
mleader <- (State -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Maybe ActorId) -> m (Maybe ActorId))
-> (State -> Maybe ActorId) -> m (Maybe ActorId)
forall a b. (a -> b) -> a -> b
$ Faction -> Maybe ActorId
gleader (Faction -> Maybe ActorId)
-> (State -> Faction) -> State -> Maybe ActorId
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Maybe ActorId
mleader Maybe ActorId -> Maybe ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aidToReplace) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
[(ActorId, Actor)]
allOurs <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ FactionId -> State -> [(ActorId, Actor)]
fidActorNotProjGlobalAssocs FactionId
fid
let
(positive :: [(ActorId, Actor)]
positive, negative :: [(ActorId, Actor)]
negative) = ((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> ([(ActorId, Actor)], [(ActorId, Actor)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition (\(_, b :: Actor
b) -> Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> 0) [(ActorId, Actor)]
allOurs
(awake :: [(ActorId, Actor)]
awake, sleeping :: [(ActorId, Actor)]
sleeping) = ((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> ([(ActorId, Actor)], [(ActorId, Actor)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition (\(_, b :: Actor
b) -> Actor -> Watchfulness
bwatch Actor
b Watchfulness -> Watchfulness -> Bool
forall a. Eq a => a -> a -> Bool
/= Watchfulness
WSleep) [(ActorId, Actor)]
positive
[(ActorId, Actor)]
onThisLevel <- (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)])
-> (State -> [(ActorId, Actor)]) -> m [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ FactionId -> LevelId -> State -> [(ActorId, Actor)]
fidActorRegularAssocs FactionId
fid LevelId
lid
let candidates :: [(ActorId, Actor)]
candidates = ((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(_, b :: Actor
b) -> Actor -> Watchfulness
bwatch Actor
b Watchfulness -> Watchfulness -> Bool
forall a. Eq a => a -> a -> Bool
/= Watchfulness
WSleep) [(ActorId, Actor)]
onThisLevel
[(ActorId, Actor)] -> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. [a] -> [a] -> [a]
++ [(ActorId, Actor)]
awake [(ActorId, Actor)] -> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. [a] -> [a] -> [a]
++ [(ActorId, Actor)]
sleeping [(ActorId, Actor)] -> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. [a] -> [a] -> [a]
++ [(ActorId, Actor)]
negative
mleaderNew :: Maybe ActorId
mleaderNew =
[ActorId] -> Maybe ActorId
forall a. [a] -> Maybe a
listToMaybe ([ActorId] -> Maybe ActorId) -> [ActorId] -> Maybe ActorId
forall a b. (a -> b) -> a -> b
$ (ActorId -> Bool) -> [ActorId] -> [ActorId]
forall a. (a -> Bool) -> [a] -> [a]
filter (ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId
aidToReplace) ([ActorId] -> [ActorId]) -> [ActorId] -> [ActorId]
forall a b. (a -> b) -> a -> b
$ ((ActorId, Actor) -> ActorId) -> [(ActorId, Actor)] -> [ActorId]
forall a b. (a -> b) -> [a] -> [b]
map (ActorId, Actor) -> ActorId
forall a b. (a, b) -> a
fst ([(ActorId, Actor)] -> [ActorId])
-> [(ActorId, Actor)] -> [ActorId]
forall a b. (a -> b) -> a -> b
$ [(ActorId, Actor)]
candidates
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId -> Maybe ActorId -> Maybe ActorId -> UpdAtomic
UpdLeadFaction FactionId
fid Maybe ActorId
mleader Maybe ActorId
mleaderNew
setFreshLeader :: MonadServerAtomic m => FactionId -> ActorId -> m ()
setFreshLeader :: FactionId -> ActorId -> m ()
setFreshLeader fid :: FactionId
fid aid :: ActorId
aid = do
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Player -> LeaderMode
fleaderMode (Faction -> Player
gplayer Faction
fact) LeaderMode -> LeaderMode -> Bool
forall a. Eq a => a -> a -> Bool
== LeaderMode
LeaderNull) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
let !_A :: ()
_A = Bool -> () -> ()
forall a. HasCallStack => Bool -> a -> a
assert (Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ Actor -> Bool
bproj Actor
b) ()
Bool
valid <- (StateServer -> Bool) -> m Bool
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer ((StateServer -> Bool) -> m Bool)
-> (StateServer -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ (EnumMap LevelId Bool -> LevelId -> Bool
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> LevelId
blid Actor
b) (EnumMap LevelId Bool -> Bool)
-> (StateServer -> EnumMap LevelId Bool) -> StateServer -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (EnumMap FactionId (EnumMap LevelId Bool)
-> FactionId -> EnumMap LevelId Bool
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid) (EnumMap FactionId (EnumMap LevelId Bool) -> EnumMap LevelId Bool)
-> (StateServer -> EnumMap FactionId (EnumMap LevelId Bool))
-> StateServer
-> EnumMap LevelId Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateServer -> EnumMap FactionId (EnumMap LevelId Bool)
sperValidFid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
valid (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId -> LevelId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
FactionId -> LevelId -> m ()
updatePer FactionId
fid (Actor -> LevelId
blid Actor
b)
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ FactionId -> Maybe ActorId -> Maybe ActorId -> UpdAtomic
UpdLeadFaction FactionId
fid (Faction -> Maybe ActorId
gleader Faction
fact) (ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just ActorId
aid)
updatePer :: MonadServerAtomic m => FactionId -> LevelId -> m ()
{-# INLINE updatePer #-}
updatePer :: FactionId -> LevelId -> m ()
updatePer fid :: FactionId
fid lid :: LevelId
lid = do
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser ->
StateServer
ser {sperValidFid :: EnumMap FactionId (EnumMap LevelId Bool)
sperValidFid = (EnumMap LevelId Bool -> EnumMap LevelId Bool)
-> FactionId
-> EnumMap FactionId (EnumMap LevelId Bool)
-> EnumMap FactionId (EnumMap LevelId Bool)
forall k a. Enum k => (a -> a) -> k -> EnumMap k a -> EnumMap k a
EM.adjust (LevelId -> Bool -> EnumMap LevelId Bool -> EnumMap LevelId Bool
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert LevelId
lid Bool
True) FactionId
fid (EnumMap FactionId (EnumMap LevelId Bool)
-> EnumMap FactionId (EnumMap LevelId Bool))
-> EnumMap FactionId (EnumMap LevelId Bool)
-> EnumMap FactionId (EnumMap LevelId Bool)
forall a b. (a -> b) -> a -> b
$ StateServer -> EnumMap FactionId (EnumMap LevelId Bool)
sperValidFid StateServer
ser}
PerFid
sperFidOld <- (StateServer -> PerFid) -> m PerFid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> PerFid
sperFid
let perOld :: Perception
perOld = PerFid
sperFidOld PerFid -> FactionId -> PerLid
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid PerLid -> LevelId -> Perception
forall k a. Enum k => EnumMap k a -> k -> a
EM.! LevelId
lid
Perception
perNew <- FactionId -> LevelId -> m Perception
forall (m :: * -> *).
MonadServer m =>
FactionId -> LevelId -> m Perception
recomputeCachePer FactionId
fid LevelId
lid
let inPer :: Perception
inPer = Perception -> Perception -> Perception
diffPer Perception
perNew Perception
perOld
outPer :: Perception
outPer = Perception -> Perception -> Perception
diffPer Perception
perOld Perception
perNew
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless (Perception -> Bool
nullPer Perception
outPer Bool -> Bool -> Bool
&& Perception -> Bool
nullPer Perception
inPer) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
FactionId
-> LevelId -> Perception -> Perception -> Perception -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
FactionId
-> LevelId -> Perception -> Perception -> Perception -> m ()
execSendPer FactionId
fid LevelId
lid Perception
outPer Perception
inPer Perception
perNew
recomputeCachePer :: MonadServer m => FactionId -> LevelId -> m Perception
recomputeCachePer :: FactionId -> LevelId -> m Perception
recomputeCachePer fid :: FactionId
fid lid :: LevelId
lid = do
CacheBeforeLucid
total <- FactionId -> LevelId -> m CacheBeforeLucid
forall (m :: * -> *).
MonadServer m =>
FactionId -> LevelId -> m CacheBeforeLucid
getCacheTotal FactionId
fid LevelId
lid
FovLucid
fovLucid <- LevelId -> m FovLucid
forall (m :: * -> *). MonadServer m => LevelId -> m FovLucid
getCacheLucid LevelId
lid
let perNew :: Perception
perNew = FovLucid -> CacheBeforeLucid -> Perception
perceptionFromPTotal FovLucid
fovLucid CacheBeforeLucid
total
fper :: PerFid -> PerFid
fper = (PerLid -> PerLid) -> FactionId -> PerFid -> PerFid
forall k a. Enum k => (a -> a) -> k -> EnumMap k a -> EnumMap k a
EM.adjust (LevelId -> Perception -> PerLid -> PerLid
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert LevelId
lid Perception
perNew) FactionId
fid
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser -> StateServer
ser {sperFid :: PerFid
sperFid = PerFid -> PerFid
fper (PerFid -> PerFid) -> PerFid -> PerFid
forall a b. (a -> b) -> a -> b
$ StateServer -> PerFid
sperFid StateServer
ser}
Perception -> m Perception
forall (m :: * -> *) a. Monad m => a -> m a
return Perception
perNew
projectFail :: MonadServerAtomic m
=> ActorId
-> ActorId
-> Point
-> Int
-> Bool
-> ItemId
-> CStore
-> Bool
-> m (Maybe ReqFailure)
projectFail :: ActorId
-> ActorId
-> Point
-> Int
-> Bool
-> ItemId
-> CStore
-> Bool
-> m (Maybe ReqFailure)
projectFail propeller :: ActorId
propeller source :: ActorId
source tpxy :: Point
tpxy eps :: Int
eps center :: Bool
center iid :: ItemId
iid cstore :: CStore
cstore blast :: Bool
blast = do
COps{corule :: COps -> RuleContent
corule=RuleContent{Int
rXmax :: RuleContent -> Int
rXmax :: Int
rXmax, Int
rYmax :: RuleContent -> Int
rYmax :: Int
rYmax}, TileSpeedup
coTileSpeedup :: COps -> TileSpeedup
coTileSpeedup :: TileSpeedup
coTileSpeedup} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
let lid :: LevelId
lid = Actor -> LevelId
blid Actor
sb
spos :: Point
spos = Actor -> Point
bpos Actor
sb
Level
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
case Int -> Int -> Int -> Point -> Point -> Maybe [Point]
bla Int
rXmax Int
rYmax Int
eps Point
spos Point
tpxy of
Nothing -> Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe ReqFailure -> m (Maybe ReqFailure))
-> Maybe ReqFailure -> m (Maybe ReqFailure)
forall a b. (a -> b) -> a -> b
$ ReqFailure -> Maybe ReqFailure
forall a. a -> Maybe a
Just ReqFailure
ProjectAimOnself
Just [] -> [Char] -> m (Maybe ReqFailure)
forall a. HasCallStack => [Char] -> a
error ([Char] -> m (Maybe ReqFailure)) -> [Char] -> m (Maybe ReqFailure)
forall a b. (a -> b) -> a -> b
$ "projecting from the edge of level"
[Char] -> (Point, Point) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (Point
spos, Point
tpxy)
Just (pos :: Point
pos : restUnlimited :: [Point]
restUnlimited) -> do
ItemBag
bag <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ Actor -> CStore -> State -> ItemBag
getBodyStoreBag Actor
sb CStore
cstore
case ItemId -> ItemBag -> Maybe ItemQuant
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ItemId
iid ItemBag
bag of
Nothing -> Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe ReqFailure -> m (Maybe ReqFailure))
-> Maybe ReqFailure -> m (Maybe ReqFailure)
forall a b. (a -> b) -> a -> b
$ ReqFailure -> Maybe ReqFailure
forall a. a -> Maybe a
Just ReqFailure
ProjectOutOfReach
Just _kit :: ItemQuant
_kit -> do
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
Skills
actorSk <- ActorId -> m Skills
forall (m :: * -> *). MonadServer m => ActorId -> m Skills
currentSkillsServer ActorId
source
Skills
actorMaxSk <- (State -> Skills) -> m Skills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Skills) -> m Skills) -> (State -> Skills) -> m Skills
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Skills
getActorMaxSkills ActorId
source
let skill :: Int
skill = Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkProject Skills
actorSk
forced :: Bool
forced = Bool
blast Bool -> Bool -> Bool
|| Actor -> Bool
bproj Actor
sb
calmE :: Bool
calmE = Actor -> Skills -> Bool
calmEnough Actor
sb Skills
actorMaxSk
legal :: Either ReqFailure Bool
legal = Bool -> Int -> Bool -> ItemFull -> Either ReqFailure Bool
permittedProject Bool
forced Int
skill Bool
calmE ItemFull
itemFull
arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
case Either ReqFailure Bool
legal of
Left reqFail :: ReqFailure
reqFail -> Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe ReqFailure -> m (Maybe ReqFailure))
-> Maybe ReqFailure -> m (Maybe ReqFailure)
forall a b. (a -> b) -> a -> b
$ ReqFailure -> Maybe ReqFailure
forall a. a -> Maybe a
Just ReqFailure
reqFail
Right _ -> do
let lobable :: Bool
lobable = Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Lobable AspectRecord
arItem
rest :: [Point]
rest = if Bool
lobable
then Int -> [Point] -> [Point]
forall a. Int -> [a] -> [a]
take (Point -> Point -> Int
chessDist Point
spos Point
tpxy Int -> Int -> Int
forall a. Num a => a -> a -> a
- 1) [Point]
restUnlimited
else [Point]
restUnlimited
t :: ContentId TileKind
t = Level
lvl Level -> Point -> ContentId TileKind
`at` Point
pos
if | Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable TileSpeedup
coTileSpeedup ContentId TileKind
t ->
Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe ReqFailure -> m (Maybe ReqFailure))
-> Maybe ReqFailure -> m (Maybe ReqFailure)
forall a b. (a -> b) -> a -> b
$ ReqFailure -> Maybe ReqFailure
forall a. a -> Maybe a
Just ReqFailure
ProjectBlockTerrain
| Point -> Level -> Bool
occupiedBigLvl Point
pos Level
lvl ->
if Bool
blast Bool -> Bool -> Bool
&& Actor -> Bool
bproj Actor
sb then do
ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
projectBla ActorId
propeller ActorId
source Point
spos (Point
posPoint -> [Point] -> [Point]
forall a. a -> [a] -> [a]
:[Point]
rest)
ItemId
iid CStore
cstore Bool
blast
Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe ReqFailure
forall a. Maybe a
Nothing
else Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe ReqFailure -> m (Maybe ReqFailure))
-> Maybe ReqFailure -> m (Maybe ReqFailure)
forall a b. (a -> b) -> a -> b
$ ReqFailure -> Maybe ReqFailure
forall a. a -> Maybe a
Just ReqFailure
ProjectBlockActor
| Bool
otherwise -> do
if Bool
blast Bool -> Bool -> Bool
&& Actor -> Bool
bproj Actor
sb Bool -> Bool -> Bool
&& Bool
center then
ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
projectBla ActorId
propeller ActorId
source Point
spos (Point
posPoint -> [Point] -> [Point]
forall a. a -> [a] -> [a]
:[Point]
rest)
ItemId
iid CStore
cstore Bool
blast
else
ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
projectBla ActorId
propeller ActorId
source Point
pos [Point]
rest ItemId
iid CStore
cstore Bool
blast
Maybe ReqFailure -> m (Maybe ReqFailure)
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe ReqFailure
forall a. Maybe a
Nothing
projectBla :: MonadServerAtomic m
=> ActorId
-> ActorId
-> Point
-> [Point]
-> ItemId
-> CStore
-> Bool
-> m ()
projectBla :: ActorId
-> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m ()
projectBla propeller :: ActorId
propeller source :: ActorId
source pos :: Point
pos rest :: [Point]
rest iid :: ItemId
iid cstore :: CStore
cstore blast :: Bool
blast = do
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
let lid :: LevelId
lid = Actor -> LevelId
blid Actor
sb
Time
localTime <- (State -> Time) -> m Time
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Time) -> m Time) -> (State -> Time) -> m Time
forall a b. (a -> b) -> a -> b
$ LevelId -> State -> Time
getLocalTime LevelId
lid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
blast (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ SfxAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => SfxAtomic -> m ()
execSfxAtomic (SfxAtomic -> m ()) -> SfxAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ ActorId -> ItemId -> CStore -> SfxAtomic
SfxProject ActorId
source ItemId
iid CStore
cstore
ItemBag
bag <- (State -> ItemBag) -> m ItemBag
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemBag) -> m ItemBag)
-> (State -> ItemBag) -> m ItemBag
forall a b. (a -> b) -> a -> b
$ Actor -> CStore -> State -> ItemBag
getBodyStoreBag Actor
sb CStore
cstore
ItemFull{Item
itemBase :: ItemFull -> Item
itemBase :: Item
itemBase, ItemKind
itemKind :: ItemFull -> ItemKind
itemKind :: ItemKind
itemKind} <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
case ItemId
iid ItemId -> ItemBag -> Maybe ItemQuant
forall k a. Enum k => k -> EnumMap k a -> Maybe a
`EM.lookup` ItemBag
bag of
Nothing -> [Char] -> m ()
forall a. HasCallStack => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> (ActorId, Point, [Point], ItemId, CStore) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ActorId
source, Point
pos, [Point]
rest, ItemId
iid, CStore
cstore)
Just kit :: ItemQuant
kit@(_, it :: ItemTimer
it) -> do
let delay :: Time
delay =
if ItemKind -> Int
IK.iweight ItemKind
itemKind Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0
then Time
timeTurn
else Time
timeZero
btime :: Time
btime = Time -> Time -> Time
absoluteTimeAdd Time
delay Time
localTime
ActorId
-> Point
-> [Point]
-> ItemId
-> ItemQuant
-> LevelId
-> FactionId
-> Time
-> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
ActorId
-> Point
-> [Point]
-> ItemId
-> ItemQuant
-> LevelId
-> FactionId
-> Time
-> m ()
addProjectile ActorId
propeller Point
pos [Point]
rest ItemId
iid ItemQuant
kit LevelId
lid (Actor -> FactionId
bfid Actor
sb) Time
btime
let c :: Container
c = ActorId -> CStore -> Container
CActor ActorId
source CStore
cstore
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic
UpdLoseItem Bool
False ItemId
iid Item
itemBase (1, Int -> ItemTimer -> ItemTimer
forall a. Int -> [a] -> [a]
take 1 ItemTimer
it) Container
c
addActorFromGroup :: MonadServerAtomic m
=> GroupName ItemKind -> FactionId -> Point -> LevelId -> Time
-> m (Maybe ActorId)
addActorFromGroup :: GroupName ItemKind
-> FactionId -> Point -> LevelId -> Time -> m (Maybe ActorId)
addActorFromGroup actorGroup :: GroupName ItemKind
actorGroup bfid :: FactionId
bfid pos :: Point
pos lid :: LevelId
lid time :: Time
time = do
Frequency (ContentId ItemKind, ItemKind)
freq <- Int
-> LevelId
-> Freqs ItemKind
-> m (Frequency (ContentId ItemKind, ItemKind))
forall (m :: * -> *).
MonadServerAtomic m =>
Int
-> LevelId
-> Freqs ItemKind
-> m (Frequency (ContentId ItemKind, ItemKind))
prepareItemKind 0 LevelId
lid [(GroupName ItemKind
actorGroup, 1)]
Maybe (ItemKnown, ItemFullKit)
m2 <- Frequency (ContentId ItemKind, ItemKind)
-> LevelId -> m (Maybe (ItemKnown, ItemFullKit))
forall (m :: * -> *).
MonadServerAtomic m =>
Frequency (ContentId ItemKind, ItemKind)
-> LevelId -> m (Maybe (ItemKnown, ItemFullKit))
rollItemAspect Frequency (ContentId ItemKind, ItemKind)
freq LevelId
lid
case Maybe (ItemKnown, ItemFullKit)
m2 of
Nothing -> Maybe ActorId -> m (Maybe ActorId)
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe ActorId
forall a. Maybe a
Nothing
Just (itemKnown :: ItemKnown
itemKnown, itemFullKit :: ItemFullKit
itemFullKit) ->
ActorId -> Maybe ActorId
forall a. a -> Maybe a
Just (ActorId -> Maybe ActorId) -> m ActorId -> m (Maybe ActorId)
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Bool
-> ItemKnown
-> ItemFullKit
-> FactionId
-> Point
-> LevelId
-> Time
-> m ActorId
forall (m :: * -> *).
MonadServerAtomic m =>
Bool
-> ItemKnown
-> ItemFullKit
-> FactionId
-> Point
-> LevelId
-> Time
-> m ActorId
registerActor Bool
False ItemKnown
itemKnown ItemFullKit
itemFullKit FactionId
bfid Point
pos LevelId
lid Time
time
registerActor :: MonadServerAtomic m
=> Bool -> ItemKnown -> ItemFullKit
-> FactionId -> Point -> LevelId -> Time
-> m ActorId
registerActor :: Bool
-> ItemKnown
-> ItemFullKit
-> FactionId
-> Point
-> LevelId
-> Time
-> m ActorId
registerActor summoned :: Bool
summoned (ItemKnown kindIx :: ItemIdentity
kindIx ar :: AspectRecord
ar _) (itemFullRaw :: ItemFull
itemFullRaw, kit :: ItemQuant
kit)
bfid :: FactionId
bfid pos :: Point
pos lid :: LevelId
lid time :: Time
time = do
let container :: Container
container = FactionId -> LevelId -> Point -> Container
CTrunk FactionId
bfid LevelId
lid Point
pos
jfid :: Maybe FactionId
jfid = FactionId -> Maybe FactionId
forall a. a -> Maybe a
Just FactionId
bfid
itemKnown :: ItemKnown
itemKnown = ItemIdentity -> AspectRecord -> Maybe FactionId -> ItemKnown
ItemKnown ItemIdentity
kindIx AspectRecord
ar Maybe FactionId
jfid
itemFull :: ItemFull
itemFull = ItemFull
itemFullRaw {itemBase :: Item
itemBase = (ItemFull -> Item
itemBase ItemFull
itemFullRaw) {Maybe FactionId
jfid :: Maybe FactionId
jfid :: Maybe FactionId
jfid}}
ItemId
trunkId <- ItemFullKit -> ItemKnown -> Container -> Bool -> m ItemId
forall (m :: * -> *).
MonadServerAtomic m =>
ItemFullKit -> ItemKnown -> Container -> Bool -> m ItemId
registerItem (ItemFull
itemFull, ItemQuant
kit) ItemKnown
itemKnown Container
container Bool
False
ActorId
aid <- Bool
-> ItemId
-> ItemFullKit
-> FactionId
-> Point
-> LevelId
-> Time
-> m ActorId
forall (m :: * -> *).
MonadServerAtomic m =>
Bool
-> ItemId
-> ItemFullKit
-> FactionId
-> Point
-> LevelId
-> Time
-> m ActorId
addNonProjectile Bool
summoned ItemId
trunkId (ItemFull
itemFull, ItemQuant
kit) FactionId
bfid Point
pos LevelId
lid Time
time
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
bfid) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
Skills
actorMaxSk <- (State -> Skills) -> m Skills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Skills) -> m Skills) -> (State -> Skills) -> m Skills
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Skills
getActorMaxSkills ActorId
aid
Bool
condAnyFoeAdj <- (State -> Bool) -> m Bool
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Bool) -> m Bool) -> (State -> Bool) -> m Bool
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Bool
anyFoeAdj ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Skills -> Bool
canSleep Skills
actorMaxSk Bool -> Bool -> Bool
&&
Bool -> Bool
not Bool
condAnyFoeAdj
Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
summoned
Bool -> Bool -> Bool
&& Bool -> Bool
not (Player -> Bool
fhasGender (Faction -> Player
gplayer Faction
fact))) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
let sleepOdds :: Ratio Integer
sleepOdds = if Skills -> Bool
prefersSleep Skills
actorMaxSk then 9Integer -> Integer -> Ratio Integer
forall a. Integral a => a -> a -> Ratio a
%10 else 1Integer -> Integer -> Ratio Integer
forall a. Integral a => a -> a -> Ratio a
%2
Bool
sleeps <- Rnd Bool -> m Bool
forall (m :: * -> *) a. MonadServer m => Rnd a -> m a
rndToAction (Rnd Bool -> m Bool) -> Rnd Bool -> m Bool
forall a b. (a -> b) -> a -> b
$ Ratio Integer -> Rnd Bool
chance Ratio Integer
sleepOdds
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when Bool
sleeps (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ ActorId -> m ()
forall (m :: * -> *). MonadServerAtomic m => ActorId -> m ()
addSleep ActorId
aid
ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
aid
addProjectile :: MonadServerAtomic m
=> ActorId -> Point -> [Point] -> ItemId -> ItemQuant -> LevelId
-> FactionId -> Time
-> m ()
addProjectile :: ActorId
-> Point
-> [Point]
-> ItemId
-> ItemQuant
-> LevelId
-> FactionId
-> Time
-> m ()
addProjectile propeller :: ActorId
propeller pos :: Point
pos rest :: [Point]
rest iid :: ItemId
iid (_, it :: ItemTimer
it) lid :: LevelId
lid fid :: FactionId
fid time :: Time
time = do
ItemFull
itemFull <- (State -> ItemFull) -> m ItemFull
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemFull) -> m ItemFull)
-> (State -> ItemFull) -> m ItemFull
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> ItemFull
itemToFull ItemId
iid
let arItem :: AspectRecord
arItem = ItemFull -> AspectRecord
aspectRecordFull ItemFull
itemFull
IK.ThrowMod{Int
throwHP :: ThrowMod -> Int
throwHP :: Int
IK.throwHP} = AspectRecord -> ThrowMod
IA.aToThrow AspectRecord
arItem
(trajectory :: [Vector]
trajectory, (speed :: Speed
speed, _)) =
AspectRecord -> ItemKind -> [Point] -> ([Vector], (Speed, Int))
IA.itemTrajectory AspectRecord
arItem (ItemFull -> ItemKind
itemKind ItemFull
itemFull) (Point
pos Point -> [Point] -> [Point]
forall a. a -> [a] -> [a]
: [Point]
rest)
tweakBody :: Actor -> Actor
tweakBody b :: Actor
b = Actor
b { bhp :: Int64
bhp = Int -> Int64
xM Int
throwHP
, btrajectory :: Maybe ([Vector], Speed)
btrajectory = ([Vector], Speed) -> Maybe ([Vector], Speed)
forall a. a -> Maybe a
Just ([Vector]
trajectory, Speed
speed)
, beqp :: ItemBag
beqp = ItemId -> ItemQuant -> ItemBag
forall k a. Enum k => k -> a -> EnumMap k a
EM.singleton ItemId
iid (1, Int -> ItemTimer -> ItemTimer
forall a. Int -> [a] -> [a]
take 1 ItemTimer
it) }
ActorId
aid <- ItemId
-> ItemFull
-> Bool
-> FactionId
-> Point
-> LevelId
-> (Actor -> Actor)
-> m ActorId
forall (m :: * -> *).
MonadServerAtomic m =>
ItemId
-> ItemFull
-> Bool
-> FactionId
-> Point
-> LevelId
-> (Actor -> Actor)
-> m ActorId
addActorIid ItemId
iid ItemFull
itemFull Bool
True FactionId
fid Point
pos LevelId
lid Actor -> Actor
tweakBody
Actor
bp <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
propeller
ActorId
originator <- if Actor -> Bool
bproj Actor
bp
then (StateServer -> ActorId) -> m ActorId
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer ((StateServer -> ActorId) -> m ActorId)
-> (StateServer -> ActorId) -> m ActorId
forall a b. (a -> b) -> a -> b
$ ActorId -> ActorId -> EnumMap ActorId ActorId -> ActorId
forall k a. Enum k => a -> k -> EnumMap k a -> a
EM.findWithDefault ActorId
propeller ActorId
propeller
(EnumMap ActorId ActorId -> ActorId)
-> (StateServer -> EnumMap ActorId ActorId)
-> StateServer
-> ActorId
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateServer -> EnumMap ActorId ActorId
strajPushedBy
else ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
propeller
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser ->
StateServer
ser { strajTime :: ActorTime
strajTime = FactionId -> LevelId -> ActorId -> Time -> ActorTime -> ActorTime
updateActorTime FactionId
fid LevelId
lid ActorId
aid Time
time (ActorTime -> ActorTime) -> ActorTime -> ActorTime
forall a b. (a -> b) -> a -> b
$ StateServer -> ActorTime
strajTime StateServer
ser
, strajPushedBy :: EnumMap ActorId ActorId
strajPushedBy = ActorId
-> ActorId -> EnumMap ActorId ActorId -> EnumMap ActorId ActorId
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert ActorId
aid ActorId
originator (EnumMap ActorId ActorId -> EnumMap ActorId ActorId)
-> EnumMap ActorId ActorId -> EnumMap ActorId ActorId
forall a b. (a -> b) -> a -> b
$ StateServer -> EnumMap ActorId ActorId
strajPushedBy StateServer
ser }
addNonProjectile :: MonadServerAtomic m
=> Bool -> ItemId -> ItemFullKit -> FactionId -> Point
-> LevelId -> Time
-> m ActorId
addNonProjectile :: Bool
-> ItemId
-> ItemFullKit
-> FactionId
-> Point
-> LevelId
-> Time
-> m ActorId
addNonProjectile summoned :: Bool
summoned trunkId :: ItemId
trunkId (itemFull :: ItemFull
itemFull, kit :: ItemQuant
kit) fid :: FactionId
fid pos :: Point
pos lid :: LevelId
lid time :: Time
time = do
let tweakBody :: Actor -> Actor
tweakBody b :: Actor
b = Actor
b { borgan :: ItemBag
borgan = ItemId -> ItemQuant -> ItemBag
forall k a. Enum k => k -> a -> EnumMap k a
EM.singleton ItemId
trunkId ItemQuant
kit
, bcalm :: Int64
bcalm = if Bool
summoned
then Int -> Int64
xM 5
else Actor -> Int64
bcalm Actor
b }
ActorId
aid <- ItemId
-> ItemFull
-> Bool
-> FactionId
-> Point
-> LevelId
-> (Actor -> Actor)
-> m ActorId
forall (m :: * -> *).
MonadServerAtomic m =>
ItemId
-> ItemFull
-> Bool
-> FactionId
-> Point
-> LevelId
-> (Actor -> Actor)
-> m ActorId
addActorIid ItemId
trunkId ItemFull
itemFull Bool
False FactionId
fid Point
pos LevelId
lid Actor -> Actor
tweakBody
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser ->
StateServer
ser {sactorTime :: ActorTime
sactorTime = FactionId -> LevelId -> ActorId -> Time -> ActorTime -> ActorTime
updateActorTime FactionId
fid LevelId
lid ActorId
aid Time
time (ActorTime -> ActorTime) -> ActorTime -> ActorTime
forall a b. (a -> b) -> a -> b
$ StateServer -> ActorTime
sactorTime StateServer
ser}
ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
aid
addActorIid :: MonadServerAtomic m
=> ItemId -> ItemFull -> Bool -> FactionId -> Point -> LevelId
-> (Actor -> Actor)
-> m ActorId
addActorIid :: ItemId
-> ItemFull
-> Bool
-> FactionId
-> Point
-> LevelId
-> (Actor -> Actor)
-> m ActorId
addActorIid trunkId :: ItemId
trunkId ItemFull{Item
itemBase :: Item
itemBase :: ItemFull -> Item
itemBase, ItemKind
itemKind :: ItemKind
itemKind :: ItemFull -> ItemKind
itemKind, itemDisco :: ItemFull -> ItemDisco
itemDisco=ItemDiscoFull arItem :: AspectRecord
arItem}
bproj :: Bool
bproj fid :: FactionId
fid pos :: Point
pos lid :: LevelId
lid tweakBody :: Actor -> Actor
tweakBody = do
let trunkMaxHP :: Int
trunkMaxHP = Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 2 (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ Skill -> AspectRecord -> Int
IA.getSkill Skill
Ability.SkMaxHP AspectRecord
arItem
hp :: Int64
hp = Int -> Int64
xM Int
trunkMaxHP Int64 -> Int64 -> Int64
forall a. Integral a => a -> a -> a
`div` 2
calm :: Int64
calm = Int -> Int64
xM (Int -> Int -> Int
forall a. Ord a => a -> a -> a
max 0 (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ Skill -> AspectRecord -> Int
IA.getSkill Skill
Ability.SkMaxCalm AspectRecord
arItem)
EnumMap FactionId Faction
factionD <- (State -> EnumMap FactionId Faction)
-> m (EnumMap FactionId Faction)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> EnumMap FactionId Faction
sfactionD
Challenge
curChalSer <- (StateServer -> Challenge) -> m Challenge
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer ((StateServer -> Challenge) -> m Challenge)
-> (StateServer -> Challenge) -> m Challenge
forall a b. (a -> b) -> a -> b
$ ServerOptions -> Challenge
scurChalSer (ServerOptions -> Challenge)
-> (StateServer -> ServerOptions) -> StateServer -> Challenge
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateServer -> ServerOptions
soptions
let diffBonusCoeff :: Int
diffBonusCoeff = Int -> Int
difficultyCoeff (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ Challenge -> Int
cdiff Challenge
curChalSer
boostFact :: Bool
boostFact = Bool -> Bool
not Bool
bproj
Bool -> Bool -> Bool
&& if Int
diffBonusCoeff Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0
then ((FactionId, Faction) -> Bool) -> [(FactionId, Faction)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (Player -> Bool
fhasUI (Player -> Bool)
-> ((FactionId, Faction) -> Player) -> (FactionId, Faction) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> Player
gplayer (Faction -> Player)
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> Player
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd)
(((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(fi :: FactionId
fi, fa :: Faction
fa) -> FactionId -> Faction -> FactionId -> Bool
isFriend FactionId
fi Faction
fa FactionId
fid)
(EnumMap FactionId Faction -> [(FactionId, Faction)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs EnumMap FactionId Faction
factionD))
else ((FactionId, Faction) -> Bool) -> [(FactionId, Faction)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (Player -> Bool
fhasUI (Player -> Bool)
-> ((FactionId, Faction) -> Player) -> (FactionId, Faction) -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Faction -> Player
gplayer (Faction -> Player)
-> ((FactionId, Faction) -> Faction)
-> (FactionId, Faction)
-> Player
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (FactionId, Faction) -> Faction
forall a b. (a, b) -> b
snd)
(((FactionId, Faction) -> Bool)
-> [(FactionId, Faction)] -> [(FactionId, Faction)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(fi :: FactionId
fi, fa :: Faction
fa) -> FactionId -> Faction -> FactionId -> Bool
isFoe FactionId
fi Faction
fa FactionId
fid)
(EnumMap FactionId Faction -> [(FactionId, Faction)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs EnumMap FactionId Faction
factionD))
finalHP :: Int64
finalHP | Bool
boostFact = Int64 -> Int64 -> Int64
forall a. Ord a => a -> a -> a
min (Int -> Int64
xM 899)
(Int64
hp Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
* 2 Int64 -> Int -> Int64
forall a b. (Num a, Integral b) => a -> b -> a
^ Int -> Int
forall a. Num a => a -> a
abs Int
diffBonusCoeff)
| Bool
otherwise = Int64
hp
maxHP :: Int64
maxHP = Int64 -> Int64 -> Int64
forall a. Ord a => a -> a -> a
min (Int64
finalHP Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
+ Int -> Int64
xM 100) (2 Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
* Int64
finalHP)
bonusHP :: Int
bonusHP = Int64 -> Int
forall a. Enum a => a -> Int
fromEnum (Int64
maxHP Int64 -> Int64 -> Int64
forall a. Integral a => a -> a -> a
`div` Int64
oneM) Int -> Int -> Int
forall a. Num a => a -> a -> a
- Int
trunkMaxHP
healthOrgans :: [(Maybe Int, (GroupName ItemKind, CStore))]
healthOrgans = [ (Int -> Maybe Int
forall a. a -> Maybe a
Just Int
bonusHP, ("bonus HP", CStore
COrgan))
| Int
bonusHP Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
/= 0 Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
bproj ]
b :: Actor
b = ItemId
-> Int64 -> Int64 -> Point -> LevelId -> FactionId -> Bool -> Actor
actorTemplate ItemId
trunkId Int64
finalHP Int64
calm Point
pos LevelId
lid FactionId
fid Bool
bproj
withTrunk :: Actor
withTrunk =
Actor
b {bweapon :: Int
bweapon = if Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Meleeable AspectRecord
arItem then 1 else 0}
bodyTweaked :: Actor
bodyTweaked = Actor -> Actor
tweakBody Actor
withTrunk
ActorId
aid <- (StateServer -> ActorId) -> m ActorId
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> ActorId
sacounter
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser -> StateServer
ser {sacounter :: ActorId
sacounter = ActorId -> ActorId
forall a. Enum a => a -> a
succ ActorId
aid}
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ ActorId -> Actor -> [(ItemId, Item)] -> UpdAtomic
UpdCreateActor ActorId
aid Actor
bodyTweaked [(ItemId
trunkId, Item
itemBase)]
[(Maybe Int, (GroupName ItemKind, CStore))]
-> ((Maybe Int, (GroupName ItemKind, CStore)) -> m ()) -> m ()
forall (t :: * -> *) (m :: * -> *) a b.
(Foldable t, Monad m) =>
t a -> (a -> m b) -> m ()
forM_ ([(Maybe Int, (GroupName ItemKind, CStore))]
healthOrgans [(Maybe Int, (GroupName ItemKind, CStore))]
-> [(Maybe Int, (GroupName ItemKind, CStore))]
-> [(Maybe Int, (GroupName ItemKind, CStore))]
forall a. [a] -> [a] -> [a]
++ ((GroupName ItemKind, CStore)
-> (Maybe Int, (GroupName ItemKind, CStore)))
-> [(GroupName ItemKind, CStore)]
-> [(Maybe Int, (GroupName ItemKind, CStore))]
forall a b. (a -> b) -> [a] -> [b]
map (Maybe Int
forall a. Maybe a
Nothing,) (ItemKind -> [(GroupName ItemKind, CStore)]
IK.ikit ItemKind
itemKind))
(((Maybe Int, (GroupName ItemKind, CStore)) -> m ()) -> m ())
-> ((Maybe Int, (GroupName ItemKind, CStore)) -> m ()) -> m ()
forall a b. (a -> b) -> a -> b
$ \(mk :: Maybe Int
mk, (ikText :: GroupName ItemKind
ikText, cstore :: CStore
cstore)) -> do
let container :: Container
container = ActorId -> CStore -> Container
CActor ActorId
aid CStore
cstore
itemFreq :: Freqs ItemKind
itemFreq = [(GroupName ItemKind
ikText, 1)]
Maybe (ItemId, ItemFullKit)
mIidEtc <- LevelId
-> Freqs ItemKind
-> Container
-> Bool
-> Maybe Int
-> m (Maybe (ItemId, ItemFullKit))
forall (m :: * -> *).
MonadServerAtomic m =>
LevelId
-> Freqs ItemKind
-> Container
-> Bool
-> Maybe Int
-> m (Maybe (ItemId, ItemFullKit))
rollAndRegisterItem LevelId
lid Freqs ItemKind
itemFreq Container
container Bool
False Maybe Int
mk
case Maybe (ItemId, ItemFullKit)
mIidEtc of
Nothing -> [Char] -> m ()
forall a. HasCallStack => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ "" [Char] -> (LevelId, Freqs ItemKind, Container, Maybe Int) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (LevelId
lid, Freqs ItemKind
itemFreq, Container
container, Maybe Int
mk)
Just (iid :: ItemId
iid, (itemFull2 :: ItemFull
itemFull2, _)) ->
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (CStore
cstore CStore -> CStore -> Bool
forall a. Eq a => a -> a -> Bool
/= CStore
CGround) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
Container -> ItemId -> ContentId ItemKind -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
Container -> ItemId -> ContentId ItemKind -> m ()
discoverIfMinorEffects Container
container ItemId
iid (ItemFull -> ContentId ItemKind
itemKindId ItemFull
itemFull2)
ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
aid
addActorIid _ _ _ _ _ _ _ = [Char] -> m ActorId
forall a. HasCallStack => [Char] -> a
error "addActorIid: server ignorant about an item"
discoverIfMinorEffects :: MonadServerAtomic m
=> Container -> ItemId -> ContentId ItemKind -> m ()
discoverIfMinorEffects :: Container -> ItemId -> ContentId ItemKind -> m ()
discoverIfMinorEffects c :: Container
c iid :: ItemId
iid itemKindId :: ContentId ItemKind
itemKindId = do
COps{ContentData ItemKind
coitem :: ContentData ItemKind
coitem :: COps -> ContentData ItemKind
coitem} <- (State -> COps) -> m COps
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
DiscoveryAspect
discoAspect <- (State -> DiscoveryAspect) -> m DiscoveryAspect
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> DiscoveryAspect
sdiscoAspect
let arItem :: AspectRecord
arItem = DiscoveryAspect
discoAspect DiscoveryAspect -> ItemId -> AspectRecord
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid
itemKind :: ItemKind
itemKind = ContentData ItemKind -> ContentId ItemKind -> ItemKind
forall a. ContentData a -> ContentId a -> a
okind ContentData ItemKind
coitem ContentId ItemKind
itemKindId
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (AspectRecord -> ItemKind -> Bool
IA.onlyMinorEffects AspectRecord
arItem ItemKind
itemKind
Bool -> Bool -> Bool
&& Bool -> Bool
not (ItemKind -> Bool
IA.isHumanTrinket ItemKind
itemKind)) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Container
-> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic
UpdDiscover Container
c ItemId
iid ContentId ItemKind
itemKindId AspectRecord
arItem
pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore))
pickWeaponServer :: ActorId -> m (Maybe (ItemId, CStore))
pickWeaponServer source :: ActorId
source = do
[(ItemId, ItemFullKit)]
eqpAssocs <- (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)])
-> (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall a b. (a -> b) -> a -> b
$ ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)]
kitAssocs ActorId
source [CStore
CEqp]
[(ItemId, ItemFullKit)]
bodyAssocs <- (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)])
-> (State -> [(ItemId, ItemFullKit)]) -> m [(ItemId, ItemFullKit)]
forall a b. (a -> b) -> a -> b
$ ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)]
kitAssocs ActorId
source [CStore
COrgan]
Skills
actorSk <- ActorId -> m Skills
forall (m :: * -> *). MonadServer m => ActorId -> m Skills
currentSkillsServer ActorId
source
Actor
sb <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
source
let kitAssRaw :: [(ItemId, ItemFullKit)]
kitAssRaw = [(ItemId, ItemFullKit)]
eqpAssocs [(ItemId, ItemFullKit)]
-> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)]
forall a. [a] -> [a] -> [a]
++ [(ItemId, ItemFullKit)]
bodyAssocs
forced :: Bool
forced = Actor -> Bool
bproj Actor
sb
kitAss :: [(ItemId, ItemFullKit)]
kitAss | Bool
forced = [(ItemId, ItemFullKit)]
kitAssRaw
| Bool
otherwise =
((ItemId, ItemFullKit) -> Bool)
-> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Meleeable
(AspectRecord -> Bool)
-> ((ItemId, ItemFullKit) -> AspectRecord)
-> (ItemId, ItemFullKit)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. ItemFull -> AspectRecord
aspectRecordFull (ItemFull -> AspectRecord)
-> ((ItemId, ItemFullKit) -> ItemFull)
-> (ItemId, ItemFullKit)
-> AspectRecord
forall b c a. (b -> c) -> (a -> b) -> a -> c
. ItemFullKit -> ItemFull
forall a b. (a, b) -> a
fst (ItemFullKit -> ItemFull)
-> ((ItemId, ItemFullKit) -> ItemFullKit)
-> (ItemId, ItemFullKit)
-> ItemFull
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (ItemId, ItemFullKit) -> ItemFullKit
forall a b. (a, b) -> b
snd) [(ItemId, ItemFullKit)]
kitAssRaw
[(Double, (Int, (ItemId, ItemFullKit)))]
strongest <- Bool
-> Maybe DiscoveryBenefit
-> [(ItemId, ItemFullKit)]
-> Skills
-> ActorId
-> m [(Double, (Int, (ItemId, ItemFullKit)))]
forall (m :: * -> *).
MonadStateRead m =>
Bool
-> Maybe DiscoveryBenefit
-> [(ItemId, ItemFullKit)]
-> Skills
-> ActorId
-> m [(Double, (Int, (ItemId, ItemFullKit)))]
pickWeaponM Bool
False Maybe DiscoveryBenefit
forall a. Maybe a
Nothing [(ItemId, ItemFullKit)]
kitAss Skills
actorSk ActorId
source
case [(Double, (Int, (ItemId, ItemFullKit)))]
strongest of
[] -> Maybe (ItemId, CStore) -> m (Maybe (ItemId, CStore))
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe (ItemId, CStore)
forall a. Maybe a
Nothing
iis :: [(Double, (Int, (ItemId, ItemFullKit)))]
iis@((maxS :: Double
maxS, _) : _) -> do
let maxIis :: [(Int, (ItemId, ItemFullKit))]
maxIis = ((Double, (Int, (ItemId, ItemFullKit)))
-> (Int, (ItemId, ItemFullKit)))
-> [(Double, (Int, (ItemId, ItemFullKit)))]
-> [(Int, (ItemId, ItemFullKit))]
forall a b. (a -> b) -> [a] -> [b]
map (Double, (Int, (ItemId, ItemFullKit)))
-> (Int, (ItemId, ItemFullKit))
forall a b. (a, b) -> b
snd ([(Double, (Int, (ItemId, ItemFullKit)))]
-> [(Int, (ItemId, ItemFullKit))])
-> [(Double, (Int, (ItemId, ItemFullKit)))]
-> [(Int, (ItemId, ItemFullKit))]
forall a b. (a -> b) -> a -> b
$ ((Double, (Int, (ItemId, ItemFullKit))) -> Bool)
-> [(Double, (Int, (ItemId, ItemFullKit)))]
-> [(Double, (Int, (ItemId, ItemFullKit)))]
forall a. (a -> Bool) -> [a] -> [a]
takeWhile ((Double -> Double -> Bool
forall a. Eq a => a -> a -> Bool
== Double
maxS) (Double -> Bool)
-> ((Double, (Int, (ItemId, ItemFullKit))) -> Double)
-> (Double, (Int, (ItemId, ItemFullKit)))
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (Double, (Int, (ItemId, ItemFullKit))) -> Double
forall a b. (a, b) -> a
fst) [(Double, (Int, (ItemId, ItemFullKit)))]
iis
(_, (iid :: ItemId
iid, _)) <- Rnd (Int, (ItemId, ItemFullKit)) -> m (Int, (ItemId, ItemFullKit))
forall (m :: * -> *) a. MonadServer m => Rnd a -> m a
rndToAction (Rnd (Int, (ItemId, ItemFullKit))
-> m (Int, (ItemId, ItemFullKit)))
-> Rnd (Int, (ItemId, ItemFullKit))
-> m (Int, (ItemId, ItemFullKit))
forall a b. (a -> b) -> a -> b
$ [(Int, (ItemId, ItemFullKit))] -> Rnd (Int, (ItemId, ItemFullKit))
forall a. [a] -> Rnd a
oneOf [(Int, (ItemId, ItemFullKit))]
maxIis
let cstore :: CStore
cstore = if Maybe ItemFullKit -> Bool
forall a. Maybe a -> Bool
isJust (ItemId -> [(ItemId, ItemFullKit)] -> Maybe ItemFullKit
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup ItemId
iid [(ItemId, ItemFullKit)]
bodyAssocs) then CStore
COrgan else CStore
CEqp
Maybe (ItemId, CStore) -> m (Maybe (ItemId, CStore))
forall (m :: * -> *) a. Monad m => a -> m a
return (Maybe (ItemId, CStore) -> m (Maybe (ItemId, CStore)))
-> Maybe (ItemId, CStore) -> m (Maybe (ItemId, CStore))
forall a b. (a -> b) -> a -> b
$ (ItemId, CStore) -> Maybe (ItemId, CStore)
forall a. a -> Maybe a
Just (ItemId
iid, CStore
cstore)
currentSkillsServer :: MonadServer m => ActorId -> m Ability.Skills
currentSkillsServer :: ActorId -> m Skills
currentSkillsServer aid :: ActorId
aid = do
Actor
body <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
Faction
fact <- (State -> Faction) -> m Faction
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Faction) -> m Faction)
-> (State -> Faction) -> m Faction
forall a b. (a -> b) -> a -> b
$ (EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
body) (EnumMap FactionId Faction -> Faction)
-> (State -> EnumMap FactionId Faction) -> State -> Faction
forall b c a. (b -> c) -> (a -> b) -> a -> c
. State -> EnumMap FactionId Faction
sfactionD
let mleader :: Maybe ActorId
mleader = Faction -> Maybe ActorId
gleader Faction
fact
(State -> Skills) -> m Skills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Skills) -> m Skills) -> (State -> Skills) -> m Skills
forall a b. (a -> b) -> a -> b
$ Maybe ActorId -> ActorId -> State -> Skills
actorCurrentSkills Maybe ActorId
mleader ActorId
aid
getCacheLucid :: MonadServer m => LevelId -> m FovLucid
getCacheLucid :: LevelId -> m FovLucid
getCacheLucid lid :: LevelId
lid = do
FovClearLid
fovClearLid <- (StateServer -> FovClearLid) -> m FovClearLid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> FovClearLid
sfovClearLid
FovLitLid
fovLitLid <- (StateServer -> FovLitLid) -> m FovLitLid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> FovLitLid
sfovLitLid
FovLucidLid
fovLucidLid <- (StateServer -> FovLucidLid) -> m FovLucidLid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> FovLucidLid
sfovLucidLid
let getNewLucid :: m FovLucid
getNewLucid = (State -> FovLucid) -> m FovLucid
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> FovLucid) -> m FovLucid)
-> (State -> FovLucid) -> m FovLucid
forall a b. (a -> b) -> a -> b
$ \s :: State
s ->
FovClearLid -> FovLitLid -> State -> LevelId -> Level -> FovLucid
lucidFromLevel FovClearLid
fovClearLid FovLitLid
fovLitLid State
s LevelId
lid (State -> Dungeon
sdungeon State
s Dungeon -> LevelId -> Level
forall k a. Enum k => EnumMap k a -> k -> a
EM.! LevelId
lid)
case LevelId -> FovLucidLid -> Maybe (FovValid FovLucid)
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup LevelId
lid FovLucidLid
fovLucidLid of
Just (FovValid fovLucid :: FovLucid
fovLucid) -> FovLucid -> m FovLucid
forall (m :: * -> *) a. Monad m => a -> m a
return FovLucid
fovLucid
_ -> do
FovLucid
newLucid <- m FovLucid
getNewLucid
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser ->
StateServer
ser {sfovLucidLid :: FovLucidLid
sfovLucidLid = LevelId -> FovValid FovLucid -> FovLucidLid -> FovLucidLid
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert LevelId
lid (FovLucid -> FovValid FovLucid
forall a. a -> FovValid a
FovValid FovLucid
newLucid)
(FovLucidLid -> FovLucidLid) -> FovLucidLid -> FovLucidLid
forall a b. (a -> b) -> a -> b
$ StateServer -> FovLucidLid
sfovLucidLid StateServer
ser}
FovLucid -> m FovLucid
forall (m :: * -> *) a. Monad m => a -> m a
return FovLucid
newLucid
getCacheTotal :: MonadServer m => FactionId -> LevelId -> m CacheBeforeLucid
getCacheTotal :: FactionId -> LevelId -> m CacheBeforeLucid
getCacheTotal fid :: FactionId
fid lid :: LevelId
lid = do
PerCacheFid
sperCacheFidOld <- (StateServer -> PerCacheFid) -> m PerCacheFid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> PerCacheFid
sperCacheFid
let perCacheOld :: PerceptionCache
perCacheOld = PerCacheFid
sperCacheFidOld PerCacheFid -> FactionId -> PerCacheLid
forall k a. Enum k => EnumMap k a -> k -> a
EM.! FactionId
fid PerCacheLid -> LevelId -> PerceptionCache
forall k a. Enum k => EnumMap k a -> k -> a
EM.! LevelId
lid
case PerceptionCache -> FovValid CacheBeforeLucid
ptotal PerceptionCache
perCacheOld of
FovValid total :: CacheBeforeLucid
total -> CacheBeforeLucid -> m CacheBeforeLucid
forall (m :: * -> *) a. Monad m => a -> m a
return CacheBeforeLucid
total
FovInvalid -> do
ActorMaxSkills
actorMaxSkills <- (State -> ActorMaxSkills) -> m ActorMaxSkills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ActorMaxSkills
sactorMaxSkills
FovClearLid
fovClearLid <- (StateServer -> FovClearLid) -> m FovClearLid
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> FovClearLid
sfovClearLid
ActorId -> Actor
getActorB <- (State -> ActorId -> Actor) -> m (ActorId -> Actor)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ActorId -> Actor) -> m (ActorId -> Actor))
-> (State -> ActorId -> Actor) -> m (ActorId -> Actor)
forall a b. (a -> b) -> a -> b
$ (ActorId -> State -> Actor) -> State -> ActorId -> Actor
forall a b c. (a -> b -> c) -> b -> a -> c
flip ActorId -> State -> Actor
getActorBody
let perActorNew :: PerActor
perActorNew =
PerActor
-> (ActorId -> Actor) -> ActorMaxSkills -> FovClear -> PerActor
perActorFromLevel (PerceptionCache -> PerActor
perActor PerceptionCache
perCacheOld) ActorId -> Actor
getActorB
ActorMaxSkills
actorMaxSkills (FovClearLid
fovClearLid FovClearLid -> LevelId -> FovClear
forall k a. Enum k => EnumMap k a -> k -> a
EM.! LevelId
lid)
total :: CacheBeforeLucid
total = PerActor -> CacheBeforeLucid
totalFromPerActor PerActor
perActorNew
perCache :: PerceptionCache
perCache = $WPerceptionCache :: FovValid CacheBeforeLucid -> PerActor -> PerceptionCache
PerceptionCache { ptotal :: FovValid CacheBeforeLucid
ptotal = CacheBeforeLucid -> FovValid CacheBeforeLucid
forall a. a -> FovValid a
FovValid CacheBeforeLucid
total
, perActor :: PerActor
perActor = PerActor
perActorNew }
fperCache :: PerCacheFid -> PerCacheFid
fperCache = (PerCacheLid -> PerCacheLid)
-> FactionId -> PerCacheFid -> PerCacheFid
forall k a. Enum k => (a -> a) -> k -> EnumMap k a -> EnumMap k a
EM.adjust (LevelId -> PerceptionCache -> PerCacheLid -> PerCacheLid
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert LevelId
lid PerceptionCache
perCache) FactionId
fid
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser -> StateServer
ser {sperCacheFid :: PerCacheFid
sperCacheFid = PerCacheFid -> PerCacheFid
fperCache (PerCacheFid -> PerCacheFid) -> PerCacheFid -> PerCacheFid
forall a b. (a -> b) -> a -> b
$ StateServer -> PerCacheFid
sperCacheFid StateServer
ser}
CacheBeforeLucid -> m CacheBeforeLucid
forall (m :: * -> *) a. Monad m => a -> m a
return CacheBeforeLucid
total
allGroupItems :: MonadServerAtomic m
=> CStore -> GroupName ItemKind -> ActorId
-> m [(ItemId, ItemQuant)]
allGroupItems :: CStore -> GroupName ItemKind -> ActorId -> m [(ItemId, ItemQuant)]
allGroupItems store :: CStore
store grp :: GroupName ItemKind
grp target :: ActorId
target = do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
target
ItemId -> ItemKind
getKind <- (State -> ItemId -> ItemKind) -> m (ItemId -> ItemKind)
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> ItemId -> ItemKind) -> m (ItemId -> ItemKind))
-> (State -> ItemId -> ItemKind) -> m (ItemId -> ItemKind)
forall a b. (a -> b) -> a -> b
$ (ItemId -> State -> ItemKind) -> State -> ItemId -> ItemKind
forall a b c. (a -> b -> c) -> b -> a -> c
flip ItemId -> State -> ItemKind
getIidKindServer
let hasGroup :: (ItemId, ItemQuant) -> Bool
hasGroup (iid :: ItemId
iid, _) =
Bool -> (Int -> Bool) -> Maybe Int -> Bool
forall b a. b -> (a -> b) -> Maybe a -> b
maybe Bool
False (Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0) (Maybe Int -> Bool) -> Maybe Int -> Bool
forall a b. (a -> b) -> a -> b
$ GroupName ItemKind -> Freqs ItemKind -> Maybe Int
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup GroupName ItemKind
grp (Freqs ItemKind -> Maybe Int) -> Freqs ItemKind -> Maybe Int
forall a b. (a -> b) -> a -> b
$ ItemKind -> Freqs ItemKind
IK.ifreq (ItemKind -> Freqs ItemKind) -> ItemKind -> Freqs ItemKind
forall a b. (a -> b) -> a -> b
$ ItemId -> ItemKind
getKind ItemId
iid
[(ItemId, ItemQuant)]
assocsCStore <- (State -> [(ItemId, ItemQuant)]) -> m [(ItemId, ItemQuant)]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(ItemId, ItemQuant)]) -> m [(ItemId, ItemQuant)])
-> (State -> [(ItemId, ItemQuant)]) -> m [(ItemId, ItemQuant)]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [(ItemId, ItemQuant)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs (ItemBag -> [(ItemId, ItemQuant)])
-> (State -> ItemBag) -> State -> [(ItemId, ItemQuant)]
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Actor -> CStore -> State -> ItemBag
getBodyStoreBag Actor
b CStore
store
[(ItemId, ItemQuant)] -> m [(ItemId, ItemQuant)]
forall (m :: * -> *) a. Monad m => a -> m a
return ([(ItemId, ItemQuant)] -> m [(ItemId, ItemQuant)])
-> [(ItemId, ItemQuant)] -> m [(ItemId, ItemQuant)]
forall a b. (a -> b) -> a -> b
$! ((ItemId, ItemQuant) -> Bool)
-> [(ItemId, ItemQuant)] -> [(ItemId, ItemQuant)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ItemId, ItemQuant) -> Bool
hasGroup [(ItemId, ItemQuant)]
assocsCStore
addCondition :: MonadServerAtomic m => GroupName ItemKind -> ActorId -> m ()
addCondition :: GroupName ItemKind -> ActorId -> m ()
addCondition name :: GroupName ItemKind
name aid :: ActorId
aid = do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
let c :: Container
c = ActorId -> CStore -> Container
CActor ActorId
aid CStore
COrgan
Maybe (ItemId, ItemFullKit)
mresult <- LevelId
-> Freqs ItemKind
-> Container
-> Bool
-> Maybe Int
-> m (Maybe (ItemId, ItemFullKit))
forall (m :: * -> *).
MonadServerAtomic m =>
LevelId
-> Freqs ItemKind
-> Container
-> Bool
-> Maybe Int
-> m (Maybe (ItemId, ItemFullKit))
rollAndRegisterItem (Actor -> LevelId
blid Actor
b) [(GroupName ItemKind
name, 1)] Container
c Bool
False Maybe Int
forall a. Maybe a
Nothing
Bool -> m () -> m ()
forall a. HasCallStack => Bool -> a -> a
assert (Maybe (ItemId, ItemFullKit) -> Bool
forall a. Maybe a -> Bool
isJust Maybe (ItemId, ItemFullKit)
mresult) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
removeConditionSingle :: MonadServerAtomic m
=> GroupName ItemKind -> ActorId -> m Int
removeConditionSingle :: GroupName ItemKind -> ActorId -> m Int
removeConditionSingle name :: GroupName ItemKind
name aid :: ActorId
aid = do
let c :: Container
c = ActorId -> CStore -> Container
CActor ActorId
aid CStore
COrgan
[(ItemId, ItemQuant)]
is <- CStore -> GroupName ItemKind -> ActorId -> m [(ItemId, ItemQuant)]
forall (m :: * -> *).
MonadServerAtomic m =>
CStore -> GroupName ItemKind -> ActorId -> m [(ItemId, ItemQuant)]
allGroupItems CStore
COrgan GroupName ItemKind
name ActorId
aid
case [(ItemId, ItemQuant)]
is of
[(iid :: ItemId
iid, (nAll :: Int
nAll, itemTimer :: ItemTimer
itemTimer))] -> do
Item
itemBase <- (State -> Item) -> m Item
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Item) -> m Item) -> (State -> Item) -> m Item
forall a b. (a -> b) -> a -> b
$ ItemId -> State -> Item
getItemBody ItemId
iid
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic
UpdLoseItem Bool
False ItemId
iid Item
itemBase (1, ItemTimer
itemTimer) Container
c
Int -> m Int
forall (m :: * -> *) a. Monad m => a -> m a
return (Int -> m Int) -> Int -> m Int
forall a b. (a -> b) -> a -> b
$ Int
nAll Int -> Int -> Int
forall a. Num a => a -> a -> a
- 1
_ -> [Char] -> m Int
forall a. HasCallStack => [Char] -> a
error ([Char] -> m Int) -> [Char] -> m Int
forall a b. (a -> b) -> a -> b
$ "missing or multiple item" [Char] -> (GroupName ItemKind, [(ItemId, ItemQuant)]) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (GroupName ItemKind
name, [(ItemId, ItemQuant)]
is)
addSleep :: MonadServerAtomic m => ActorId -> m ()
addSleep :: ActorId -> m ()
addSleep aid :: ActorId
aid = do
Actor
b <- (State -> Actor) -> m Actor
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> Actor) -> m Actor) -> (State -> Actor) -> m Actor
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> Actor
getActorBody ActorId
aid
GroupName ItemKind -> ActorId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
GroupName ItemKind -> ActorId -> m ()
addCondition "asleep" ActorId
aid
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ ActorId -> Watchfulness -> Watchfulness -> UpdAtomic
UpdWaitActor ActorId
aid (Actor -> Watchfulness
bwatch Actor
b) Watchfulness
WSleep
removeSleepSingle :: MonadServerAtomic m => ActorId -> m ()
removeSleepSingle :: ActorId -> m ()
removeSleepSingle aid :: ActorId
aid = do
Int
nAll <- GroupName ItemKind -> ActorId -> m Int
forall (m :: * -> *).
MonadServerAtomic m =>
GroupName ItemKind -> ActorId -> m Int
removeConditionSingle "asleep" ActorId
aid
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Int
nAll Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 0) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ ActorId -> Watchfulness -> Watchfulness -> UpdAtomic
UpdWaitActor ActorId
aid Watchfulness
WWake Watchfulness
WWatch
addKillToAnalytics :: MonadServerAtomic m
=> ActorId -> KillHow -> FactionId -> ItemId -> m ()
addKillToAnalytics :: ActorId -> KillHow -> FactionId -> ItemId -> m ()
addKillToAnalytics aid :: ActorId
aid killHow :: KillHow
killHow fid :: FactionId
fid iid :: ItemId
iid = do
ActorDict
actorD <- (State -> ActorDict) -> m ActorDict
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ActorDict
sactorD
case ActorId -> ActorDict -> Maybe Actor
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid ActorDict
actorD of
Just b :: Actor
b ->
(StateServer -> StateServer) -> m ()
forall (m :: * -> *).
MonadServer m =>
(StateServer -> StateServer) -> m ()
modifyServer ((StateServer -> StateServer) -> m ())
-> (StateServer -> StateServer) -> m ()
forall a b. (a -> b) -> a -> b
$ \ser :: StateServer
ser ->
StateServer
ser { sfactionAn :: FactionAnalytics
sfactionAn = FactionId
-> KillHow
-> FactionId
-> ItemId
-> FactionAnalytics
-> FactionAnalytics
addFactionKill (Actor -> FactionId
bfid Actor
b) KillHow
killHow FactionId
fid ItemId
iid
(FactionAnalytics -> FactionAnalytics)
-> FactionAnalytics -> FactionAnalytics
forall a b. (a -> b) -> a -> b
$ StateServer -> FactionAnalytics
sfactionAn StateServer
ser
, sactorAn :: ActorAnalytics
sactorAn = ActorId
-> KillHow
-> FactionId
-> ItemId
-> ActorAnalytics
-> ActorAnalytics
addActorKill ActorId
aid KillHow
killHow FactionId
fid ItemId
iid
(ActorAnalytics -> ActorAnalytics)
-> ActorAnalytics -> ActorAnalytics
forall a b. (a -> b) -> a -> b
$ StateServer -> ActorAnalytics
sactorAn StateServer
ser }
Nothing -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()