module Game.LambdaHack.Server.ItemM
( registerItem, moveStashIfNeeded, randomResetTimeout, embedItemOnPos
, prepareItemKind, rollItemAspect, rollAndRegisterItem
, placeItemsInDungeon, embedItemsInDungeon, mapActorCStore_
#ifdef EXPOSE_INTERNAL
, onlyRegisterItem, computeRndTimeout, createCaveItem, createEmbedItem
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import qualified Data.HashMap.Strict as HM
import Game.LambdaHack.Atomic
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.ItemAspect as IA
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.PointArray as PointArray
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.CaveKind (citemFreq, citemNum)
import Game.LambdaHack.Content.ItemKind (ItemKind)
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.TileKind (TileKind)
import qualified Game.LambdaHack.Core.Dice as Dice
import Game.LambdaHack.Core.Frequency
import Game.LambdaHack.Core.Random
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Server.ItemRev
import Game.LambdaHack.Server.MonadServer
import Game.LambdaHack.Server.ServerOptions
import Game.LambdaHack.Server.State
onlyRegisterItem :: MonadServerAtomic m => ItemKnown -> m ItemId
onlyRegisterItem :: forall (m :: * -> *). MonadServerAtomic m => ItemKnown -> m ItemId
onlyRegisterItem itemKnown :: ItemKnown
itemKnown@(ItemKnown ItemIdentity
_ AspectRecord
arItem Maybe FactionId
_) = do
itemRev <- (StateServer -> ItemRev) -> m ItemRev
forall a. (StateServer -> a) -> m a
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> ItemRev
sitemRev
case HM.lookup itemKnown itemRev of
Just ItemId
iid -> ItemId -> m ItemId
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ItemId
iid
Maybe ItemId
Nothing -> do
icounter <- (StateServer -> ItemId) -> m ItemId
forall a. (StateServer -> a) -> m a
forall (m :: * -> *) a. MonadServer m => (StateServer -> a) -> m a
getsServer StateServer -> ItemId
sicounter
executedOnServer <-
execUpdAtomicSer $ UpdDiscoverServer icounter arItem
let !_A = Bool -> () -> ()
forall a. HasCallStack => Bool -> a -> a
assert Bool
executedOnServer ()
modifyServer $ \StateServer
ser ->
StateServer
ser { sitemRev = HM.insert itemKnown icounter (sitemRev ser)
, sicounter = succ icounter }
return $! icounter
registerItem :: MonadServerAtomic m
=> Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
registerItem :: forall (m :: * -> *).
MonadServerAtomic m =>
Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
registerItem Bool
verbose (itemFull :: ItemFull
itemFull@ItemFull{Item
itemBase :: Item
itemBase :: ItemFull -> Item
itemBase, ContentId ItemKind
itemKindId :: ContentId ItemKind
itemKindId :: ItemFull -> ContentId ItemKind
itemKindId, ItemKind
itemKind :: ItemKind
itemKind :: ItemFull -> ItemKind
itemKind}, ItemQuant
kit)
itemKnown :: ItemKnown
itemKnown@(ItemKnown ItemIdentity
_ AspectRecord
arItem Maybe FactionId
_) Container
containerRaw = do
container <- case Container
containerRaw of
CActor ActorId
aid CStore
CEqp -> do
b <- (State -> Actor) -> m Actor
forall a. (State -> a) -> m a
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
return $! if eqpFreeN b >= fst kit
then containerRaw
else CActor aid CStash
Container
_ -> Container -> m Container
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return Container
containerRaw
iid <- onlyRegisterItem itemKnown
let slore = AspectRecord -> Container -> SLore
IA.loreFromContainer AspectRecord
arItem Container
container
modifyServer $ \StateServer
ser ->
StateServer
ser {sgenerationAn = EM.adjust (EM.insertWith (+) iid (fst kit)) slore
(sgenerationAn ser)}
moveStash <- moveStashIfNeeded container
mapM_ execUpdAtomic moveStash
execUpdAtomic $ UpdCreateItem verbose iid itemBase kit container
let worth = Int -> ItemKind -> Int
itemPrice (ItemQuant -> Int
forall a b. (a, b) -> a
fst ItemQuant
kit) ItemKind
itemKind
case container of
Container
_ | Int
worth Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Int
0 -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
CActor ActorId
_ CStore
COrgan -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
CTrunk{} -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Container
_ -> UpdAtomic -> m ()
forall (m :: * -> *). MonadServerAtomic m => UpdAtomic -> m ()
execUpdAtomic (UpdAtomic -> m ()) -> UpdAtomic -> m ()
forall a b. (a -> b) -> a -> b
$ Int -> UpdAtomic
UpdAlterGold Int
worth
knowItems <- getsServer $ sknowItems . soptions
when knowItems $ case container of
CTrunk{} -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Container
_ -> 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
container ItemId
iid ContentId ItemKind
itemKindId AspectRecord
arItem
case container of
CActor ActorId
_ CStore
cstore | CStore
cstore CStore -> [CStore] -> Bool
forall a. Eq a => a -> [a] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [CStore
CEqp, CStore
COrgan] ->
Int -> ItemId -> ItemFull -> [ItemTimer] -> Container -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
Int -> ItemId -> ItemFull -> [ItemTimer] -> Container -> m ()
randomResetTimeout (ItemQuant -> Int
forall a b. (a, b) -> a
fst ItemQuant
kit) ItemId
iid ItemFull
itemFull [] Container
container
Container
_ -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
return iid
moveStashIfNeeded :: MonadStateRead m => Container -> m [UpdAtomic]
moveStashIfNeeded :: forall (m :: * -> *).
MonadStateRead m =>
Container -> m [UpdAtomic]
moveStashIfNeeded Container
c = case Container
c of
CActor ActorId
aid CStore
CStash -> do
b <- (State -> Actor) -> m Actor
forall a. (State -> a) -> m a
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
mstash <- getsState $ \State
s -> Faction -> Maybe (LevelId, Point)
gstash (Faction -> Maybe (LevelId, Point))
-> Faction -> Maybe (LevelId, Point)
forall a b. (a -> b) -> a -> b
$ State -> FactionDict
sfactionD State
s FactionDict -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
b
case mstash of
Just (LevelId
lid, Point
pos) -> do
bagStash <- (State -> ItemBag) -> m ItemBag
forall a. (State -> a) -> m a
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
$ LevelId -> Point -> State -> ItemBag
getFloorBag LevelId
lid Point
pos
return $! if EM.null bagStash
then [ UpdLoseStashFaction False (bfid b) lid pos
, UpdSpotStashFaction True (bfid b) (blid b) (bpos b) ]
else []
Maybe (LevelId, Point)
Nothing -> [UpdAtomic] -> m [UpdAtomic]
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return [Bool -> FactionId -> LevelId -> Point -> UpdAtomic
UpdSpotStashFaction Bool
True (Actor -> FactionId
bfid Actor
b) (Actor -> LevelId
blid Actor
b) (Actor -> Point
bpos Actor
b)]
Container
_ -> [UpdAtomic] -> m [UpdAtomic]
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return []
randomResetTimeout :: MonadServerAtomic m
=> Int -> ItemId -> ItemFull -> [ItemTimer] -> Container
-> m ()
randomResetTimeout :: forall (m :: * -> *).
MonadServerAtomic m =>
Int -> ItemId -> ItemFull -> [ItemTimer] -> Container -> m ()
randomResetTimeout Int
k ItemId
iid ItemFull
itemFull [ItemTimer]
beforeIt Container
toC = do
lid <- (State -> LevelId) -> m LevelId
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> LevelId) -> m LevelId)
-> (State -> LevelId) -> m LevelId
forall a b. (a -> b) -> a -> b
$ Container -> State -> LevelId
lidFromC Container
toC
localTime <- getsState $ getLocalTime lid
mrndTimeout <- rndToAction $ computeRndTimeout localTime itemFull
case mrndTimeout of
Just ItemTimer
rndT -> do
bagAfter <- (State -> ItemBag) -> m ItemBag
forall a. (State -> a) -> m a
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
toC
let afterIt = case ItemId
iid ItemId -> ItemBag -> Maybe ItemQuant
forall k a. Enum k => k -> EnumMap k a -> Maybe a
`EM.lookup` ItemBag
bagAfter of
Maybe ItemQuant
Nothing -> [Char] -> [ItemTimer]
forall a. HasCallStack => [Char] -> a
error ([Char] -> [ItemTimer]) -> [Char] -> [ItemTimer]
forall a b. (a -> b) -> a -> b
$ [Char]
"" [Char] -> (ItemId, ItemBag, Container) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (ItemId
iid, ItemBag
bagAfter, Container
toC)
Just (Int
_, [ItemTimer]
it2) -> [ItemTimer]
it2
resetIt = [ItemTimer]
beforeIt [ItemTimer] -> [ItemTimer] -> [ItemTimer]
forall a. [a] -> [a] -> [a]
++ Int -> ItemTimer -> [ItemTimer]
forall a. Int -> a -> [a]
replicate Int
k ItemTimer
rndT
when (afterIt /= resetIt) $
execUpdAtomic $ UpdTimeItem iid toC afterIt resetIt
Maybe ItemTimer
Nothing -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
computeRndTimeout :: Time -> ItemFull -> Rnd (Maybe ItemTimer)
computeRndTimeout :: Time -> ItemFull -> Rnd (Maybe ItemTimer)
computeRndTimeout Time
localTime ItemFull{itemDisco :: ItemFull -> ItemDisco
itemDisco=ItemDiscoFull AspectRecord
itemAspect} = do
let t :: Int
t = AspectRecord -> Int
IA.aTimeout AspectRecord
itemAspect
if Int
t Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0 then do
rndT <- Int -> Rnd Int
forall a. Integral a => a -> Rnd a
randomR0 Int
t
let rndTurns = Delta Time -> Int -> Delta Time
timeDeltaScale (Time -> Delta Time
forall a. a -> Delta a
Delta Time
timeTurn) (Int
t Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
rndT)
return $ Just $ createItemTimer localTime rndTurns
else Maybe ItemTimer -> Rnd (Maybe ItemTimer)
forall a. a -> StateT SMGen Identity a
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe ItemTimer
forall a. Maybe a
Nothing
computeRndTimeout Time
_ ItemFull
_ = [Char] -> Rnd (Maybe ItemTimer)
forall a. HasCallStack => [Char] -> a
error [Char]
"computeRndTimeout: server ignorant about an item"
createCaveItem :: MonadServerAtomic m => Point -> LevelId -> m ()
createCaveItem :: forall (m :: * -> *).
MonadServerAtomic m =>
Point -> LevelId -> m ()
createCaveItem Point
pos LevelId
lid = do
COps{cocave} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
Level{lkind, ldepth} <- getLevel lid
let container = LevelId -> Point -> Container
CFloor LevelId
lid Point
pos
litemFreq = CaveKind -> Freqs ItemKind
citemFreq (CaveKind -> Freqs ItemKind) -> CaveKind -> Freqs ItemKind
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave ContentId CaveKind
lkind
freq <- prepareItemKind 0 ldepth litemFreq
mIidEtc <- rollAndRegisterItem True ldepth freq container Nothing
createKitItems lid pos mIidEtc
createEmbedItem :: MonadServerAtomic m
=> LevelId -> Point -> GroupName ItemKind -> m ()
createEmbedItem :: forall (m :: * -> *).
MonadServerAtomic m =>
LevelId -> Point -> GroupName ItemKind -> m ()
createEmbedItem LevelId
lid Point
pos GroupName ItemKind
grp = do
Level{ldepth} <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
let container = LevelId -> Point -> Container
CEmbed LevelId
lid Point
pos
freq <- prepareItemKind 0 ldepth [(grp, 1)]
mIidEtc <- rollAndRegisterItem True ldepth freq container Nothing
createKitItems lid pos mIidEtc
createKitItems :: MonadServerAtomic m
=> LevelId -> Point -> Maybe (ItemId, ItemFullKit) -> m ()
createKitItems :: forall (m :: * -> *).
MonadServerAtomic m =>
LevelId -> Point -> Maybe (ItemId, ItemFullKit) -> m ()
createKitItems LevelId
lid Point
pos Maybe (ItemId, ItemFullKit)
mIidEtc = case Maybe (ItemId, ItemFullKit)
mIidEtc of
Maybe (ItemId, ItemFullKit)
Nothing -> [Char] -> m ()
forall a. HasCallStack => [Char] -> a
error ([Char] -> m ()) -> [Char] -> m ()
forall a b. (a -> b) -> a -> b
$ [Char]
"" [Char] -> (LevelId, Point, Maybe (ItemId, ItemFullKit)) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (LevelId
lid, Point
pos, Maybe (ItemId, ItemFullKit)
mIidEtc)
Just (ItemId
_, (ItemFull
itemFull, ItemQuant
_)) -> do
cops <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
lvl@Level{ldepth} <- getLevel lid
let ikit = ItemKind -> [(GroupName ItemKind, CStore)]
IK.ikit (ItemKind -> [(GroupName ItemKind, CStore)])
-> ItemKind -> [(GroupName ItemKind, CStore)]
forall a b. (a -> b) -> a -> b
$ ItemFull -> ItemKind
itemKind ItemFull
itemFull
nearbyPassable = Int -> [Point] -> [Point]
forall a. Int -> [a] -> [a]
take (Int
20 Int -> Int -> Int
forall a. Num a => a -> a -> a
+ [(GroupName ItemKind, CStore)] -> Int
forall a. [a] -> Int
length [(GroupName ItemKind, CStore)]
ikit)
([Point] -> [Point]) -> [Point] -> [Point]
forall a b. (a -> b) -> a -> b
$ COps -> Level -> Point -> [Point]
nearbyPassablePoints COps
cops Level
lvl Point
pos
walkable Point
p = TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable (COps -> TileSpeedup
coTileSpeedup COps
cops) (Level
lvl Level -> Point -> ContentId TileKind
`at` Point
p)
good Point
p = Point -> Bool
walkable Point
p Bool -> Bool -> Bool
&& Point
p Point -> EnumMap Point ItemBag -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.notMember` Level -> EnumMap Point ItemBag
lfloor Level
lvl
kitPos = [(GroupName ItemKind, CStore)]
-> [Point] -> [((GroupName ItemKind, CStore), Point)]
forall a b. [a] -> [b] -> [(a, b)]
zip [(GroupName ItemKind, CStore)]
ikit ([Point] -> [((GroupName ItemKind, CStore), Point)])
-> [Point] -> [((GroupName ItemKind, CStore), Point)]
forall a b. (a -> b) -> a -> b
$ (Point -> Bool) -> [Point] -> [Point]
forall a. (a -> Bool) -> [a] -> [a]
filter Point -> Bool
good [Point]
nearbyPassable
[Point] -> [Point] -> [Point]
forall a. [a] -> [a] -> [a]
++ (Point -> Bool) -> [Point] -> [Point]
forall a. (a -> Bool) -> [a] -> [a]
filter Point -> Bool
walkable [Point]
nearbyPassable
[Point] -> [Point] -> [Point]
forall a. [a] -> [a] -> [a]
++ Point -> [Point]
forall a. a -> [a]
repeat Point
pos
forM_ kitPos $ \((GroupName ItemKind
ikGrp, CStore
cstore), Point
p) -> do
let container :: Container
container = if CStore
cstore CStore -> CStore -> Bool
forall a. Eq a => a -> a -> Bool
== CStore
CGround
then LevelId -> Point -> Container
CFloor LevelId
lid Point
p
else LevelId -> Point -> Container
CEmbed LevelId
lid Point
pos
itemFreq :: Freqs ItemKind
itemFreq = [(GroupName ItemKind
ikGrp, Int
1)]
freq <- Int
-> AbsDepth
-> Freqs ItemKind
-> m (Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind))
forall (m :: * -> *).
MonadServerAtomic m =>
Int
-> AbsDepth
-> Freqs ItemKind
-> m (Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind))
prepareItemKind Int
0 AbsDepth
ldepth Freqs ItemKind
itemFreq
mresult <- rollAndRegisterItem False ldepth freq container Nothing
assert (isJust mresult) $ return ()
embedItemOnPos :: MonadServerAtomic m
=> LevelId -> Point -> ContentId TileKind -> m ()
embedItemOnPos :: forall (m :: * -> *).
MonadServerAtomic m =>
LevelId -> Point -> ContentId TileKind -> m ()
embedItemOnPos LevelId
lid Point
pos ContentId TileKind
tk = do
COps{cotile} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
let embedGroups = ContentData TileKind -> ContentId TileKind -> [GroupName ItemKind]
Tile.embeddedItems ContentData TileKind
cotile ContentId TileKind
tk
mapM_ (createEmbedItem lid pos) embedGroups
prepareItemKind :: MonadServerAtomic m
=> Int -> Dice.AbsDepth -> Freqs ItemKind
-> m (Frequency
(GroupName ItemKind, ContentId IK.ItemKind, ItemKind))
prepareItemKind :: forall (m :: * -> *).
MonadServerAtomic m =>
Int
-> AbsDepth
-> Freqs ItemKind
-> m (Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind))
prepareItemKind Int
lvlSpawned AbsDepth
ldepth Freqs ItemKind
itemFreq = do
cops <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
uniqueSet <- getsServer suniqueSet
totalDepth <- getsState stotalDepth
return $! newItemKind cops uniqueSet itemFreq ldepth totalDepth lvlSpawned
rollItemAspect :: MonadServerAtomic m
=> Frequency
(GroupName ItemKind, ContentId IK.ItemKind, ItemKind)
-> Dice.AbsDepth
-> m NewItem
rollItemAspect :: forall (m :: * -> *).
MonadServerAtomic m =>
Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
-> AbsDepth -> m NewItem
rollItemAspect Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
freq AbsDepth
ldepth = do
cops <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
flavour <- getsServer sflavour
discoRev <- getsServer sdiscoKindRev
totalDepth <- getsState stotalDepth
m2 <- rndToAction $ newItem cops freq flavour discoRev ldepth totalDepth
case m2 of
NewItem GroupName ItemKind
_ (ItemKnown ItemIdentity
_ AspectRecord
arItem Maybe FactionId
_) ItemFull{ContentId ItemKind
itemKindId :: ItemFull -> ContentId ItemKind
itemKindId :: ContentId ItemKind
itemKindId} ItemQuant
_ -> do
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Flag -> AspectRecord -> Bool
IA.checkFlag Flag
Ability.Unique AspectRecord
arItem) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> 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
$ \StateServer
ser ->
StateServer
ser {suniqueSet = ES.insert itemKindId (suniqueSet ser)}
NewItem
NoNewItem -> () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
return m2
rollAndRegisterItem :: MonadServerAtomic m
=> Bool
-> Dice.AbsDepth
-> Frequency
(GroupName ItemKind, ContentId IK.ItemKind, ItemKind)
-> Container
-> Maybe Int
-> m (Maybe (ItemId, ItemFullKit))
rollAndRegisterItem :: forall (m :: * -> *).
MonadServerAtomic m =>
Bool
-> AbsDepth
-> Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
-> Container
-> Maybe Int
-> m (Maybe (ItemId, ItemFullKit))
rollAndRegisterItem Bool
verbose AbsDepth
ldepth Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
freq Container
container Maybe Int
mk = do
m2 <- Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
-> AbsDepth -> m NewItem
forall (m :: * -> *).
MonadServerAtomic m =>
Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
-> AbsDepth -> m NewItem
rollItemAspect Frequency (GroupName ItemKind, ContentId ItemKind, ItemKind)
freq AbsDepth
ldepth
case m2 of
NewItem
NoNewItem -> Maybe (ItemId, ItemFullKit) -> m (Maybe (ItemId, ItemFullKit))
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return Maybe (ItemId, ItemFullKit)
forall a. Maybe a
Nothing
NewItem GroupName ItemKind
_ ItemKnown
itemKnown ItemFull
itemFull ItemQuant
kit -> do
let f :: Int -> ItemQuant
f Int
k = if Int
k Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Int
1 Bool -> Bool -> Bool
&& [ItemTimer] -> Bool
forall a. [a] -> Bool
null (ItemQuant -> [ItemTimer]
forall a b. (a, b) -> b
snd ItemQuant
kit)
then ItemQuant
quantSingle
else (Int
k, ItemQuant -> [ItemTimer]
forall a b. (a, b) -> b
snd ItemQuant
kit)
!kit2 :: ItemQuant
kit2 = ItemQuant -> (Int -> ItemQuant) -> Maybe Int -> ItemQuant
forall b a. b -> (a -> b) -> Maybe a -> b
maybe ItemQuant
kit Int -> ItemQuant
f Maybe Int
mk
iid <- Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
forall (m :: * -> *).
MonadServerAtomic m =>
Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId
registerItem Bool
verbose (ItemFull
itemFull, ItemQuant
kit2) ItemKnown
itemKnown Container
container
return $ Just (iid, (itemFull, kit2))
placeItemsInDungeon :: forall m. MonadServerAtomic m
=> EM.EnumMap LevelId (EM.EnumMap FactionId Point) -> m ()
placeItemsInDungeon :: forall (m :: * -> *).
MonadServerAtomic m =>
EnumMap LevelId (EnumMap FactionId Point) -> m ()
placeItemsInDungeon EnumMap LevelId (EnumMap FactionId Point)
factionPositions = do
COps{cocave, coTileSpeedup} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
totalDepth <- getsState stotalDepth
let initialItems (LevelId
lid, lvl :: Level
lvl@Level{ContentId CaveKind
lkind :: Level -> ContentId CaveKind
lkind :: ContentId CaveKind
lkind, AbsDepth
ldepth :: Level -> AbsDepth
ldepth :: AbsDepth
ldepth}) = do
litemNum <- Rnd Int -> m Int
forall (m :: * -> *) a. MonadServer m => Rnd a -> m a
rndToAction (Rnd Int -> m Int) -> Rnd Int -> m Int
forall a b. (a -> b) -> a -> b
$ AbsDepth -> AbsDepth -> Dice -> Rnd Int
castDice AbsDepth
ldepth AbsDepth
totalDepth
(CaveKind -> Dice
citemNum (CaveKind -> Dice) -> CaveKind -> Dice
forall a b. (a -> b) -> a -> b
$ ContentData CaveKind -> ContentId CaveKind -> CaveKind
forall a. ContentData a -> ContentId a -> a
okind ContentData CaveKind
cocave ContentId CaveKind
lkind)
let alPos = EnumMap FactionId Point -> [Point]
forall k a. EnumMap k a -> [a]
EM.elems (EnumMap FactionId Point -> [Point])
-> EnumMap FactionId Point -> [Point]
forall a b. (a -> b) -> a -> b
$ EnumMap FactionId Point
-> LevelId
-> EnumMap LevelId (EnumMap FactionId Point)
-> EnumMap FactionId Point
forall k a. Enum k => a -> k -> EnumMap k a -> a
EM.findWithDefault EnumMap FactionId Point
forall k a. EnumMap k a
EM.empty LevelId
lid EnumMap LevelId (EnumMap FactionId Point)
factionPositions
placeItems :: Int -> m ()
placeItems Int
n | Int
n Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Int
litemNum = () -> m ()
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return ()
placeItems !Int
n = do
Level{lfloor} <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
let distAndNotFloor !Point
p ContentId TileKind
_ =
let f :: Point -> Bool
f !Point
k = Point -> Point -> Int
chessDist Point
p Point
k Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
4
in Point
p Point -> EnumMap Point ItemBag -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.notMember` EnumMap Point ItemBag
lfloor Bool -> Bool -> Bool
&& (Point -> Bool) -> [Point] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
all Point -> Bool
f [Point]
alPos
mpos <- rndToAction $ findPosTry2 10 lvl
(\Point
_ !ContentId TileKind
t -> TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable TileSpeedup
coTileSpeedup ContentId TileKind
t
Bool -> Bool -> Bool
&& Bool -> Bool
not (TileSpeedup -> ContentId TileKind -> Bool
Tile.isNoItem TileSpeedup
coTileSpeedup ContentId TileKind
t))
[ \Point
_ !ContentId TileKind
t -> TileSpeedup -> ContentId TileKind -> Bool
Tile.isVeryOftenItem TileSpeedup
coTileSpeedup ContentId TileKind
t
, \Point
_ !ContentId TileKind
t -> TileSpeedup -> ContentId TileKind -> Bool
Tile.isCommonItem TileSpeedup
coTileSpeedup ContentId TileKind
t ]
distAndNotFloor
(replicate 10 distAndNotFloor)
case mpos of
Just Point
pos -> do
Point -> LevelId -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
Point -> LevelId -> m ()
createCaveItem Point
pos LevelId
lid
Int -> m ()
placeItems (Int
n Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
1)
Maybe Point
Nothing -> Text -> m ()
forall (m :: * -> *). MonadServer m => Text -> m ()
debugPossiblyPrint
Text
"Server: placeItemsInDungeon: failed to find positions"
placeItems 0
dungeon <- getsState sdungeon
let fromEasyToHard = ((LevelId, Level) -> (LevelId, Level) -> Ordering)
-> [(LevelId, Level)] -> [(LevelId, Level)]
forall a. (a -> a -> Ordering) -> [a] -> [a]
sortBy (((LevelId, Level) -> AbsDepth)
-> (LevelId, Level) -> (LevelId, Level) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
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
mapM_ initialItems fromEasyToHard
embedItemsInDungeon :: MonadServerAtomic m => m ()
embedItemsInDungeon :: forall (m :: * -> *). MonadServerAtomic m => m ()
embedItemsInDungeon = do
let embedItemsOnLevel :: (LevelId, Level) -> m ()
embedItemsOnLevel (LevelId
lid, Level{TileMap
ltile :: TileMap
ltile :: Level -> TileMap
ltile}) =
(Point -> ContentId TileKind -> m ()) -> TileMap -> m ()
forall (m :: * -> *) c.
(Monad m, UnboxRepClass c) =>
(Point -> c -> m ()) -> Array c -> m ()
PointArray.imapMA_ (LevelId -> Point -> ContentId TileKind -> m ()
forall (m :: * -> *).
MonadServerAtomic m =>
LevelId -> Point -> ContentId TileKind -> m ()
embedItemOnPos LevelId
lid) TileMap
ltile
dungeon <- (State -> Dungeon) -> m Dungeon
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Dungeon
sdungeon
let fromEasyToHard = ((LevelId, Level) -> (LevelId, Level) -> Ordering)
-> [(LevelId, Level)] -> [(LevelId, Level)]
forall a. (a -> a -> Ordering) -> [a] -> [a]
sortBy (((LevelId, Level) -> AbsDepth)
-> (LevelId, Level) -> (LevelId, Level) -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
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
mapM_ embedItemsOnLevel fromEasyToHard
mapActorCStore_ :: MonadServer m
=> CStore -> (ItemId -> ItemQuant -> m ()) -> Actor -> m ()
mapActorCStore_ :: forall (m :: * -> *).
MonadServer m =>
CStore -> (ItemId -> ItemQuant -> m ()) -> Actor -> m ()
mapActorCStore_ CStore
cstore ItemId -> ItemQuant -> m ()
f Actor
b = do
bag <- (State -> ItemBag) -> m ItemBag
forall a. (State -> a) -> m a
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
b CStore
cstore
mapM_ (uncurry f) $ EM.assocs bag