{-# LANGUAGE TupleSections #-}
module Game.LambdaHack.Client.BfsM
( invalidateBfsAid, invalidateBfsPathAid
, invalidateBfsLid, invalidateBfsPathLid
, invalidateBfsAll, invalidateBfsPathAll
, createBfs, getCacheBfsAndPath, getCacheBfs
, getCachePath, createPath, condBFS
, furthestKnown, closestUnknown, closestSmell
, FleeViaStairsOrEscape(..)
, embedBenefit, closestTriggers, condEnoughGearM, closestItems, closestFoes
, closestStashes, oursExploringAssocs, closestHideout
#ifdef EXPOSE_INTERNAL
, unexploredDepth, updatePathFromBfs
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.Word
import Game.LambdaHack.Client.Bfs
import Game.LambdaHack.Client.CommonM
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
import Game.LambdaHack.Common.Actor
import Game.LambdaHack.Common.ActorState
import Game.LambdaHack.Common.Faction
import Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.ItemAspect as IA
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Level
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Perception
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.Common.Vector
import qualified Game.LambdaHack.Content.CaveKind as CK
import Game.LambdaHack.Content.FactionKind
import qualified Game.LambdaHack.Content.ItemKind as IK
import Game.LambdaHack.Content.RuleKind
import Game.LambdaHack.Content.TileKind (isUknownSpace)
import Game.LambdaHack.Core.Random
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Defs
invalidateBfsAid :: MonadClient m => ActorId -> m ()
invalidateBfsAid :: forall (m :: * -> *). MonadClient m => ActorId -> m ()
invalidateBfsAid ActorId
aid =
(StateClient -> StateClient) -> m ()
forall (m :: * -> *).
MonadClient m =>
(StateClient -> StateClient) -> m ()
modifyClient ((StateClient -> StateClient) -> m ())
-> (StateClient -> StateClient) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateClient
cli ->
StateClient
cli {sbfsD = EM.adjust (const BfsInvalid) aid (sbfsD cli)}
invalidateBfsPathAid :: MonadClient m => ActorId -> m ()
invalidateBfsPathAid :: forall (m :: * -> *). MonadClient m => ActorId -> m ()
invalidateBfsPathAid ActorId
aid = do
let f :: BfsAndPath -> BfsAndPath
f BfsAndPath
BfsInvalid = BfsAndPath
BfsInvalid
f (BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
_) = Array BfsDistance -> EnumMap Point AndPath -> BfsAndPath
BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
forall k a. EnumMap k a
EM.empty
(StateClient -> StateClient) -> m ()
forall (m :: * -> *).
MonadClient m =>
(StateClient -> StateClient) -> m ()
modifyClient ((StateClient -> StateClient) -> m ())
-> (StateClient -> StateClient) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateClient
cli -> StateClient
cli {sbfsD = EM.adjust f aid (sbfsD cli)}
invalidateBfsLid :: MonadClient m => LevelId -> m ()
invalidateBfsLid :: forall (m :: * -> *). MonadClient m => LevelId -> m ()
invalidateBfsLid LevelId
lid = do
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel LevelId
lid
mapM_ invalidateBfsAid $ EM.elems $ lbig lvl
invalidateBfsPathLid :: MonadClient m => Actor -> m ()
invalidateBfsPathLid :: forall (m :: * -> *). MonadClient m => Actor -> m ()
invalidateBfsPathLid Actor
body = do
lvl <- LevelId -> m Level
forall (m :: * -> *). MonadStateRead m => LevelId -> m Level
getLevel (LevelId -> m Level) -> LevelId -> m Level
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
body
let close (Point
p, ActorId
_) = Point -> Point -> Int
chessDist Point
p (Actor -> Point
bpos Actor
body) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= Int
3
mapM_ (invalidateBfsPathAid . snd) $ filter close $ EM.assocs $ lbig lvl
invalidateBfsAll :: MonadClient m => m ()
invalidateBfsAll :: forall (m :: * -> *). MonadClient m => m ()
invalidateBfsAll =
(StateClient -> StateClient) -> m ()
forall (m :: * -> *).
MonadClient m =>
(StateClient -> StateClient) -> m ()
modifyClient ((StateClient -> StateClient) -> m ())
-> (StateClient -> StateClient) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateClient
cli -> StateClient
cli {sbfsD = EM.map (const BfsInvalid) (sbfsD cli)}
invalidateBfsPathAll :: MonadClient m => m ()
invalidateBfsPathAll :: forall (m :: * -> *). MonadClient m => m ()
invalidateBfsPathAll = do
let f :: BfsAndPath -> BfsAndPath
f BfsAndPath
BfsInvalid = BfsAndPath
BfsInvalid
f (BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
_) = Array BfsDistance -> EnumMap Point AndPath -> BfsAndPath
BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
forall k a. EnumMap k a
EM.empty
(StateClient -> StateClient) -> m ()
forall (m :: * -> *).
MonadClient m =>
(StateClient -> StateClient) -> m ()
modifyClient ((StateClient -> StateClient) -> m ())
-> (StateClient -> StateClient) -> m ()
forall a b. (a -> b) -> a -> b
$ \StateClient
cli -> StateClient
cli {sbfsD = EM.map f (sbfsD cli)}
createBfs :: MonadClientRead m
=> Bool -> Word8 -> ActorId -> m (PointArray.Array BfsDistance)
createBfs :: forall (m :: * -> *).
MonadClientRead m =>
Bool -> Word8 -> ActorId -> m (Array BfsDistance)
createBfs Bool
canMove Word8
alterSkill0 ActorId
aid =
if Bool
canMove then 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
salter <- getsClient salter
let source = Actor -> Point
bpos Actor
b
lalter = AlterLid
salter AlterLid -> LevelId -> Array Word8
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> LevelId
blid Actor
b
alterSkill = Word8 -> Word8 -> Word8
forall a. Ord a => a -> a -> a
max Word8
1 Word8
alterSkill0
stabs <- getsClient stabs
return $! fillBfs lalter alterSkill source stabs
else Array BfsDistance -> m (Array BfsDistance)
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return Array BfsDistance
forall c. UnboxRepClass c => Array c
PointArray.empty
updatePathFromBfs :: MonadClient m
=> Bool -> BfsAndPath -> ActorId -> Point
-> m (PointArray.Array BfsDistance, Maybe AndPath)
updatePathFromBfs :: forall (m :: * -> *).
MonadClient m =>
Bool
-> BfsAndPath
-> ActorId
-> Point
-> m (Array BfsDistance, Maybe AndPath)
updatePathFromBfs Bool
canMove BfsAndPath
bfsAndPathOld ActorId
aid !Point
target = do
COps{coTileSpeedup} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
let (oldBfsArr, oldBfsPath) = case bfsAndPathOld of
(BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
bfsPath) -> (Array BfsDistance
bfsArr, EnumMap Point AndPath
bfsPath)
BfsAndPath
BfsInvalid -> [Char] -> (Array BfsDistance, EnumMap Point AndPath)
forall a. HasCallStack => [Char] -> a
error ([Char] -> (Array BfsDistance, EnumMap Point AndPath))
-> [Char] -> (Array BfsDistance, EnumMap Point AndPath)
forall a b. (a -> b) -> a -> b
$ [Char]
"" [Char] -> (BfsAndPath, ActorId, Point) -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` (BfsAndPath
bfsAndPathOld, ActorId
aid, Point
target)
let bfsArr = Array BfsDistance
oldBfsArr
if not canMove
then return (bfsArr, Nothing)
else do
getActorB <- getsState $ flip getActorBody
let b = ActorId -> Actor
getActorB ActorId
aid
fact <- getsState $ (EM.! bfid b) . sfactionD
seps <- getsClient seps
salter <- getsClient salter
lvl <- getLevel (blid b)
let !lalter = AlterLid
salter AlterLid -> LevelId -> Array Word8
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> LevelId
blid Actor
b
fovLit Int
p = TileSpeedup -> ContentId TileKind -> Bool
Tile.isLit TileSpeedup
coTileSpeedup (ContentId TileKind -> Bool) -> ContentId TileKind -> Bool
forall a b. (a -> b) -> a -> b
$ UnboxRep (ContentId TileKind) -> ContentId TileKind
forall c. UnboxRepClass c => UnboxRep c -> c
PointArray.fromUnboxRep
(UnboxRep (ContentId TileKind) -> ContentId TileKind)
-> UnboxRep (ContentId TileKind) -> ContentId TileKind
forall a b. (a -> b) -> a -> b
$ Level -> TileMap
ltile Level
lvl TileMap -> Int -> UnboxRep (ContentId TileKind)
forall c. UnboxRepClass c => Array c -> Int -> UnboxRep c
`PointArray.accessI` Int
p
addFoeVicinity (Point
p, ActorId
aid2) =
let b2 :: Actor
b2 = ActorId -> Actor
getActorB ActorId
aid2
in if FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
b) Faction
fact (Actor -> FactionId
bfid Actor
b2)
then Point
p Point -> [Point] -> [Point]
forall a. a -> [a] -> [a]
: Point -> [Point]
vicinityUnsafe Point
p
else [Point
p]
bigAdj = [Point] -> EnumSet Point
forall k. Enum k => [k] -> EnumSet k
ES.fromList ([Point] -> EnumSet Point) -> [Point] -> EnumSet Point
forall a b. (a -> b) -> a -> b
$ ((Point, ActorId) -> [Point]) -> [(Point, ActorId)] -> [Point]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap (Point, ActorId) -> [Point]
addFoeVicinity ([(Point, ActorId)] -> [Point]) -> [(Point, ActorId)] -> [Point]
forall a b. (a -> b) -> a -> b
$ EnumMap Point ActorId -> [(Point, ActorId)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs
(EnumMap Point ActorId -> [(Point, ActorId)])
-> EnumMap Point ActorId -> [(Point, ActorId)]
forall a b. (a -> b) -> a -> b
$ Point -> EnumMap Point ActorId -> EnumMap Point ActorId
forall k a. Enum k => k -> EnumMap k a -> EnumMap k a
EM.delete Point
source (EnumMap Point ActorId -> EnumMap Point ActorId)
-> EnumMap Point ActorId -> EnumMap Point ActorId
forall a b. (a -> b) -> a -> b
$ Level -> EnumMap Point ActorId
lbig Level
lvl
!source = Actor -> Point
bpos Actor
b
!mpath = EnumSet Point
-> Array Word8
-> (Int -> Bool)
-> Point
-> Point
-> Int
-> Array BfsDistance
-> Maybe AndPath
findPathBfs EnumSet Point
bigAdj Array Word8
lalter Int -> Bool
fovLit Point
source Point
target Int
seps Array BfsDistance
bfsArr
!bfsPath =
EnumMap Point AndPath
-> (AndPath -> EnumMap Point AndPath)
-> Maybe AndPath
-> EnumMap Point AndPath
forall b a. b -> (a -> b) -> Maybe a -> b
maybe EnumMap Point AndPath
oldBfsPath (\AndPath
path -> Point -> AndPath -> EnumMap Point AndPath -> EnumMap Point AndPath
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert Point
target AndPath
path EnumMap Point AndPath
oldBfsPath) Maybe AndPath
mpath
bap = Array BfsDistance -> EnumMap Point AndPath -> BfsAndPath
BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
bfsPath
modifyClient $ \StateClient
cli -> StateClient
cli {sbfsD = EM.insert aid bap $ sbfsD cli}
return (bfsArr, mpath)
getCacheBfsAndPath :: forall m. MonadClient m
=> ActorId -> Point
-> m (PointArray.Array BfsDistance, Maybe AndPath)
getCacheBfsAndPath :: forall (m :: * -> *).
MonadClient m =>
ActorId -> Point -> m (Array BfsDistance, Maybe AndPath)
getCacheBfsAndPath ActorId
aid Point
target = do
mbfs <- (StateClient -> Maybe BfsAndPath) -> m (Maybe BfsAndPath)
forall a. (StateClient -> a) -> m a
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient ((StateClient -> Maybe BfsAndPath) -> m (Maybe BfsAndPath))
-> (StateClient -> Maybe BfsAndPath) -> m (Maybe BfsAndPath)
forall a b. (a -> b) -> a -> b
$ ActorId -> EnumMap ActorId BfsAndPath -> Maybe BfsAndPath
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (EnumMap ActorId BfsAndPath -> Maybe BfsAndPath)
-> (StateClient -> EnumMap ActorId BfsAndPath)
-> StateClient
-> Maybe BfsAndPath
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateClient -> EnumMap ActorId BfsAndPath
sbfsD
case mbfs of
Just bap :: BfsAndPath
bap@(BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
bfsPath) ->
case Point -> EnumMap Point AndPath -> Maybe AndPath
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup Point
target EnumMap Point AndPath
bfsPath of
Maybe AndPath
Nothing -> do
(!canMove, _) <- ActorId -> m (Bool, Word8)
forall (m :: * -> *).
MonadClientRead m =>
ActorId -> m (Bool, Word8)
condBFS ActorId
aid
updatePathFromBfs canMove bap aid target
mpath :: Maybe AndPath
mpath@Just{} -> (Array BfsDistance, Maybe AndPath)
-> m (Array BfsDistance, Maybe AndPath)
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return (Array BfsDistance
bfsArr, Maybe AndPath
mpath)
Maybe BfsAndPath
_ -> do
(canMove, alterSkill) <- ActorId -> m (Bool, Word8)
forall (m :: * -> *).
MonadClientRead m =>
ActorId -> m (Bool, Word8)
condBFS ActorId
aid
!bfsArr <- createBfs canMove alterSkill aid
let bfsPath = EnumMap k a
forall k a. EnumMap k a
EM.empty
updatePathFromBfs canMove (BfsAndPath bfsArr bfsPath) aid target
getCacheBfs :: MonadClient m => ActorId -> m (PointArray.Array BfsDistance)
getCacheBfs :: forall (m :: * -> *).
MonadClient m =>
ActorId -> m (Array BfsDistance)
getCacheBfs ActorId
aid = do
mbfs <- (StateClient -> Maybe BfsAndPath) -> m (Maybe BfsAndPath)
forall a. (StateClient -> a) -> m a
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient ((StateClient -> Maybe BfsAndPath) -> m (Maybe BfsAndPath))
-> (StateClient -> Maybe BfsAndPath) -> m (Maybe BfsAndPath)
forall a b. (a -> b) -> a -> b
$ ActorId -> EnumMap ActorId BfsAndPath -> Maybe BfsAndPath
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
aid (EnumMap ActorId BfsAndPath -> Maybe BfsAndPath)
-> (StateClient -> EnumMap ActorId BfsAndPath)
-> StateClient
-> Maybe BfsAndPath
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateClient -> EnumMap ActorId BfsAndPath
sbfsD
case mbfs of
Just (BfsAndPath Array BfsDistance
bfsArr EnumMap Point AndPath
_) -> Array BfsDistance -> m (Array BfsDistance)
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return Array BfsDistance
bfsArr
Maybe BfsAndPath
_ -> do
(canMove, alterSkill) <- ActorId -> m (Bool, Word8)
forall (m :: * -> *).
MonadClientRead m =>
ActorId -> m (Bool, Word8)
condBFS ActorId
aid
!bfsArr <- createBfs canMove alterSkill aid
let bfsPath = EnumMap k a
forall k a. EnumMap k a
EM.empty
modifyClient $ \StateClient
cli ->
StateClient
cli {sbfsD = EM.insert aid (BfsAndPath bfsArr bfsPath) (sbfsD cli)}
return bfsArr
getCachePath :: MonadClient m => ActorId -> Point -> m (Maybe AndPath)
getCachePath :: forall (m :: * -> *).
MonadClient m =>
ActorId -> Point -> m (Maybe AndPath)
getCachePath ActorId
aid Point
target = 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
let source = Actor -> Point
bpos Actor
b
if source == target
then return $ Just $ AndPath (bpos b) [] target 0
else snd <$> getCacheBfsAndPath aid target
createPath :: MonadClient m => ActorId -> Target -> m TgtAndPath
createPath :: forall (m :: * -> *).
MonadClient m =>
ActorId -> Target -> m TgtAndPath
createPath ActorId
aid Target
tapTgt = do
COps{coTileSpeedup} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
b <- getsState $ getActorBody aid
lvl <- getLevel $ blid b
let stopAtUnwalkable tapPath :: Maybe AndPath
tapPath@(Just AndPath{Int
[Point]
Point
pathSource :: Point
pathList :: [Point]
pathGoal :: Point
pathLen :: Int
pathLen :: AndPath -> Int
pathGoal :: AndPath -> Point
pathList :: AndPath -> [Point]
pathSource :: AndPath -> Point
..}) =
let ([Point]
walkable, [Point]
rest) =
(Point -> Bool) -> [Point] -> ([Point], [Point])
forall a. (a -> Bool) -> [a] -> ([a], [a])
span (TileSpeedup -> ContentId TileKind -> Bool
Tile.isWalkable TileSpeedup
coTileSpeedup (ContentId TileKind -> Bool)
-> (Point -> ContentId TileKind) -> Point -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Level -> Point -> ContentId TileKind
at Level
lvl) [Point]
pathList
in case [Point]
rest of
[Point]
_ | [Point] -> Bool
forall a. [a] -> Bool
null [Point]
walkable -> TgtAndPath{Maybe AndPath
Target
tapTgt :: Target
tapPath :: Maybe AndPath
tapPath :: Maybe AndPath
tapTgt :: Target
..}
[] -> TgtAndPath{Maybe AndPath
Target
tapTgt :: Target
tapPath :: Maybe AndPath
tapPath :: Maybe AndPath
tapTgt :: Target
..}
[Point
g] | Point
g Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Point
pathGoal -> TgtAndPath{Maybe AndPath
Target
tapTgt :: Target
tapPath :: Maybe AndPath
tapPath :: Maybe AndPath
tapTgt :: Target
..}
Point
newGoal : [Point]
_ ->
let newTgt :: Target
newTgt = TGoal -> LevelId -> Point -> Target
TPoint TGoal
TBlock (Actor -> LevelId
blid Actor
b) Point
newGoal
newPath :: AndPath
newPath = AndPath{ pathSource :: Point
pathSource = Actor -> Point
bpos Actor
b
, pathList :: [Point]
pathList = [Point]
walkable
, pathGoal :: Point
pathGoal = Point
newGoal
, pathLen :: Int
pathLen = [Point] -> Int
forall a. [a] -> Int
length [Point]
walkable Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
1 }
in TgtAndPath{tapTgt :: Target
tapTgt = Target
newTgt, tapPath :: Maybe AndPath
tapPath = AndPath -> Maybe AndPath
forall a. a -> Maybe a
Just AndPath
newPath}
stopAtUnwalkable Maybe AndPath
Nothing = TgtAndPath{Target
tapTgt :: Target
tapTgt :: Target
tapTgt, tapPath :: Maybe AndPath
tapPath=Maybe AndPath
forall a. Maybe a
Nothing}
mpos <- getsState $ aidTgtToPos (Just aid) (blid b) (Just tapTgt)
case mpos of
Maybe Point
Nothing -> TgtAndPath -> m TgtAndPath
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return TgtAndPath{Target
tapTgt :: Target
tapTgt :: Target
tapTgt, tapPath :: Maybe AndPath
tapPath=Maybe AndPath
forall a. Maybe a
Nothing}
Just Point
p -> do
path <- ActorId -> Point -> m (Maybe AndPath)
forall (m :: * -> *).
MonadClient m =>
ActorId -> Point -> m (Maybe AndPath)
getCachePath ActorId
aid Point
p
return $! stopAtUnwalkable path
condBFS :: MonadClientRead m => ActorId -> m (Bool, Word8)
condBFS :: forall (m :: * -> *).
MonadClientRead m =>
ActorId -> m (Bool, Word8)
condBFS ActorId
aid = do
side <- (StateClient -> FactionId) -> m FactionId
forall a. (StateClient -> a) -> m a
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> FactionId
sside
actorMaxSk <- getsState $ getActorMaxSkills aid
let alterSkill =
Word8 -> Word8 -> Word8
forall a. Ord a => a -> a -> a
min (Word8
forall a. Bounded a => a
maxBound Word8 -> Word8 -> Word8
forall a. Num a => a -> a -> a
- Word8
1)
(Int -> Word8
forall a. Enum a => Int -> a
toEnum (Int -> Word8) -> Int -> Word8
forall a b. (a -> b) -> a -> b
$ Int -> Int -> Int
forall a. Ord a => a -> a -> a
max Int
0 (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkAlter Skills
actorMaxSk)
canMove = Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkMove Skills
actorMaxSk Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0
Bool -> Bool -> Bool
|| Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkDisplace Skills
actorMaxSk Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0
Bool -> Bool -> Bool
|| Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkProject Skills
actorMaxSk Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0
smarkSuspect <- getsClient smarkSuspect
fact <- getsState $ (EM.! side) . sfactionD
let
enterSuspect = Int
smarkSuspect Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0 Bool -> Bool -> Bool
|| Faction -> Bool
gunderAI Faction
fact
skill | Bool
enterSuspect = Word8
alterSkill
| Bool
otherwise = Word8
0
return (canMove, skill)
furthestKnown :: MonadClient m => ActorId -> m Point
furthestKnown :: forall (m :: * -> *). MonadClient m => ActorId -> m Point
furthestKnown ActorId
aid = do
bfs <- ActorId -> m (Array BfsDistance)
forall (m :: * -> *).
MonadClient m =>
ActorId -> m (Array BfsDistance)
getCacheBfs ActorId
aid
getMaxIndex <- rndToAction $ oneOf [ PointArray.maxIndexA
, PointArray.maxLastIndexA ]
let furthestPos = Array BfsDistance -> Point
getMaxIndex Array BfsDistance
bfs
dist = Array BfsDistance
bfs Array BfsDistance -> Point -> BfsDistance
forall c. UnboxRepClass c => Array c -> Point -> c
PointArray.! Point
furthestPos
return $! assert (dist > apartBfs `blame` (aid, furthestPos, dist))
furthestPos
closestUnknown :: MonadClient m => ActorId -> m (Maybe Point)
closestUnknown :: forall (m :: * -> *). MonadClient m => ActorId -> m (Maybe Point)
closestUnknown ActorId
aid = do
body <- (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
lvl <- getLevel $ blid body
bfs <- getCacheBfs aid
let closestPoss = Array BfsDistance -> [Point]
forall c. UnboxRepClass c => Array c -> [Point]
PointArray.minIndexesA Array BfsDistance
bfs
dist = Array BfsDistance
bfs Array BfsDistance -> Point -> BfsDistance
forall c. UnboxRepClass c => Array c -> Point -> c
PointArray.! [Point] -> Point
forall a. HasCallStack => [a] -> a
head [Point]
closestPoss
!_A = Bool -> () -> ()
forall a. HasCallStack => Bool -> a -> a
assert (Level -> Int
lexpl Level
lvl Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= Level -> Int
lseen Level
lvl) ()
return $!
if lexpl lvl <= lseen lvl
|| dist >= apartBfs
then Nothing
else let unknownAround Point
pos =
let vic :: [Point]
vic = Point -> [Point]
vicinityUnsafe Point
pos
countUnknown :: Int -> Point -> Int
countUnknown :: Int -> Point -> Int
countUnknown Int
c Point
p =
if ContentId TileKind -> Bool
isUknownSpace (ContentId TileKind -> Bool) -> ContentId TileKind -> Bool
forall a b. (a -> b) -> a -> b
$ Level
lvl Level -> Point -> ContentId TileKind
`at` Point
p then Int
c Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
1 else Int
c
in (Int -> Point -> Int) -> Int -> [Point] -> Int
forall b a. (b -> a -> b) -> b -> [a] -> b
forall (t :: * -> *) b a.
Foldable t =>
(b -> a -> b) -> b -> t a -> b
foldl' Int -> Point -> Int
countUnknown Int
0 [Point]
vic
cmp = (Point -> Int) -> Point -> Point -> Ordering
forall a b. Ord a => (b -> a) -> b -> b -> Ordering
comparing Point -> Int
unknownAround
in Just $ maximumBy cmp closestPoss
closestSmell :: MonadClient m => ActorId -> m [(Int, (Point, Time))]
closestSmell :: forall (m :: * -> *).
MonadClient m =>
ActorId -> m [(Int, (Point, Time))]
closestSmell ActorId
aid = do
body <- (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
Level{lsmell, ltime} <- getLevel $ blid body
let smells = ((Point, Time) -> Bool) -> [(Point, Time)] -> [(Point, Time)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(Point
p, Time
sm) -> Time
sm Time -> Time -> Bool
forall a. Ord a => a -> a -> Bool
> Time
ltime Bool -> Bool -> Bool
&& Point
p Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
/= Actor -> Point
bpos Actor
body)
(SmellMap -> [(Point, Time)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs SmellMap
lsmell)
case smells of
[] -> [(Int, (Point, Time))] -> m [(Int, (Point, Time))]
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return []
[(Point, Time)]
_ -> do
bfs <- ActorId -> m (Array BfsDistance)
forall (m :: * -> *).
MonadClient m =>
ActorId -> m (Array BfsDistance)
getCacheBfs ActorId
aid
let ts = ((Point, Time) -> Maybe (Int, (Point, Time)))
-> [(Point, Time)] -> [(Int, (Point, Time))]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe (\x :: (Point, Time)
x@(Point
p, Time
_) -> (Int -> (Int, (Point, Time)))
-> Maybe Int -> Maybe (Int, (Point, Time))
forall a b. (a -> b) -> Maybe a -> Maybe b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap (,(Point, Time)
x) (Array BfsDistance -> Point -> Maybe Int
accessBfs Array BfsDistance
bfs Point
p)) [(Point, Time)]
smells
return $! sortOn (fst &&& absoluteTimeNegate . snd . snd) ts
data FleeViaStairsOrEscape =
ViaStairs
| ViaStairsUp
| ViaStairsDown
| ViaEscape
| ViaExit
| ViaNothing
| ViaAnything
deriving (Int -> FleeViaStairsOrEscape -> ShowS
[FleeViaStairsOrEscape] -> ShowS
FleeViaStairsOrEscape -> [Char]
(Int -> FleeViaStairsOrEscape -> ShowS)
-> (FleeViaStairsOrEscape -> [Char])
-> ([FleeViaStairsOrEscape] -> ShowS)
-> Show FleeViaStairsOrEscape
forall a.
(Int -> a -> ShowS) -> (a -> [Char]) -> ([a] -> ShowS) -> Show a
$cshowsPrec :: Int -> FleeViaStairsOrEscape -> ShowS
showsPrec :: Int -> FleeViaStairsOrEscape -> ShowS
$cshow :: FleeViaStairsOrEscape -> [Char]
show :: FleeViaStairsOrEscape -> [Char]
$cshowList :: [FleeViaStairsOrEscape] -> ShowS
showList :: [FleeViaStairsOrEscape] -> ShowS
Show, FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool
(FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool)
-> (FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool)
-> Eq FleeViaStairsOrEscape
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
$c== :: FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool
== :: FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool
$c/= :: FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool
/= :: FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool
Eq)
embedBenefit :: MonadClientRead m
=> FleeViaStairsOrEscape -> ActorId
-> [(Point, ItemBag)]
-> m [(Double, (Point, ItemBag))]
embedBenefit :: forall (m :: * -> *).
MonadClientRead m =>
FleeViaStairsOrEscape
-> ActorId -> [(Point, ItemBag)] -> m [(Double, (Point, ItemBag))]
embedBenefit FleeViaStairsOrEscape
fleeVia ActorId
aid [(Point, ItemBag)]
pbags = 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
dungeon <- getsState sdungeon
explored <- getsClient sexplored
b <- getsState $ getActorBody aid
fact <- getsState $ (EM.! bfid b) . sfactionD
lvl <- getLevel (blid b)
oursExploring <- getsState $ oursExploringAssocs (bfid b)
let oursExploringLid =
((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. (a -> Bool) -> [a] -> [a]
filter (\(ActorId
_, Actor
body) -> Actor -> LevelId
blid Actor
body LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> LevelId
blid Actor
b) [(ActorId, Actor)]
oursExploring
spawnFreqs = CaveKind -> Freqs ItemKind
CK.cactorFreq (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 -> CaveKind) -> ContentId CaveKind -> CaveKind
forall a b. (a -> b) -> a -> b
$ Level -> ContentId CaveKind
lkind Level
lvl
hasGroup GroupName ItemKind
grp = Int -> Maybe Int -> Int
forall a. a -> Maybe a -> a
fromMaybe Int
0 (GroupName ItemKind -> Freqs ItemKind -> Maybe Int
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup GroupName ItemKind
grp Freqs ItemKind
spawnFreqs) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0
lvlSpawnsUs = ((GroupName ItemKind, Int) -> Bool) -> Freqs ItemKind -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (GroupName ItemKind -> Bool
hasGroup (GroupName ItemKind -> Bool)
-> ((GroupName ItemKind, Int) -> GroupName ItemKind)
-> (GroupName ItemKind, Int)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (GroupName ItemKind, Int) -> GroupName ItemKind
forall a b. (a, b) -> a
fst) (Freqs ItemKind -> Bool) -> Freqs ItemKind -> Bool
forall a b. (a -> b) -> a -> b
$ ((GroupName ItemKind, Int) -> Bool)
-> Freqs ItemKind -> Freqs ItemKind
forall a. (a -> Bool) -> [a] -> [a]
filter ((Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0) (Int -> Bool)
-> ((GroupName ItemKind, Int) -> Int)
-> (GroupName ItemKind, Int)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (GroupName ItemKind, Int) -> Int
forall a b. (a, b) -> b
snd)
(Freqs ItemKind -> Freqs ItemKind)
-> Freqs ItemKind -> Freqs ItemKind
forall a b. (a -> b) -> a -> b
$ FactionKind -> Freqs ItemKind
fgroups (Faction -> FactionKind
gkind Faction
fact)
actorSk <- if fleeVia `elem` [ViaAnything, ViaExit]
then getsState $ getActorMaxSkills aid
else currentSkillsClient aid
let alterSkill = Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkAlter Skills
actorSk
condOurAdj <- getsState $ any (\(ActorId
_, Actor
b2) -> FactionId -> Faction -> FactionId -> Bool
isFriend (Actor -> FactionId
bfid Actor
b) Faction
fact (Actor -> FactionId
bfid Actor
b2))
. adjacentBigAssocs b
unexploredTrue <- unexploredDepth True (blid b)
unexploredFalse <- unexploredDepth False (blid b)
condEnoughGear <- condEnoughGearM aid
discoBenefit <- getsClient sdiscoBenefit
getKind <- getsState $ flip getIidKind
let alterMinSkill Point
p = TileSpeedup -> ContentId TileKind -> Int
Tile.alterMinSkill TileSpeedup
coTileSpeedup (ContentId TileKind -> Int) -> ContentId TileKind -> Int
forall a b. (a -> b) -> a -> b
$ Level
lvl Level -> Point -> ContentId TileKind
`at` Point
p
lidExplored = LevelId -> EnumSet LevelId -> Bool
forall k. Enum k => k -> EnumSet k -> Bool
ES.member (Actor -> LevelId
blid Actor
b) EnumSet LevelId
explored
allExplored = EnumSet LevelId -> Int
forall k. EnumSet k -> Int
ES.size EnumSet LevelId
explored Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Dungeon -> Int
forall k a. EnumMap k a -> Int
EM.size Dungeon
dungeon
iidToEffs ItemId
iid = ItemKind -> [Effect]
IK.ieffects (ItemKind -> [Effect]) -> ItemKind -> [Effect]
forall a b. (a -> b) -> a -> b
$ ItemId -> ItemKind
getKind ItemId
iid
feats ItemBag
bag = (ItemId -> [Effect]) -> [ItemId] -> [Effect]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap ItemId -> [Effect]
iidToEffs ([ItemId] -> [Effect]) -> [ItemId] -> [Effect]
forall a b. (a -> b) -> a -> b
$ ItemBag -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys ItemBag
bag
bens (Point
_, ItemBag
bag) = case (Effect -> Bool) -> [Effect] -> Maybe Effect
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Maybe a
find Effect -> Bool
IK.isEffEscapeOrAscend ([Effect] -> Maybe Effect) -> [Effect] -> Maybe Effect
forall a b. (a -> b) -> a -> b
$ ItemBag -> [Effect]
feats ItemBag
bag of
Just IK.Escape{} ->
let escapeOrGuard :: Bool
escapeOrGuard =
FactionKind -> Bool
fcanEscape (Faction -> FactionKind
gkind Faction
fact)
Bool -> Bool -> Bool
|| FleeViaStairsOrEscape
fleeVia FleeViaStairsOrEscape -> FleeViaStairsOrEscape -> Bool
forall a. Eq a => a -> a -> Bool
== FleeViaStairsOrEscape
ViaExit
in if FleeViaStairsOrEscape
fleeVia FleeViaStairsOrEscape -> [FleeViaStairsOrEscape] -> Bool
forall a. Eq a => a -> [a] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [FleeViaStairsOrEscape
ViaAnything, FleeViaStairsOrEscape
ViaEscape, FleeViaStairsOrEscape
ViaExit]
Bool -> Bool -> Bool
&& Bool
escapeOrGuard
Bool -> Bool -> Bool
&& Bool
allExplored
then Double
10
else Double
0
Just (IK.Ascend Bool
up) ->
let easier :: Bool
easier = Bool
up Bool -> Bool -> Bool
forall a. Eq a => a -> a -> Bool
/= (LevelId -> Int
forall a. Enum a => a -> Int
fromEnum (Actor -> LevelId
blid Actor
b) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0)
unexpForth :: Bool
unexpForth = if Bool
up then Bool
unexploredTrue else Bool
unexploredFalse
unexpBack :: Bool
unexpBack = if Bool -> Bool
not Bool
up then Bool
unexploredTrue else Bool
unexploredFalse
aiCond :: Bool
aiCond = if Bool
unexpForth
then Bool
easier Bool -> Bool -> Bool
&& Bool
condEnoughGear
Bool -> Bool -> Bool
|| (Bool -> Bool
not Bool
unexpBack Bool -> Bool -> Bool
|| Bool
easier) Bool -> Bool -> Bool
&& Bool
lidExplored
else Bool -> Bool
not Bool
unexpBack Bool -> Bool -> Bool
&& Bool
easier Bool -> Bool -> Bool
&& Bool
allExplored
Bool -> Bool -> Bool
&& [Point] -> Bool
forall a. [a] -> Bool
null (Level -> [Point]
lescape Level
lvl)
v :: Double
v = if Bool
aiCond then if Bool
easier then Double
10 else Double
1 else Double
0
guardingStash :: Bool
guardingStash = case Faction -> Maybe (LevelId, Point)
gstash Faction
fact of
Maybe (LevelId, Point)
Nothing -> Bool
False
Just (LevelId
lid, Point
p) ->
LevelId
lid LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> LevelId
blid Actor
b
Bool -> Bool -> Bool
&& ([(ActorId, Actor)] -> Int
forall a. [a] -> Int
length [(ActorId, Actor)]
oursExploring Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
1
Bool -> Bool -> Bool
|| Bool
lvlSpawnsUs)
Bool -> Bool -> Bool
&& ([(ActorId, Actor)] -> Int
forall a. [a] -> Int
length [(ActorId, Actor)]
oursExploringLid Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= Int
1
Bool -> Bool -> Bool
|| Point
p Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> Point
bpos Actor
b Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
condOurAdj)
in case FleeViaStairsOrEscape
fleeVia of
FleeViaStairsOrEscape
_ | Bool
guardingStash -> Double
0
FleeViaStairsOrEscape
ViaStairsUp | Bool
up -> Double
1
FleeViaStairsOrEscape
ViaStairsDown | Bool -> Bool
not Bool
up -> Double
1
FleeViaStairsOrEscape
ViaStairs -> Double
v
FleeViaStairsOrEscape
ViaExit -> Double
v
FleeViaStairsOrEscape
ViaAnything -> Double
v
FleeViaStairsOrEscape
_ -> Double
0
Maybe Effect
_ ->
if FleeViaStairsOrEscape
fleeVia FleeViaStairsOrEscape -> [FleeViaStairsOrEscape] -> Bool
forall a. Eq a => a -> [a] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [FleeViaStairsOrEscape
ViaNothing, FleeViaStairsOrEscape
ViaAnything]
then
let sacrificeForExperiment :: Double
sacrificeForExperiment = Double
101
sumBen :: Double
sumBen = [Double] -> Double
forall a. Num a => [a] -> a
sum ([Double] -> Double) -> [Double] -> Double
forall a b. (a -> b) -> a -> b
$ (ItemId -> Double) -> [ItemId] -> [Double]
forall a b. (a -> b) -> [a] -> [b]
map (\ItemId
iid ->
Benefit -> Double
benApply (Benefit -> Double) -> Benefit -> Double
forall a b. (a -> b) -> a -> b
$ DiscoveryBenefit
discoBenefit DiscoveryBenefit -> ItemId -> Benefit
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ItemId
iid) (ItemBag -> [ItemId]
forall k a. Enum k => EnumMap k a -> [k]
EM.keys ItemBag
bag)
in Double -> Double -> Double
forall a. Ord a => a -> a -> a
min Double
1000 (Double -> Double) -> Double -> Double
forall a b. (a -> b) -> a -> b
$ Double
sacrificeForExperiment Double -> Double -> Double
forall a. Num a => a -> a -> a
+ Double
sumBen
else Double
0
underFeet Point
p = Point
p Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> Point
bpos Actor
b
f (Point
p, ItemBag
_) = Point -> Bool
underFeet Point
p
Bool -> Bool -> Bool
|| Int
alterSkill Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= Int -> Int
forall a. Enum a => a -> Int
fromEnum (Point -> Int
alterMinSkill Point
p)
Bool -> Bool -> Bool
|| TileSpeedup -> ContentId TileKind -> Bool
Tile.isSuspect TileSpeedup
coTileSpeedup (Level
lvl Level -> Point -> ContentId TileKind
`at` Point
p)
Bool -> Bool -> Bool
&& Int
alterSkill Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= Int
2
benFeats = ((Point, ItemBag) -> (Double, (Point, ItemBag)))
-> [(Point, ItemBag)] -> [(Double, (Point, ItemBag))]
forall a b. (a -> b) -> [a] -> [b]
map (\(Point, ItemBag)
pbag -> ((Point, ItemBag) -> Double
bens (Point, ItemBag)
pbag, (Point, ItemBag)
pbag)) ([(Point, ItemBag)] -> [(Double, (Point, ItemBag))])
-> [(Point, ItemBag)] -> [(Double, (Point, ItemBag))]
forall a b. (a -> b) -> a -> b
$ ((Point, ItemBag) -> Bool)
-> [(Point, ItemBag)] -> [(Point, ItemBag)]
forall a. (a -> Bool) -> [a] -> [a]
filter (Point, ItemBag) -> Bool
f [(Point, ItemBag)]
pbags
considered (Double
benefitAndSacrifice, (Point
p, ItemBag
_bag)) =
Double
benefitAndSacrifice Double -> Double -> Bool
forall a. Ord a => a -> a -> Bool
> Double
0
Bool -> Bool -> Bool
&& TileSpeedup -> ContentId TileKind -> Bool
Tile.consideredByAI TileSpeedup
coTileSpeedup (Level
lvl Level -> Point -> ContentId TileKind
`at` Point
p)
return $! filter considered benFeats
closestTriggers :: MonadClient m => FleeViaStairsOrEscape -> ActorId
-> m [(Int, (Point, (Point, ItemBag)))]
closestTriggers :: forall (m :: * -> *).
MonadClient m =>
FleeViaStairsOrEscape
-> ActorId -> m [(Int, (Point, (Point, ItemBag)))]
closestTriggers FleeViaStairsOrEscape
fleeVia ActorId
aid = do
COps{corule=RuleContent{rWidthMax, rHeightMax}} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
b <- getsState $ getActorBody aid
lvl <- getLevel (blid b)
let pbags = EnumMap Point ItemBag -> [(Point, ItemBag)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs (EnumMap Point ItemBag -> [(Point, ItemBag)])
-> EnumMap Point ItemBag -> [(Point, ItemBag)]
forall a b. (a -> b) -> a -> b
$ Level -> EnumMap Point ItemBag
lembed Level
lvl
efeat <- embedBenefit fleeVia aid pbags
bfs <- getCacheBfs aid
let vicTrigger (Double
cid, (Point
p0, ItemBag
bag)) =
(Point -> (Double, (Point, (Point, ItemBag))))
-> [Point] -> [(Double, (Point, (Point, ItemBag)))]
forall a b. (a -> b) -> [a] -> [b]
map (\Point
p -> (Double
cid, (Point
p, (Point
p0, ItemBag
bag))))
(Int -> Int -> Point -> [Point]
vicinityBounded Int
rWidthMax Int
rHeightMax Point
p0)
vicAll = ((Double, (Point, ItemBag))
-> [(Double, (Point, (Point, ItemBag)))])
-> [(Double, (Point, ItemBag))]
-> [(Double, (Point, (Point, ItemBag)))]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap (Double, (Point, ItemBag)) -> [(Double, (Point, (Point, ItemBag)))]
vicTrigger [(Double, (Point, ItemBag))]
efeat
return $!
let mix (Double
benefit, b
ppbag) Int
dist =
let maxd :: Int
maxd = BfsDistance -> BfsDistance -> Int
subtractBfsDistance BfsDistance
maxBfsDistance BfsDistance
apartBfs
v :: Double
v = Int -> Double
intToDouble (Int -> Double) -> Int -> Double
forall a b. (a -> b) -> a -> b
$ Int
maxd Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` (Int
dist Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
1)
in (Double -> a
forall b. Integral b => Double -> b
forall a b. (RealFrac a, Integral b) => a -> b
ceiling (Double -> a) -> Double -> a
forall a b. (a -> b) -> a -> b
$ Double
benefit Double -> Double -> Double
forall a. Num a => a -> a -> a
* Double
v, b
ppbag)
in mapMaybe (\bpp :: (Double, (Point, (Point, ItemBag)))
bpp@(Double
_, (Point
p, (Point, ItemBag)
_)) ->
(Double, (Point, (Point, ItemBag)))
-> Int -> (Int, (Point, (Point, ItemBag)))
forall {a} {b}. Integral a => (Double, b) -> Int -> (a, b)
mix (Double, (Point, (Point, ItemBag)))
bpp (Int -> (Int, (Point, (Point, ItemBag))))
-> Maybe Int -> Maybe (Int, (Point, (Point, ItemBag)))
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Array BfsDistance -> Point -> Maybe Int
accessBfs Array BfsDistance
bfs Point
p) vicAll
condEnoughGearM :: MonadClientRead m => ActorId -> m Bool
condEnoughGearM :: forall (m :: * -> *). MonadClientRead m => ActorId -> m Bool
condEnoughGearM ActorId
aid = 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
fact <- getsState $ (EM.! bfid b) . sfactionD
let followDoctrine =
Faction -> Doctrine
gdoctrine Faction
fact Doctrine -> [Doctrine] -> Bool
forall a. Eq a => a -> [a] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Doctrine
Ability.TFollow, Doctrine
Ability.TFollowNoItems]
eqpAssocs <- getsState $ fullAssocs aid [CEqp]
return $ not followDoctrine
&& (any (IA.checkFlag Ability.Meleeable
. aspectRecordFull . snd) eqpAssocs
|| length eqpAssocs >= 3)
unexploredDepth :: MonadClientRead m => Bool -> LevelId -> m Bool
unexploredDepth :: forall (m :: * -> *).
MonadClientRead m =>
Bool -> LevelId -> m Bool
unexploredDepth !Bool
up !LevelId
lidCurrent = do
dungeon <- (State -> Dungeon) -> m Dungeon
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> Dungeon
sdungeon
explored <- getsClient sexplored
let allExplored = EnumSet LevelId -> Int
forall k. EnumSet k -> Int
ES.size EnumSet LevelId
explored Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== Dungeon -> Int
forall k a. EnumMap k a -> Int
EM.size Dungeon
dungeon
unexploredD =
let unex :: LevelId -> Bool
unex !LevelId
lid = Bool
allExplored
Bool -> Bool -> Bool
&& Bool -> Bool
not ([Point] -> Bool
forall a. [a] -> Bool
null ([Point] -> Bool) -> [Point] -> Bool
forall a b. (a -> b) -> a -> b
$ Level -> [Point]
lescape (Level -> [Point]) -> Level -> [Point]
forall a b. (a -> b) -> a -> b
$ Dungeon
dungeon Dungeon -> LevelId -> Level
forall k a. Enum k => EnumMap k a -> k -> a
EM.! LevelId
lid)
Bool -> Bool -> Bool
|| LevelId -> EnumSet LevelId -> Bool
forall k. Enum k => k -> EnumSet k -> Bool
ES.notMember LevelId
lid EnumSet LevelId
explored
Bool -> Bool -> Bool
|| LevelId -> Bool
unexploredD LevelId
lid
in (LevelId -> Bool) -> [LevelId] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any LevelId -> Bool
unex ([LevelId] -> Bool) -> (LevelId -> [LevelId]) -> LevelId -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Dungeon -> Bool -> LevelId -> [LevelId]
ascendInBranch Dungeon
dungeon Bool
up
return $ unexploredD lidCurrent
closestItems :: MonadClient m => ActorId -> m [(Int, (Point, ItemBag))]
closestItems :: forall (m :: * -> *).
MonadClient m =>
ActorId -> m [(Int, (Point, ItemBag))]
closestItems ActorId
aid = do
body <- (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
Level{lfloor, lbig} <- getLevel $ blid body
factionD <- getsState sfactionD
per <- getPerFid $ blid body
let canSee Point
p = Point -> EnumSet Point -> Bool
forall k. Enum k => k -> EnumSet k -> Bool
ES.member Point
p (Perception -> EnumSet Point
totalVisible Perception
per)
let stashes = ((FactionId, Faction) -> (FactionId, Maybe (LevelId, Point)))
-> [(FactionId, Faction)] -> [(FactionId, Maybe (LevelId, Point))]
forall a b. (a -> b) -> [a] -> [b]
map ((Faction -> Maybe (LevelId, Point))
-> (FactionId, Faction) -> (FactionId, Maybe (LevelId, Point))
forall b c d. (b -> c) -> (d, b) -> (d, c)
forall (a :: * -> * -> *) b c d.
Arrow a =>
a b c -> a (d, b) (d, c)
second Faction -> Maybe (LevelId, Point)
gstash) ([(FactionId, Faction)] -> [(FactionId, Maybe (LevelId, Point))])
-> [(FactionId, Faction)] -> [(FactionId, Maybe (LevelId, Point))]
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
stashToRemove :: (FactionId, Maybe (LevelId, Point)) -> [Point]
stashToRemove (FactionId
fid, Just (LevelId
lid, Point
pos))
| LevelId
lid LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> LevelId
blid Actor
body
Bool -> Bool -> Bool
&& (FactionId
fid FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> FactionId
bfid Actor
body Bool -> Bool -> Bool
|| Point
pos Point -> EnumMap Point ActorId -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
`EM.member` EnumMap Point ActorId
lbig Bool -> Bool -> Bool
|| Bool -> Bool
not (Point -> Bool
canSee Point
pos)) =
[Point
pos]
stashToRemove (FactionId, Maybe (LevelId, Point))
_ = []
stashesToRemove = [Point] -> EnumSet Point
forall k. Enum k => [k] -> EnumSet k
ES.fromList ([Point] -> EnumSet Point) -> [Point] -> EnumSet Point
forall a b. (a -> b) -> a -> b
$ ((FactionId, Maybe (LevelId, Point)) -> [Point])
-> [(FactionId, Maybe (LevelId, Point))] -> [Point]
forall (t :: * -> *) a b. Foldable t => (a -> [b]) -> t a -> [b]
concatMap (FactionId, Maybe (LevelId, Point)) -> [Point]
stashToRemove [(FactionId, Maybe (LevelId, Point))]
stashes
lfloorBarStashes = EnumMap Point ItemBag -> EnumSet Point -> EnumMap Point ItemBag
forall k a. Enum k => EnumMap k a -> EnumSet k -> EnumMap k a
EM.withoutKeys EnumMap Point ItemBag
lfloor EnumSet Point
stashesToRemove
if EM.null lfloorBarStashes then return [] else do
bfs <- getCacheBfs aid
let mix b
pbag Int
dist =
let maxd :: Int
maxd = BfsDistance -> BfsDistance -> Int
subtractBfsDistance BfsDistance
maxBfsDistance BfsDistance
apartBfs
v :: Int
v = (Int
maxd Int -> Int -> Int
forall a. Num a => a -> a -> a
* Int
10) Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` (Int
dist Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
1)
in (Int
v, b
pbag)
return $! mapMaybe (\(Point
p, ItemBag
bag) ->
(Point, ItemBag) -> Int -> (Int, (Point, ItemBag))
forall {b}. b -> Int -> (Int, b)
mix (Point
p, ItemBag
bag) (Int -> (Int, (Point, ItemBag)))
-> Maybe Int -> Maybe (Int, (Point, ItemBag))
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
<$> Array BfsDistance -> Point -> Maybe Int
accessBfs Array BfsDistance
bfs Point
p) (EM.assocs lfloorBarStashes)
closestFoes :: MonadClient m
=> [(ActorId, Actor)] -> ActorId -> m [(Int, (ActorId, Actor))]
closestFoes :: forall (m :: * -> *).
MonadClient m =>
[(ActorId, Actor)] -> ActorId -> m [(Int, (ActorId, Actor))]
closestFoes [(ActorId, Actor)]
foes ActorId
aid =
case [(ActorId, Actor)]
foes of
[] -> [(Int, (ActorId, Actor))] -> m [(Int, (ActorId, Actor))]
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return []
[(ActorId, Actor)]
_ -> do
bfs <- ActorId -> m (Array BfsDistance)
forall (m :: * -> *).
MonadClient m =>
ActorId -> m (Array BfsDistance)
getCacheBfs ActorId
aid
let ds = ((ActorId, Actor) -> Maybe (Int, (ActorId, Actor)))
-> [(ActorId, Actor)] -> [(Int, (ActorId, Actor))]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe (\x :: (ActorId, Actor)
x@(ActorId
_, Actor
b) -> (Int -> (Int, (ActorId, Actor)))
-> Maybe Int -> Maybe (Int, (ActorId, Actor))
forall a b. (a -> b) -> Maybe a -> Maybe b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap (,(ActorId, Actor)
x) (Array BfsDistance -> Point -> Maybe Int
accessBfs Array BfsDistance
bfs (Actor -> Point
bpos Actor
b))) [(ActorId, Actor)]
foes
return $! sortBy (comparing fst) ds
closestStashes :: MonadClient m => ActorId -> m [(Int, (FactionId, Point))]
closestStashes :: forall (m :: * -> *).
MonadClient m =>
ActorId -> m [(Int, (FactionId, Point))]
closestStashes ActorId
aid = 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
factionD <- getsState sfactionD
b <- getsState $ getActorBody aid
lvl <- getLevel (blid b)
oursExploring <- getsState $ oursExploringAssocs (bfid b)
let fact = EnumMap FactionId Faction
factionD EnumMap FactionId Faction -> FactionId -> Faction
forall k a. Enum k => EnumMap k a -> k -> a
EM.! Actor -> FactionId
bfid Actor
b
spawnFreqs = CaveKind -> Freqs ItemKind
CK.cactorFreq (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 -> CaveKind) -> ContentId CaveKind -> CaveKind
forall a b. (a -> b) -> a -> b
$ Level -> ContentId CaveKind
lkind Level
lvl
hasGroup GroupName ItemKind
grp = Int -> Maybe Int -> Int
forall a. a -> Maybe a -> a
fromMaybe Int
0 (GroupName ItemKind -> Freqs ItemKind -> Maybe Int
forall a b. Eq a => a -> [(a, b)] -> Maybe b
lookup GroupName ItemKind
grp Freqs ItemKind
spawnFreqs) Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0
lvlSpawnsUs = ((GroupName ItemKind, Int) -> Bool) -> Freqs ItemKind -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (GroupName ItemKind -> Bool
hasGroup (GroupName ItemKind -> Bool)
-> ((GroupName ItemKind, Int) -> GroupName ItemKind)
-> (GroupName ItemKind, Int)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (GroupName ItemKind, Int) -> GroupName ItemKind
forall a b. (a, b) -> a
fst) (Freqs ItemKind -> Bool) -> Freqs ItemKind -> Bool
forall a b. (a -> b) -> a -> b
$ ((GroupName ItemKind, Int) -> Bool)
-> Freqs ItemKind -> Freqs ItemKind
forall a. (a -> Bool) -> [a] -> [a]
filter ((Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0) (Int -> Bool)
-> ((GroupName ItemKind, Int) -> Int)
-> (GroupName ItemKind, Int)
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (GroupName ItemKind, Int) -> Int
forall a b. (a, b) -> b
snd)
(Freqs ItemKind -> Freqs ItemKind)
-> Freqs ItemKind -> Freqs ItemKind
forall a b. (a -> b) -> a -> b
$ FactionKind -> Freqs ItemKind
fgroups (Faction -> FactionKind
gkind Faction
fact)
qualifyStash (FactionId
fid2, Faction{Maybe (LevelId, Point)
gstash :: Faction -> Maybe (LevelId, Point)
gstash :: Maybe (LevelId, Point)
gstash}) = case Maybe (LevelId, Point)
gstash of
Maybe (LevelId, Point)
Nothing -> Maybe (FactionId, Point)
forall a. Maybe a
Nothing
Just (LevelId
lid, Point
pos) ->
if LevelId
lid LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> LevelId
blid Actor
b
Bool -> Bool -> Bool
&& (FactionId
fid2 FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> FactionId
bfid Actor
b
Bool -> Bool -> Bool
&& Maybe ActorId -> Bool
forall a. Maybe a -> Bool
isNothing (Point -> Level -> Maybe ActorId
posToBigLvl Point
pos Level
lvl)
Bool -> Bool -> Bool
&& ([(ActorId, Actor)] -> Int
forall a. [a] -> Int
length [(ActorId, Actor)]
oursExploring Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
1
Bool -> Bool -> Bool
|| Bool
lvlSpawnsUs)
Bool -> Bool -> Bool
|| FactionId -> Faction -> FactionId -> Bool
isFoe (Actor -> FactionId
bfid Actor
b) Faction
fact FactionId
fid2)
then (FactionId, Point) -> Maybe (FactionId, Point)
forall a. a -> Maybe a
Just (FactionId
fid2, Point
pos)
else Maybe (FactionId, Point)
forall a. Maybe a
Nothing
case mapMaybe qualifyStash $ EM.assocs factionD of
[] -> [(Int, (FactionId, Point))] -> m [(Int, (FactionId, Point))]
forall a. a -> m a
forall (m :: * -> *) a. Monad m => a -> m a
return []
[(FactionId, Point)]
stashes -> do
bfs <- ActorId -> m (Array BfsDistance)
forall (m :: * -> *).
MonadClient m =>
ActorId -> m (Array BfsDistance)
getCacheBfs ActorId
aid
let ds = ((FactionId, Point) -> Maybe (Int, (FactionId, Point)))
-> [(FactionId, Point)] -> [(Int, (FactionId, Point))]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe (\x :: (FactionId, Point)
x@(FactionId
_, Point
pos) -> (Int -> (Int, (FactionId, Point)))
-> Maybe Int -> Maybe (Int, (FactionId, Point))
forall a b. (a -> b) -> Maybe a -> Maybe b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap (,(FactionId, Point)
x) (Array BfsDistance -> Point -> Maybe Int
accessBfs Array BfsDistance
bfs Point
pos)) [(FactionId, Point)]
stashes
return $! sortBy (comparing fst) ds
oursExploringAssocs :: FactionId -> State -> [(ActorId, Actor)]
oursExploringAssocs :: FactionId -> State -> [(ActorId, Actor)]
oursExploringAssocs FactionId
fid State
s =
let f :: (ActorId, Actor) -> Bool
f (!ActorId
aid, !Actor
b) = Actor -> FactionId
bfid Actor
b FactionId -> FactionId -> Bool
forall a. Eq a => a -> a -> Bool
== FactionId
fid
Bool -> Bool -> Bool
&& Bool -> Bool
not (Actor -> Bool
bproj Actor
b)
Bool -> Bool -> Bool
&& Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Bool
forall a. Ord a => a -> a -> Bool
> Int64
0
Bool -> Bool -> Bool
&& (Actor -> Watchfulness
bwatch Actor
b Watchfulness -> [Watchfulness] -> Bool
forall a. Eq a => a -> [a] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Watchfulness
WSleep, Watchfulness
WWake]
Bool -> Bool -> Bool
|| let actorMaxSk :: Skills
actorMaxSk = State -> ActorMaxSkills
sactorMaxSkills State
s ActorMaxSkills -> ActorId -> Skills
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ActorId
aid
in Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkMove Skills
actorMaxSk Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> Int
0
Bool -> Bool -> Bool
|| Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkMove Skills
actorMaxSk Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< -Int
50)
in ((ActorId, Actor) -> Bool)
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a. (a -> Bool) -> [a] -> [a]
filter (ActorId, Actor) -> Bool
f ([(ActorId, Actor)] -> [(ActorId, Actor)])
-> [(ActorId, Actor)] -> [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ EnumMap ActorId Actor -> [(ActorId, Actor)]
forall k a. Enum k => EnumMap k a -> [(k, a)]
EM.assocs (EnumMap ActorId Actor -> [(ActorId, Actor)])
-> EnumMap ActorId Actor -> [(ActorId, Actor)]
forall a b. (a -> b) -> a -> b
$ State -> EnumMap ActorId Actor
sactorD State
s
closestHideout :: MonadClient m => ActorId -> m (Maybe (Point, Int))
closestHideout :: forall (m :: * -> *).
MonadClient m =>
ActorId -> m (Maybe (Point, Int))
closestHideout ActorId
aid = do
COps{coTileSpeedup} <- (State -> COps) -> m COps
forall a. (State -> a) -> m a
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> COps
scops
b <- getsState $ getActorBody aid
lvl <- getLevel (blid b)
bfs <- getCacheBfs aid
let minHideout :: (Point, BfsDistance) -> Point -> BfsDistance
-> (Point, BfsDistance)
minHideout (Point
pMin, BfsDistance
distMin) Point
p BfsDistance
dist =
if BfsDistance
dist BfsDistance -> BfsDistance -> Bool
forall a. Ord a => a -> a -> Bool
> BfsDistance
minKnownBfs Bool -> Bool -> Bool
&& BfsDistance
dist BfsDistance -> BfsDistance -> Bool
forall a. Ord a => a -> a -> Bool
< BfsDistance
distMin
Bool -> Bool -> Bool
&& TileSpeedup -> ContentId TileKind -> Bool
Tile.isHideout TileSpeedup
coTileSpeedup (Level
lvl Level -> Point -> ContentId TileKind
`at` Point
p)
then (Point
p, BfsDistance
dist)
else (Point
pMin, BfsDistance
distMin)
(p1, dist1) = PointArray.ifoldlA' minHideout (bpos b, maxBfsDistance) bfs
return $! if p1 == bpos b
then Nothing
else Just (p1, subtractBfsDistance dist1 apartBfs)