module Game.LambdaHack.Client.AI.PickActorM
( pickActorToMove, setTargetFromTactics
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import Data.Ratio
import Game.LambdaHack.Client.AI.ConditionM
import Game.LambdaHack.Client.AI.PickTargetM
import Game.LambdaHack.Client.Bfs
import Game.LambdaHack.Client.BfsM
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.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.State
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Common.Types
import Game.LambdaHack.Content.ModeKind
import Game.LambdaHack.Core.Frequency
import Game.LambdaHack.Core.Random
import qualified Game.LambdaHack.Definition.Ability as Ability
pickActorToMove :: MonadClient m => Maybe ActorId -> m ActorId
{-# INLINE pickActorToMove #-}
pickActorToMove :: Maybe ActorId -> m ActorId
pickActorToMove maidToAvoid :: Maybe ActorId
maidToAvoid = do
ActorMaxSkills
actorMaxSkills <- (State -> ActorMaxSkills) -> m ActorMaxSkills
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState State -> ActorMaxSkills
sactorMaxSkills
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
let oldAid :: ActorId
oldAid = ActorId -> Maybe ActorId -> ActorId
forall a. a -> Maybe a -> a
fromMaybe ([Char] -> ActorId
forall a. HasCallStack => [Char] -> a
error ([Char] -> ActorId) -> [Char] -> ActorId
forall a b. (a -> b) -> a -> b
$ "" [Char] -> Maybe ActorId -> [Char]
forall v. Show v => [Char] -> v -> [Char]
`showFailure` Maybe ActorId
maidToAvoid) Maybe ActorId
mleader
Actor
oldBody <- (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
oldAid
let side :: FactionId
side = Actor -> FactionId
bfid Actor
oldBody
arena :: LevelId
arena = Actor -> LevelId
blid Actor
oldBody
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
side) (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
[(ActorId, Actor)]
ours <- (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
side LevelId
arena
let pickOld :: m ActorId
pickOld = do
m (Maybe TgtAndPath) -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m (Maybe TgtAndPath) -> m ()) -> m (Maybe TgtAndPath) -> m ()
forall a b. (a -> b) -> a -> b
$ (ActorId, Actor) -> m (Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m (Maybe TgtAndPath)
refreshTarget (ActorId
oldAid, Actor
oldBody)
ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
oldAid
oursNotSleeping :: [(ActorId, Actor)]
oursNotSleeping = ((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)]
ours
case [(ActorId, Actor)]
oursNotSleeping of
_ |
(Bool, Bool) -> Bool
forall a b. (a, b) -> b
snd (Faction -> (Bool, Bool)
autoDungeonLevel Faction
fact) Bool -> Bool -> Bool
&& Maybe ActorId -> Bool
forall a. Maybe a -> Bool
isNothing Maybe ActorId
maidToAvoid -> m ActorId
pickOld
[] -> m ActorId
pickOld
[(aidNotSleeping :: ActorId
aidNotSleeping, bNotSleeping :: Actor
bNotSleeping)] -> do
m (Maybe TgtAndPath) -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m (Maybe TgtAndPath) -> m ()) -> m (Maybe TgtAndPath) -> m ()
forall a b. (a -> b) -> a -> b
$ (ActorId, Actor) -> m (Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m (Maybe TgtAndPath)
refreshTarget (ActorId
aidNotSleeping, Actor
bNotSleeping)
ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
aidNotSleeping
_ -> do
let refresh :: (ActorId, Actor) -> m ((ActorId, Actor), Maybe TgtAndPath)
refresh aidBody :: (ActorId, Actor)
aidBody = do
Maybe TgtAndPath
mtgt <- (ActorId, Actor) -> m (Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m (Maybe TgtAndPath)
refreshTarget (ActorId, Actor)
aidBody
((ActorId, Actor), Maybe TgtAndPath)
-> m ((ActorId, Actor), Maybe TgtAndPath)
forall (m :: * -> *) a. Monad m => a -> m a
return ((ActorId, Actor)
aidBody, Maybe TgtAndPath
mtgt)
[((ActorId, Actor), Maybe TgtAndPath)]
oursTgtRaw <- ((ActorId, Actor) -> m ((ActorId, Actor), Maybe TgtAndPath))
-> [(ActorId, Actor)] -> m [((ActorId, Actor), Maybe TgtAndPath)]
forall (t :: * -> *) (m :: * -> *) a b.
(Traversable t, Monad m) =>
(a -> m b) -> t a -> m (t b)
mapM (ActorId, Actor) -> m ((ActorId, Actor), Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m ((ActorId, Actor), Maybe TgtAndPath)
refresh [(ActorId, Actor)]
oursNotSleeping
EnumMap ActorId Point
fleeD <- (StateClient -> EnumMap ActorId Point) -> m (EnumMap ActorId Point)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> EnumMap ActorId Point
sfleeD
let goodGeneric :: ((ActorId, Actor), Maybe TgtAndPath)
-> Maybe ((ActorId, Actor), TgtAndPath)
goodGeneric (_, Nothing) = Maybe ((ActorId, Actor), TgtAndPath)
forall a. Maybe a
Nothing
goodGeneric (_, Just TgtAndPath{tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Maybe AndPath
Nothing}) = Maybe ((ActorId, Actor), TgtAndPath)
forall a. Maybe a
Nothing
goodGeneric ((aid :: ActorId
aid, b :: Actor
b), Just tgt :: TgtAndPath
tgt) = case Maybe ActorId
maidToAvoid of
Nothing | Bool -> Bool
not (ActorId
aid ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId
oldAid Bool -> Bool -> Bool
&& Actor -> Bool
actorWaits Actor
b) ->
((ActorId, Actor), TgtAndPath)
-> Maybe ((ActorId, Actor), TgtAndPath)
forall a. a -> Maybe a
Just ((ActorId
aid, Actor
b), TgtAndPath
tgt)
Just aidToAvoid :: ActorId
aidToAvoid | ActorId
aid ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId
aidToAvoid ->
((ActorId, Actor), TgtAndPath)
-> Maybe ((ActorId, Actor), TgtAndPath)
forall a. a -> Maybe a
Just ((ActorId
aid, Actor
b), TgtAndPath
tgt)
_ -> Maybe ((ActorId, Actor), TgtAndPath)
forall a. Maybe a
Nothing
oursTgt :: [((ActorId, Actor), TgtAndPath)]
oursTgt = (((ActorId, Actor), Maybe TgtAndPath)
-> Maybe ((ActorId, Actor), TgtAndPath))
-> [((ActorId, Actor), Maybe TgtAndPath)]
-> [((ActorId, Actor), TgtAndPath)]
forall a b. (a -> Maybe b) -> [a] -> [b]
mapMaybe ((ActorId, Actor), Maybe TgtAndPath)
-> Maybe ((ActorId, Actor), TgtAndPath)
goodGeneric [((ActorId, Actor), Maybe TgtAndPath)]
oursTgtRaw
actorVulnerable :: ((ActorId, Actor), TgtAndPath) -> m Bool
actorVulnerable ((aid :: ActorId
aid, body :: Actor
body), _) = do
Bool
condInMelee <- LevelId -> m Bool
forall (m :: * -> *). MonadClient m => LevelId -> m Bool
condInMeleeM (LevelId -> m Bool) -> LevelId -> m Bool
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
body
let actorMaxSk :: Skills
actorMaxSk = ActorMaxSkills
actorMaxSkills ActorMaxSkills -> ActorId -> Skills
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ActorId
aid
[(Int, (ActorId, Actor))]
threatDistL <- (State -> [(Int, (ActorId, Actor))]) -> m [(Int, (ActorId, Actor))]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(Int, (ActorId, Actor))])
-> m [(Int, (ActorId, Actor))])
-> (State -> [(Int, (ActorId, Actor))])
-> m [(Int, (ActorId, Actor))]
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> [(Int, (ActorId, Actor))]
meleeThreatDistList ActorId
aid
(fleeL :: [(Int, Point)]
fleeL, _) <- ActorId -> m ([(Int, Point)], [(Int, Point)])
forall (m :: * -> *).
MonadClient m =>
ActorId -> m ([(Int, Point)], [(Int, Point)])
fleeList ActorId
aid
Bool
condSupport1 <- Int -> ActorId -> m Bool
forall (m :: * -> *). MonadClient m => Int -> ActorId -> m Bool
condSupport 1 ActorId
aid
Bool
condSupport3 <- Int -> ActorId -> m Bool
forall (m :: * -> *). MonadClient m => Int -> ActorId -> m Bool
condSupport 3 ActorId
aid
Bool
condSolo <- ActorId -> m Bool
forall (m :: * -> *). MonadClient m => ActorId -> m Bool
condSoloM ActorId
aid
[Point]
canDeAmbientL <- (State -> [Point]) -> m [Point]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [Point]) -> m [Point])
-> (State -> [Point]) -> m [Point]
forall a b. (a -> b) -> a -> b
$ Actor -> State -> [Point]
canDeAmbientList Actor
body
let condCanFlee :: Bool
condCanFlee = Bool -> Bool
not ([(Int, Point)] -> Bool
forall a. [a] -> Bool
null [(Int, Point)]
fleeL)
speed1_5 :: Speed
speed1_5 = Rational -> Speed -> Speed
speedScale (3Integer -> Integer -> Rational
forall a. Integral a => a -> a -> Ratio a
%2) (Skills -> Speed
gearSpeed Skills
actorMaxSk)
condCanMelee :: Bool
condCanMelee = ActorMaxSkills -> ActorId -> Actor -> Bool
actorCanMelee ActorMaxSkills
actorMaxSkills ActorId
aid Actor
body
condThreat :: Int -> Bool
condThreat n :: Int
n = Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ [(Int, (ActorId, Actor))] -> Bool
forall a. [a] -> Bool
null ([(Int, (ActorId, Actor))] -> Bool)
-> [(Int, (ActorId, Actor))] -> Bool
forall a b. (a -> b) -> a -> b
$ ((Int, (ActorId, Actor)) -> Bool)
-> [(Int, (ActorId, Actor))] -> [(Int, (ActorId, Actor))]
forall a. (a -> Bool) -> [a] -> [a]
takeWhile ((Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= Int
n) (Int -> Bool)
-> ((Int, (ActorId, Actor)) -> Int)
-> (Int, (ActorId, Actor))
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (Int, (ActorId, Actor)) -> Int
forall a b. (a, b) -> a
fst) [(Int, (ActorId, Actor))]
threatDistL
threatAdj :: [(Int, (ActorId, Actor))]
threatAdj = ((Int, (ActorId, Actor)) -> Bool)
-> [(Int, (ActorId, Actor))] -> [(Int, (ActorId, Actor))]
forall a. (a -> Bool) -> [a] -> [a]
takeWhile ((Int -> Int -> Bool
forall a. Eq a => a -> a -> Bool
== 1) (Int -> Bool)
-> ((Int, (ActorId, Actor)) -> Int)
-> (Int, (ActorId, Actor))
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (Int, (ActorId, Actor)) -> Int
forall a b. (a, b) -> a
fst) [(Int, (ActorId, Actor))]
threatDistL
condManyThreatAdj :: Bool
condManyThreatAdj = [(Int, (ActorId, Actor))] -> Int
forall a. [a] -> Int
length [(Int, (ActorId, Actor))]
threatAdj Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
>= 2
condFastThreatAdj :: Bool
condFastThreatAdj =
((Int, (ActorId, Actor)) -> Bool)
-> [(Int, (ActorId, Actor))] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (\(_, (aid2 :: ActorId
aid2, _)) ->
let actorMaxSk2 :: Skills
actorMaxSk2 = ActorMaxSkills
actorMaxSkills ActorMaxSkills -> ActorId -> Skills
forall k a. Enum k => EnumMap k a -> k -> a
EM.! ActorId
aid2
in Skills -> Speed
gearSpeed Skills
actorMaxSk2 Speed -> Speed -> Bool
forall a. Ord a => a -> a -> Bool
> Speed
speed1_5)
[(Int, (ActorId, Actor))]
threatAdj
heavilyDistressed :: Bool
heavilyDistressed =
ResDelta -> Bool
deltasSerious (Actor -> ResDelta
bcalmDelta Actor
body)
actorShines :: Bool
actorShines = Skill -> Skills -> Int
Ability.getSk Skill
Ability.SkShine Skills
actorMaxSk Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
> 0
aCanDeLightL :: [Point]
aCanDeLightL | Bool
actorShines = []
| Bool
otherwise = [Point]
canDeAmbientL
canFleeFromLight :: Bool
canFleeFromLight =
Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ [Point] -> Bool
forall a. [a] -> Bool
null ([Point] -> Bool) -> [Point] -> Bool
forall a b. (a -> b) -> a -> b
$ [Point]
aCanDeLightL [Point] -> [Point] -> [Point]
forall a. Eq a => [a] -> [a] -> [a]
`intersect` ((Int, Point) -> Point) -> [(Int, Point)] -> [Point]
forall a b. (a -> b) -> [a] -> [b]
map (Int, Point) -> Point
forall a b. (a, b) -> b
snd [(Int, Point)]
fleeL
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
$!
Bool -> Bool
not Bool
condFastThreatAdj
Bool -> Bool -> Bool
&& if | Int -> Bool
condThreat 1 ->
Bool -> Bool
not Bool
condCanMelee
Bool -> Bool -> Bool
|| Bool
condManyThreatAdj Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
condSupport1 Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
condSolo
| Bool -> Bool
not Bool
condInMelee
Bool -> Bool -> Bool
&& (Int -> Bool
condThreat 2 Bool -> Bool -> Bool
|| Int -> Bool
condThreat 5 Bool -> Bool -> Bool
&& Bool
canFleeFromLight) ->
Bool -> Bool
not Bool
condCanMelee
Bool -> Bool -> Bool
|| Bool -> Bool
not Bool
condSupport3 Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
condSolo
Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
heavilyDistressed
| Bool
otherwise ->
Bool -> Bool
not Bool
condInMelee
Bool -> Bool -> Bool
&& Bool
heavilyDistressed
Bool -> Bool -> Bool
&& Bool -> Bool
not (ActorId -> EnumMap ActorId Point -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
aid EnumMap ActorId Point
fleeD)
Bool -> Bool -> Bool
&& Bool
condCanFlee
actorFled :: ((ActorId, Actor), TgtAndPath) -> Bool
actorFled ((aid :: ActorId
aid, _), _) = ActorId -> EnumMap ActorId Point -> Bool
forall k a. Enum k => k -> EnumMap k a -> Bool
EM.member ActorId
aid EnumMap ActorId Point
fleeD
actorHearning :: ((ActorId, Actor), TgtAndPath) -> m Bool
actorHearning (_, TgtAndPath{ tapTgt :: TgtAndPath -> Target
tapTgt=TPoint TEnemyPos{} _ _
, tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Maybe AndPath
Nothing }) =
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
actorHearning (_, TgtAndPath{ tapTgt :: TgtAndPath -> Target
tapTgt=TPoint TEnemyPos{} _ _
, tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Just AndPath{Int
pathLen :: AndPath -> Int
pathLen :: Int
pathLen} })
| Int
pathLen Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 2 =
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
actorHearning ((_aid :: ActorId
_aid, b :: Actor
b), _) = do
[Actor]
allFoes <- (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
$ FactionId -> LevelId -> State -> [Actor]
foeRegularList FactionId
side (Actor -> LevelId
blid Actor
b)
let closeFoes :: [Actor]
closeFoes = (Actor -> Bool) -> [Actor] -> [Actor]
forall a. (a -> Bool) -> [a] -> [a]
filter ((Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 3) (Int -> Bool) -> (Actor -> Int) -> Actor -> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Point -> Point -> Int
chessDist (Actor -> Point
bpos Actor
b) (Point -> Int) -> (Actor -> Point) -> Actor -> Int
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Actor -> Point
bpos) [Actor]
allFoes
actorHears :: Bool
actorHears = ResDelta -> Bool
deltasHears (Actor -> ResDelta
bcalmDelta Actor
b)
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
$! Bool
actorHears
Bool -> Bool -> Bool
&& [Actor] -> Bool
forall a. [a] -> Bool
null [Actor]
closeFoes
actorMeleeing :: ((ActorId, b), b) -> m Bool
actorMeleeing ((aid :: ActorId
aid, _), _) = ActorId -> m Bool
forall (m :: * -> *). MonadStateRead m => ActorId -> m Bool
condAnyFoeAdjM ActorId
aid
(oursVulnerable :: [((ActorId, Actor), TgtAndPath)]
oursVulnerable, oursSafe :: [((ActorId, Actor), TgtAndPath)]
oursSafe) <- (((ActorId, Actor), TgtAndPath) -> m Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> m ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall (m :: * -> *) a.
Applicative m =>
(a -> m Bool) -> [a] -> m ([a], [a])
partitionM ((ActorId, Actor), TgtAndPath) -> m Bool
actorVulnerable [((ActorId, Actor), TgtAndPath)]
oursTgt
let (oursFled :: [((ActorId, Actor), TgtAndPath)]
oursFled, oursNotFled :: [((ActorId, Actor), TgtAndPath)]
oursNotFled) = (((ActorId, Actor), TgtAndPath) -> Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition ((ActorId, Actor), TgtAndPath) -> Bool
actorFled [((ActorId, Actor), TgtAndPath)]
oursSafe
(oursMeleeing :: [((ActorId, Actor), TgtAndPath)]
oursMeleeing, oursNotMeleeing :: [((ActorId, Actor), TgtAndPath)]
oursNotMeleeing) <- (((ActorId, Actor), TgtAndPath) -> m Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> m ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall (m :: * -> *) a.
Applicative m =>
(a -> m Bool) -> [a] -> m ([a], [a])
partitionM ((ActorId, Actor), TgtAndPath) -> m Bool
forall (m :: * -> *) b b.
MonadStateRead m =>
((ActorId, b), b) -> m Bool
actorMeleeing [((ActorId, Actor), TgtAndPath)]
oursNotFled
(oursHearing :: [((ActorId, Actor), TgtAndPath)]
oursHearing, oursNotHearing :: [((ActorId, Actor), TgtAndPath)]
oursNotHearing) <- (((ActorId, Actor), TgtAndPath) -> m Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> m ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall (m :: * -> *) a.
Applicative m =>
(a -> m Bool) -> [a] -> m ([a], [a])
partitionM ((ActorId, Actor), TgtAndPath) -> m Bool
actorHearning [((ActorId, Actor), TgtAndPath)]
oursNotMeleeing
let actorRanged :: ((ActorId, Actor), TgtAndPath) -> Bool
actorRanged ((aid :: ActorId
aid, body :: Actor
body), _) =
Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ ActorMaxSkills -> ActorId -> Actor -> Bool
actorCanMelee ActorMaxSkills
actorMaxSkills ActorId
aid Actor
body
targetTEnemy :: ((a, Actor), TgtAndPath) -> Bool
targetTEnemy (_, TgtAndPath{tapTgt :: TgtAndPath -> Target
tapTgt=TEnemy _}) = Bool
True
targetTEnemy
( (_, b :: Actor
b)
, TgtAndPath{tapTgt :: TgtAndPath -> Target
tapTgt=TPoint (TEnemyPos _) lid :: LevelId
lid _} ) =
LevelId
lid LevelId -> LevelId -> Bool
forall a. Eq a => a -> a -> Bool
== Actor -> LevelId
blid Actor
b
targetTEnemy _ = Bool
False
actorNoSupport :: ((ActorId, b), b) -> m Bool
actorNoSupport ((aid :: ActorId
aid, _), _) = do
[(Int, (ActorId, Actor))]
threatDistL <- (State -> [(Int, (ActorId, Actor))]) -> m [(Int, (ActorId, Actor))]
forall (m :: * -> *) a. MonadStateRead m => (State -> a) -> m a
getsState ((State -> [(Int, (ActorId, Actor))])
-> m [(Int, (ActorId, Actor))])
-> (State -> [(Int, (ActorId, Actor))])
-> m [(Int, (ActorId, Actor))]
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> [(Int, (ActorId, Actor))]
meleeThreatDistList ActorId
aid
Bool
condSupport2 <- Int -> ActorId -> m Bool
forall (m :: * -> *). MonadClient m => Int -> ActorId -> m Bool
condSupport 2 ActorId
aid
let condThreat :: Int -> Bool
condThreat n :: Int
n = Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ [(Int, (ActorId, Actor))] -> Bool
forall a. [a] -> Bool
null ([(Int, (ActorId, Actor))] -> Bool)
-> [(Int, (ActorId, Actor))] -> Bool
forall a b. (a -> b) -> a -> b
$ ((Int, (ActorId, Actor)) -> Bool)
-> [(Int, (ActorId, Actor))] -> [(Int, (ActorId, Actor))]
forall a. (a -> Bool) -> [a] -> [a]
takeWhile ((Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= Int
n) (Int -> Bool)
-> ((Int, (ActorId, Actor)) -> Int)
-> (Int, (ActorId, Actor))
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. (Int, (ActorId, Actor)) -> Int
forall a b. (a, b) -> a
fst) [(Int, (ActorId, Actor))]
threatDistL
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
$! Int -> Bool
condThreat 5 Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
condSupport2
(oursRanged :: [((ActorId, Actor), TgtAndPath)]
oursRanged, oursNotRanged :: [((ActorId, Actor), TgtAndPath)]
oursNotRanged) = (((ActorId, Actor), TgtAndPath) -> Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition ((ActorId, Actor), TgtAndPath) -> Bool
actorRanged [((ActorId, Actor), TgtAndPath)]
oursNotHearing
(oursTEnemyAll :: [((ActorId, Actor), TgtAndPath)]
oursTEnemyAll, oursOther :: [((ActorId, Actor), TgtAndPath)]
oursOther) = (((ActorId, Actor), TgtAndPath) -> Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition ((ActorId, Actor), TgtAndPath) -> Bool
forall a. ((a, Actor), TgtAndPath) -> Bool
targetTEnemy [((ActorId, Actor), TgtAndPath)]
oursNotRanged
notSwapReady :: ((a, Actor), TgtAndPath) -> ((a, Actor), Maybe TgtAndPath) -> Bool
notSwapReady abt :: ((a, Actor), TgtAndPath)
abt@((_, b :: Actor
b), _)
(ab2 :: (a, Actor)
ab2, Just t2 :: TgtAndPath
t2@TgtAndPath{tapPath :: TgtAndPath -> Maybe AndPath
tapPath=
Just AndPath{pathList :: AndPath -> [Point]
pathList=q :: Point
q : _}}) =
let source :: Point
source = Actor -> Point
bpos Actor
b
tenemy :: Bool
tenemy = ((a, Actor), TgtAndPath) -> Bool
forall a. ((a, Actor), TgtAndPath) -> Bool
targetTEnemy ((a, Actor), TgtAndPath)
abt
tenemy2 :: Bool
tenemy2 = ((a, Actor), TgtAndPath) -> Bool
forall a. ((a, Actor), TgtAndPath) -> Bool
targetTEnemy ((a, Actor)
ab2, TgtAndPath
t2)
in Bool -> Bool
not (Point
q Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Point
source
Bool -> Bool -> Bool
|| Bool
tenemy Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
tenemy2)
notSwapReady _ _ = Bool
True
targetBlocked :: ((ActorId, Actor), TgtAndPath) -> Bool
targetBlocked abt :: ((ActorId, Actor), TgtAndPath)
abt@((aid :: ActorId
aid, _), TgtAndPath{Maybe AndPath
tapPath :: Maybe AndPath
tapPath :: TgtAndPath -> Maybe AndPath
tapPath}) = case Maybe AndPath
tapPath of
Just AndPath{pathList :: AndPath -> [Point]
pathList= q :: Point
q : _} ->
(((ActorId, Actor), Maybe TgtAndPath) -> Bool)
-> [((ActorId, Actor), Maybe TgtAndPath)] -> Bool
forall (t :: * -> *) a. Foldable t => (a -> Bool) -> t a -> Bool
any (\abt2 :: ((ActorId, Actor), Maybe TgtAndPath)
abt2@((aid2 :: ActorId
aid2, body2 :: Actor
body2), _) ->
ActorId
aid2 ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId
aid
Bool -> Bool -> Bool
&& Actor -> Point
bpos Actor
body2 Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== Point
q
Bool -> Bool -> Bool
&& ((ActorId, Actor), TgtAndPath)
-> ((ActorId, Actor), Maybe TgtAndPath) -> Bool
forall a a.
((a, Actor), TgtAndPath) -> ((a, Actor), Maybe TgtAndPath) -> Bool
notSwapReady ((ActorId, Actor), TgtAndPath)
abt ((ActorId, Actor), Maybe TgtAndPath)
abt2)
[((ActorId, Actor), Maybe TgtAndPath)]
oursTgtRaw
_ -> Bool
False
(oursTEnemyBlocked :: [((ActorId, Actor), TgtAndPath)]
oursTEnemyBlocked, oursTEnemy :: [((ActorId, Actor), TgtAndPath)]
oursTEnemy) =
(((ActorId, Actor), TgtAndPath) -> Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition ((ActorId, Actor), TgtAndPath) -> Bool
targetBlocked [((ActorId, Actor), TgtAndPath)]
oursTEnemyAll
(oursNoSupportRaw :: [((ActorId, Actor), TgtAndPath)]
oursNoSupportRaw, oursSupportRaw :: [((ActorId, Actor), TgtAndPath)]
oursSupportRaw) <-
if [((ActorId, Actor), TgtAndPath)] -> Int
forall a. [a] -> Int
length [((ActorId, Actor), TgtAndPath)]
oursTEnemy Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 2
then ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
-> m ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall (m :: * -> *) a. Monad m => a -> m a
return ([], [((ActorId, Actor), TgtAndPath)]
oursTEnemy)
else (((ActorId, Actor), TgtAndPath) -> m Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> m ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall (m :: * -> *) a.
Applicative m =>
(a -> m Bool) -> [a] -> m ([a], [a])
partitionM ((ActorId, Actor), TgtAndPath) -> m Bool
forall (m :: * -> *) b b.
MonadClient m =>
((ActorId, b), b) -> m Bool
actorNoSupport [((ActorId, Actor), TgtAndPath)]
oursTEnemy
let (oursNoSupport :: [((ActorId, Actor), TgtAndPath)]
oursNoSupport, oursSupport :: [((ActorId, Actor), TgtAndPath)]
oursSupport) =
if [((ActorId, Actor), TgtAndPath)] -> Int
forall a. [a] -> Int
length [((ActorId, Actor), TgtAndPath)]
oursSupportRaw Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 1
then ([], [((ActorId, Actor), TgtAndPath)]
oursTEnemy)
else ([((ActorId, Actor), TgtAndPath)]
oursNoSupportRaw, [((ActorId, Actor), TgtAndPath)]
oursSupportRaw)
(oursBlocked :: [((ActorId, Actor), TgtAndPath)]
oursBlocked, oursPos :: [((ActorId, Actor), TgtAndPath)]
oursPos) =
(((ActorId, Actor), TgtAndPath) -> Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall a. (a -> Bool) -> [a] -> ([a], [a])
partition ((ActorId, Actor), TgtAndPath) -> Bool
targetBlocked ([((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)]))
-> [((ActorId, Actor), TgtAndPath)]
-> ([((ActorId, Actor), TgtAndPath)],
[((ActorId, Actor), TgtAndPath)])
forall a b. (a -> b) -> a -> b
$ [((ActorId, Actor), TgtAndPath)]
oursRanged [((ActorId, Actor), TgtAndPath)]
-> [((ActorId, Actor), TgtAndPath)]
-> [((ActorId, Actor), TgtAndPath)]
forall a. [a] -> [a] -> [a]
++ [((ActorId, Actor), TgtAndPath)]
oursOther
overheadOurs :: ((ActorId, Actor), TgtAndPath) -> Int
overheadOurs :: ((ActorId, Actor), TgtAndPath) -> Int
overheadOurs ((aid :: ActorId
aid, _), TgtAndPath{tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Maybe AndPath
Nothing}) =
100 Int -> Int -> Int
forall a. Num a => a -> a -> a
+ if ActorId
aid ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId
oldAid then 1 else 0
overheadOurs
abt :: ((ActorId, Actor), TgtAndPath)
abt@( (aid :: ActorId
aid, b :: Actor
b)
, TgtAndPath{tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Just AndPath{pathLen :: AndPath -> Int
pathLen=Int
d,Point
pathGoal :: AndPath -> Point
pathGoal :: Point
pathGoal}} ) =
let maxSpread :: Int
maxSpread = 3 Int -> Int -> Int
forall a. Num a => a -> a -> a
+ [(ActorId, Actor)] -> Int
forall a. [a] -> Int
length [(ActorId, Actor)]
oursNotSleeping
lDist :: Point -> [Int]
lDist p :: Point
p = [ Point -> Point -> Int
chessDist (Actor -> Point
bpos Actor
b2) Point
p
| (aid2 :: ActorId
aid2, b2 :: Actor
b2) <- [(ActorId, Actor)]
oursNotSleeping, ActorId
aid2 ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
/= ActorId
aid]
pDist :: Point -> Int
pDist p :: Point
p = let ld :: [Int]
ld = Point -> [Int]
lDist Point
p
in Bool -> Int -> Int
forall a. HasCallStack => Bool -> a -> a
assert (Bool -> Bool
not (Bool -> Bool) -> Bool -> Bool
forall a b. (a -> b) -> a -> b
$ [Int] -> Bool
forall a. [a] -> Bool
null [Int]
ld) (Int -> Int) -> Int -> Int
forall a b. (a -> b) -> a -> b
$ [Int] -> Int
forall (t :: * -> *) a. (Foldable t, Ord a) => t a -> a
minimum [Int]
ld
aidDist :: Int
aidDist = Point -> Int
pDist (Actor -> Point
bpos Actor
b)
diffDist :: Int
diffDist = Point -> Int
pDist Point
pathGoal Int -> Int -> Int
forall a. Num a => a -> a -> a
- Int
aidDist
sign :: Int
sign = if Int
diffDist Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 0 then -1 else 1
formationValue :: Int
formationValue =
Int
sign Int -> Int -> Int
forall a. Num a => a -> a -> a
* (Int -> Int
forall a. Num a => a -> a
abs Int
diffDist Int -> Int -> Int
forall a. Ord a => a -> a -> a
`max` Int
maxSpread)
Int -> Int -> Int
forall a. Num a => a -> a -> a
* (Int
aidDist Int -> Int -> Int
forall a. Ord a => a -> a -> a
`max` Int
maxSpread) Int -> Int -> Int
forall a b. (Num a, Integral b) => a -> b -> a
^ (2 :: Int)
fightValue :: Int
fightValue | ((ActorId, Actor), TgtAndPath) -> Bool
forall a. ((a, Actor), TgtAndPath) -> Bool
targetTEnemy ((ActorId, Actor), TgtAndPath)
abt =
- Int64 -> Int
forall a. Enum a => a -> Int
fromEnum (Actor -> Int64
bhp Actor
b Int64 -> Int64 -> Int64
forall a. Integral a => a -> a -> a
`div` (10 Int64 -> Int64 -> Int64
forall a. Num a => a -> a -> a
* Int64
oneM))
| Bool
otherwise = 0
in Int
formationValue Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` 3 Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
fightValue
Int -> Int -> Int
forall a. Num a => a -> a -> a
+ (if ((ActorId, Actor), TgtAndPath) -> Bool
targetBlocked ((ActorId, Actor), TgtAndPath)
abt then 5 else 0)
Int -> Int -> Int
forall a. Num a => a -> a -> a
+ (case Int
d of
0 -> -400
1 -> -200
_ -> if Int
d Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
< 8 then Int
d Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` 4 else 2 Int -> Int -> Int
forall a. Num a => a -> a -> a
+ Int
d Int -> Int -> Int
forall a. Integral a => a -> a -> a
`div` 10)
Int -> Int -> Int
forall a. Num a => a -> a -> a
+ (if ActorId
aid ActorId -> ActorId -> Bool
forall a. Eq a => a -> a -> Bool
== ActorId
oldAid then 1 else 0)
positiveOverhead :: ((ActorId, Actor), TgtAndPath) -> Int
positiveOverhead sk :: ((ActorId, Actor), TgtAndPath)
sk =
let ov :: Int
ov = 200 Int -> Int -> Int
forall a. Num a => a -> a -> a
- ((ActorId, Actor), TgtAndPath) -> Int
overheadOurs ((ActorId, Actor), TgtAndPath)
sk
in if Int
ov Int -> Int -> Bool
forall a. Ord a => a -> a -> Bool
<= 0 then 1 else Int
ov
candidates :: [[((ActorId, Actor), TgtAndPath)]]
candidates = [ [((ActorId, Actor), TgtAndPath)]
oursVulnerable
, [((ActorId, Actor), TgtAndPath)]
oursSupport
, [((ActorId, Actor), TgtAndPath)]
oursNoSupport
, [((ActorId, Actor), TgtAndPath)]
oursPos
, [((ActorId, Actor), TgtAndPath)]
oursFled
, [((ActorId, Actor), TgtAndPath)]
oursMeleeing [((ActorId, Actor), TgtAndPath)]
-> [((ActorId, Actor), TgtAndPath)]
-> [((ActorId, Actor), TgtAndPath)]
forall a. [a] -> [a] -> [a]
++ [((ActorId, Actor), TgtAndPath)]
oursTEnemyBlocked
, [((ActorId, Actor), TgtAndPath)]
oursHearing
, [((ActorId, Actor), TgtAndPath)]
oursBlocked
]
case ([((ActorId, Actor), TgtAndPath)] -> Bool)
-> [[((ActorId, Actor), TgtAndPath)]]
-> [[((ActorId, Actor), TgtAndPath)]]
forall a. (a -> Bool) -> [a] -> [a]
filter (Bool -> Bool
not (Bool -> Bool)
-> ([((ActorId, Actor), TgtAndPath)] -> Bool)
-> [((ActorId, Actor), TgtAndPath)]
-> Bool
forall b c a. (b -> c) -> (a -> b) -> a -> c
. [((ActorId, Actor), TgtAndPath)] -> Bool
forall a. [a] -> Bool
null) [[((ActorId, Actor), TgtAndPath)]]
candidates of
l :: [((ActorId, Actor), TgtAndPath)]
l : _ -> do
let freq :: Frequency ((ActorId, Actor), TgtAndPath)
freq = Text
-> [(Int, ((ActorId, Actor), TgtAndPath))]
-> Frequency ((ActorId, Actor), TgtAndPath)
forall a. Text -> [(Int, a)] -> Frequency a
toFreq "candidates for AI leader"
([(Int, ((ActorId, Actor), TgtAndPath))]
-> Frequency ((ActorId, Actor), TgtAndPath))
-> [(Int, ((ActorId, Actor), TgtAndPath))]
-> Frequency ((ActorId, Actor), TgtAndPath)
forall a b. (a -> b) -> a -> b
$ (((ActorId, Actor), TgtAndPath)
-> (Int, ((ActorId, Actor), TgtAndPath)))
-> [((ActorId, Actor), TgtAndPath)]
-> [(Int, ((ActorId, Actor), TgtAndPath))]
forall a b. (a -> b) -> [a] -> [b]
map (((ActorId, Actor), TgtAndPath) -> Int
positiveOverhead (((ActorId, Actor), TgtAndPath) -> Int)
-> (((ActorId, Actor), TgtAndPath)
-> ((ActorId, Actor), TgtAndPath))
-> ((ActorId, Actor), TgtAndPath)
-> (Int, ((ActorId, Actor), TgtAndPath))
forall (a :: * -> * -> *) b c c'.
Arrow a =>
a b c -> a b c' -> a b (c, c')
&&& ((ActorId, Actor), TgtAndPath) -> ((ActorId, Actor), TgtAndPath)
forall a. a -> a
id) [((ActorId, Actor), TgtAndPath)]
l
((aid :: ActorId
aid, b :: Actor
b), _) <- Rnd ((ActorId, Actor), TgtAndPath)
-> m ((ActorId, Actor), TgtAndPath)
forall (m :: * -> *) a. MonadClient m => Rnd a -> m a
rndToAction (Rnd ((ActorId, Actor), TgtAndPath)
-> m ((ActorId, Actor), TgtAndPath))
-> Rnd ((ActorId, Actor), TgtAndPath)
-> m ((ActorId, Actor), TgtAndPath)
forall a b. (a -> b) -> a -> b
$ Frequency ((ActorId, Actor), TgtAndPath)
-> Rnd ((ActorId, Actor), TgtAndPath)
forall a. Show a => Frequency a -> Rnd a
frequency Frequency ((ActorId, Actor), TgtAndPath)
freq
State
s <- m State
forall (m :: * -> *). MonadStateRead m => m State
getState
(StateClient -> StateClient) -> m ()
forall (m :: * -> *).
MonadClient m =>
(StateClient -> StateClient) -> m ()
modifyClient ((StateClient -> StateClient) -> m ())
-> (StateClient -> StateClient) -> m ()
forall a b. (a -> b) -> a -> b
$ ActorId -> State -> StateClient -> StateClient
updateLeader ActorId
aid State
s
Bool
condInMelee <- LevelId -> m Bool
forall (m :: * -> *). MonadClient m => LevelId -> m Bool
condInMeleeM (LevelId -> m Bool) -> LevelId -> m Bool
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
b
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
when (Player -> Tactic
ftactic (Faction -> Player
gplayer Faction
fact)
Tactic -> [Tactic] -> Bool
forall (t :: * -> *) a. (Foldable t, Eq a) => a -> t a -> Bool
`elem` [Tactic
Ability.TFollow, Tactic
Ability.TFollowNoItems]
Bool -> Bool -> Bool
&& Bool -> Bool
not Bool
condInMelee) (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$
m (Maybe TgtAndPath) -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m (Maybe TgtAndPath) -> m ()) -> m (Maybe TgtAndPath) -> m ()
forall a b. (a -> b) -> a -> b
$ (ActorId, Actor) -> m (Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m (Maybe TgtAndPath)
refreshTarget (ActorId
aid, Actor
b)
ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
aid
_ -> ActorId -> m ActorId
forall (m :: * -> *) a. Monad m => a -> m a
return ActorId
oldAid
setTargetFromTactics :: MonadClient m => ActorId -> m ()
{-# INLINE setTargetFromTactics #-}
setTargetFromTactics :: ActorId -> m ()
setTargetFromTactics oldAid :: ActorId
oldAid = do
Maybe ActorId
mleader <- (StateClient -> Maybe ActorId) -> m (Maybe ActorId)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient StateClient -> Maybe ActorId
sleader
let !_A :: ()
_A = Bool -> () -> ()
forall a. HasCallStack => Bool -> a -> a
assert (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
oldAid) ()
Actor
oldBody <- (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
oldAid
Maybe TgtAndPath
moldTgt <- (StateClient -> Maybe TgtAndPath) -> m (Maybe TgtAndPath)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient ((StateClient -> Maybe TgtAndPath) -> m (Maybe TgtAndPath))
-> (StateClient -> Maybe TgtAndPath) -> m (Maybe TgtAndPath)
forall a b. (a -> b) -> a -> b
$ ActorId -> EnumMap ActorId TgtAndPath -> Maybe TgtAndPath
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
oldAid (EnumMap ActorId TgtAndPath -> Maybe TgtAndPath)
-> (StateClient -> EnumMap ActorId TgtAndPath)
-> StateClient
-> Maybe TgtAndPath
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateClient -> EnumMap ActorId TgtAndPath
stargetD
Bool
condInMelee <- LevelId -> m Bool
forall (m :: * -> *). MonadClient m => LevelId -> m Bool
condInMeleeM (LevelId -> m Bool) -> LevelId -> m Bool
forall a b. (a -> b) -> a -> b
$ Actor -> LevelId
blid Actor
oldBody
let side :: FactionId
side = Actor -> FactionId
bfid Actor
oldBody
arena :: LevelId
arena = Actor -> LevelId
blid Actor
oldBody
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
side) (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 explore :: m ()
explore = m (Maybe TgtAndPath) -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m (Maybe TgtAndPath) -> m ()) -> m (Maybe TgtAndPath) -> m ()
forall a b. (a -> b) -> a -> b
$ (ActorId, Actor) -> m (Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m (Maybe TgtAndPath)
refreshTarget (ActorId
oldAid, Actor
oldBody)
setPath :: Maybe TgtAndPath -> m Bool
setPath mtgt :: Maybe TgtAndPath
mtgt = case (Maybe TgtAndPath
mtgt, Maybe TgtAndPath
moldTgt) of
(Nothing, _) -> Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
( Just TgtAndPath{tapTgt :: TgtAndPath -> Target
tapTgt=Target
leaderTapTgt},
Just TgtAndPath{tapTgt :: TgtAndPath -> Target
tapTgt=Target
oldTapTgt,tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Just oldTapPath :: AndPath
oldTapPath} )
| Target
leaderTapTgt Target -> Target -> Bool
forall a. Eq a => a -> a -> Bool
== Target
oldTapTgt
Bool -> Bool -> Bool
&& Actor -> Point
bpos Actor
oldBody Point -> Point -> Bool
forall a. Eq a => a -> a -> Bool
== AndPath -> Point
pathSource AndPath
oldTapPath -> do
m (Maybe TgtAndPath) -> m ()
forall (f :: * -> *) a. Functor f => f a -> f ()
void (m (Maybe TgtAndPath) -> m ()) -> m (Maybe TgtAndPath) -> m ()
forall a b. (a -> b) -> a -> b
$ (ActorId, Actor) -> m (Maybe TgtAndPath)
forall (m :: * -> *).
MonadClient m =>
(ActorId, Actor) -> m (Maybe TgtAndPath)
refreshTarget (ActorId
oldAid, Actor
oldBody)
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
True
(Just TgtAndPath{tapTgt :: TgtAndPath -> Target
tapTgt=Target
leaderTapTgt}, _) -> do
TgtAndPath
tap <- ActorId -> Target -> m TgtAndPath
forall (m :: * -> *).
MonadClient m =>
ActorId -> Target -> m TgtAndPath
createPath ActorId
oldAid Target
leaderTapTgt
case TgtAndPath
tap of
TgtAndPath{tapPath :: TgtAndPath -> Maybe AndPath
tapPath=Maybe AndPath
Nothing} -> Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
False
_ -> do
(StateClient -> StateClient) -> m ()
forall (m :: * -> *).
MonadClient m =>
(StateClient -> StateClient) -> m ()
modifyClient ((StateClient -> StateClient) -> m ())
-> (StateClient -> StateClient) -> m ()
forall a b. (a -> b) -> a -> b
$ \cli :: StateClient
cli ->
StateClient
cli {stargetD :: EnumMap ActorId TgtAndPath
stargetD = ActorId
-> TgtAndPath
-> EnumMap ActorId TgtAndPath
-> EnumMap ActorId TgtAndPath
forall k a. Enum k => k -> a -> EnumMap k a -> EnumMap k a
EM.insert ActorId
oldAid TgtAndPath
tap (StateClient -> EnumMap ActorId TgtAndPath
stargetD StateClient
cli)}
Bool -> m Bool
forall (m :: * -> *) a. Monad m => a -> m a
return Bool
True
follow :: m ()
follow = case Maybe ActorId
mleader of
Nothing -> m ()
explore
_ | Actor -> Watchfulness
bwatch Actor
oldBody Watchfulness -> Watchfulness -> Bool
forall a. Eq a => a -> a -> Bool
== Watchfulness
WSleep ->
m ()
explore
Just leader :: ActorId
leader -> do
Bool
onLevel <- (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 -> LevelId -> State -> Bool
memActor ActorId
leader LevelId
arena
if Bool -> Bool
not Bool
onLevel Bool -> Bool -> Bool
|| Bool
condInMelee then m ()
explore
else do
Maybe TgtAndPath
mtgt <- (StateClient -> Maybe TgtAndPath) -> m (Maybe TgtAndPath)
forall (m :: * -> *) a.
MonadClientRead m =>
(StateClient -> a) -> m a
getsClient ((StateClient -> Maybe TgtAndPath) -> m (Maybe TgtAndPath))
-> (StateClient -> Maybe TgtAndPath) -> m (Maybe TgtAndPath)
forall a b. (a -> b) -> a -> b
$ ActorId -> EnumMap ActorId TgtAndPath -> Maybe TgtAndPath
forall k a. Enum k => k -> EnumMap k a -> Maybe a
EM.lookup ActorId
leader (EnumMap ActorId TgtAndPath -> Maybe TgtAndPath)
-> (StateClient -> EnumMap ActorId TgtAndPath)
-> StateClient
-> Maybe TgtAndPath
forall b c a. (b -> c) -> (a -> b) -> a -> c
. StateClient -> EnumMap ActorId TgtAndPath
stargetD
Bool
tgtPathSet <- Maybe TgtAndPath -> m Bool
setPath Maybe TgtAndPath
mtgt
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
tgtPathSet (m () -> m ()) -> m () -> m ()
forall a b. (a -> b) -> a -> b
$ do
let nonEnemyPath :: Maybe TgtAndPath
nonEnemyPath = TgtAndPath -> Maybe TgtAndPath
forall a. a -> Maybe a
Just $WTgtAndPath :: Target -> Maybe AndPath -> TgtAndPath
TgtAndPath { tapTgt :: Target
tapTgt = ActorId -> Target
TNonEnemy ActorId
leader
, tapPath :: Maybe AndPath
tapPath = Maybe AndPath
forall a. Maybe a
Nothing }
Bool
nonEnemyPathSet <- Maybe TgtAndPath -> m Bool
setPath Maybe TgtAndPath
nonEnemyPath
Bool -> m () -> m ()
forall (f :: * -> *). Applicative f => Bool -> f () -> f ()
unless Bool
nonEnemyPathSet
m ()
explore
case Player -> Tactic
ftactic (Player -> Tactic) -> Player -> Tactic
forall a b. (a -> b) -> a -> b
$ Faction -> Player
gplayer Faction
fact of
Ability.TExplore -> m ()
explore
Ability.TFollow -> m ()
follow
Ability.TFollowNoItems -> m ()
follow
Ability.TMeleeAndRanged -> m ()
explore
Ability.TMeleeAdjacent -> m ()
explore
Ability.TBlock -> () -> m ()
forall (m :: * -> *) a. Monad m => a -> m a
return ()
Ability.TRoam -> m ()
explore
Ability.TPatrol -> m ()
explore