Files
loop/src/Dodge/Item/Info.hs
T
2023-12-26 21:45:59 +00:00

287 lines
15 KiB
Haskell

module Dodge.Item.Info where
import Data.Char
import qualified Data.Map.Strict as M
import Dodge.Data.Item
import Dodge.Module.Info
import LensHelp
import StringHelp
itemInfo :: Item -> String
itemInfo itm =
itmBaseInfo itm ++ " " ++ itmUsageInfo itm
++ itmSpaceInfo itm
++ itmModuleInfo (itm ^. itType . iyModules)
itmSpaceInfo :: Item -> String
itmSpaceInfo itm = case ceiling $ _itInvSize itm of
1 -> " It takes up one inventory slot. "
x -> " It takes up " ++ showInt x ++ " inventory slots. "
itmBaseInfo :: Item -> String
itmBaseInfo itm = case itm ^. itType . iyBase of
HELD hit -> heldInfo hit
LEFT lit -> leftInfo lit
EQUIP eit -> equipInfo eit
CONSUMABLE cit -> consumableInfo cit
CRAFT fit -> craftInfo fit
_ -> "THIS SHOULD NOT BE DISPLAYED"
showInt :: Int -> String
showInt i = case i of
0 -> "zero"
1 -> "one"
2 -> "two"
3 -> "three"
4 -> "four"
5 -> "five"
6 -> "six"
7 -> "seven"
8 -> "eight"
9 -> "nine"
10 -> "ten"
11 -> "eleven"
12 -> "a dozen"
_ -> "more than a dozen"
showIntKMG :: Int -> String
showIntKMG x
| x < 1000 = show x
| x < 1000000 = show (x `div` 1000) ++ "K"
| x < 1000000000 = show (x `div` 1000000) ++ "M"
| otherwise = show (x `div` 1000000000) ++ "G"
showIntKMG' :: Int -> String
showIntKMG' x
| x < 1000 = show x
| x < 1000000 = take 3 (show ((fromIntegral x :: Float) / 1000)) ++ "K"
| x < 1000000000 = take 3 (show ((fromIntegral x :: Float) / 1000000)) ++ "M"
| otherwise = take 3 (show ((fromIntegral x :: Float) / 1000000000)) ++ "G"
heldInfo :: HeldItemType -> String
heldInfo hit = case hit of
BANGSTICK 1 -> "A firearm with a short barrel that requires reloading after each shot."
BANGSTICK i -> over _head toUpper (showInt i) ++ " small gun barrels strapped together. Each barrel must be individually loaded, but not all need be loaded for the weapon to fire. All loaded barrels discharge simultaneously, with significant spread."
PISTOL -> "A small firearm fed by a magazine. The entire magazine must be replaced when reloading the weapon."
REVOLVER -> "A small firearm fed by a revolving cylinder. Single shot and load."
REVOLVERX i -> "A small firearm fed by " ++ showInt i ++ "revolving cylinders."
MACHINEPISTOL -> "A small firearm automatically, and extremely rapidly, fed by a magazine. The entire magazine must be replaced when reloading the weapon."
AUTOPISTOL -> "A small firearm automatically fed by a magazine. The entire magazine must be replaced when reloading the weapon."
SMG -> "A small firearm with an attached stock for stability."
BANGCONE -> "A container for debris. Exposive action propels the debris away from the user. Quite unweildy."
BLUNDERBUSS -> "A container for debris on the end of a stick. Explosive action propels the debris away from the user."
GRAPECANNON 1 -> "A large container for debris on the end of a stick. Explosive action propels the debris away from the user."
GRAPECANNON i -> "An " ++ replicate (i -1) 'X' ++ "L container for debris on the end of a stick. Explosive action propels the debris away from the user."
MINIGUNX i -> over _head toUpper (showInt i) ++ " gun barrels that revolve rapidly around a central stick. Requires considerable time to warm up, but has an extremely rapid rate of fire. It is also extremely difficult to stabilise."
VOLLEYGUN i -> over _head toUpper (showInt i) ++ " gun barrels lined up to be roughly parallel. Each barrel must be individually loaded, but not all need be loaded for the weapon to fire. All loaded barrels discharge simultaneously."
RIFLE -> "A firearm with a mid length barrel that requires reloading after each shot."
REPEATER -> "A firearm fed by a magazine. The entire magazine must be replaced when reloading the weapon."
AUTORIFLE -> "A firearm automatically fed by a magazine. The entire magazine must be replaced when reloading the weapon."
BURSTRIFLE -> "A firearm that rapidly fires three projectiles from its magazine. The entire magazine must be replaced when reloading the weapon."
BANGROD -> "A firearm with a long barrel that requires reloading after each shot."
ELEPHANTGUN -> "A firearm with a long barrel that requires reloading after each shot. Its stopping power is only nominal."
AMR -> "An antimateriel rifle, designed to disable military equipment. Its long barrel is fed by a magazine that must be replaced when reloading the weapon."
AUTOAMR -> "An automatic antimateriel rifle, designed to disable military equipment. Its long barrel is fed by a magazine that must be replaced when reloading the weapon."
SNIPERRIFLE -> "A firearm designed with long range capability in mind. Its long barrel requires reloading after each shot."
MACHINEGUN -> "A heavy firearm whose rate of fire increases during a barrage."
FLAMESPITTER -> "A weapon that globs out burning fuel."
FLAMETHROWER -> "A weapon that squirts out burning fuel."
FLAMETORRENT -> "A weapon that streams out burning fuel in a torrent."
FLAMEWALL -> "A weapon that squirts out burning fuel all around the user."
BLOWTORCH -> "A weapon that produces a concentrated flame."
SPARKGUN -> "A weapon that produces an arc of electricity. The arc will attempt to discharge at a nearby object."
TESLAGUN -> "A weapon that discharges a sustained arc of electricity. The arc will attempt to discharge at a nearby object."
LASGUN -> "A weapon that continuously emits photons in a narrow beam."
LASCIRCLE -> "A extensive configuration of prisms and mirrors that produces multiple laser beams around its user."
DUALBEAM -> "A weapon that emits two beams that converge at a selectable point in front of the user."
LASWIDE _ -> "A weapon that continuously emits photons in a narrow beam. The beam expands as the weapon heats up."
TRACTORGUN -> "An item that produces a beam of gravitons."
LAUNCHER -> "A large tube that can launch self propelled projectiles. Moving the tube after launch will cause the projectile to spin."
LAUNCHERX i -> over _head toUpper (showInt i) ++ " tubes that can launch self propelled projectiles. Tubes that do not face forward launch their projecitles at an angle."
REMOTELAUNCHER -> "A large tube that can launch self propelled projectiles. Contains a transmitter allowing for remote control of launched projectiles."
POISONSPRAYER -> "A weapon that releases noxious gases."
DRONELAUNCHER -> "A device for launching drones."
SHATTERGUN -> "A seismic device that shatters hard items in its line of fire."
FORCEFIELDGUN -> "A device that produces a durable forcefield."
HELDDETECTOR d -> "A device that detects " ++ detectorInfo d ++ " in an expanding radius."
TORCH -> "A stick with a light on the end."
FLATSHIELD -> "A panel of metal that blocks unwanted objects from the front of the user."
KEYCARD i -> "A keycard. It is labelled " ++ show i ++ "."
leftInfo :: LeftItemType -> String
leftInfo lit = case lit of
BOOSTER -> "A device that allows travel at speed."
STOPWATCH -> "A device that temporarily pauses time."
REWINDWATCH -> "A device that rewinds time a short amount."
SCROLLWATCH -> "A device that can be used to scroll through recent events."
BLINKER -> "A device that allows local teleportation."
BLINKERUNSAFE -> "A device that allows local teleportation. Potentially hazardous around walls."
SHRINKER -> "A device that shrinks the user."
SPAWNER -> "A device that spawns creatures."
equipInfo :: EquipItemType -> String
equipInfo eit = case eit of
MAGSHIELD -> "A device designed to repulse nearby metallic objects."
FLAMESHIELD -> "A device designed to repulse nearby flames."
FRONTARMOUR -> "A device designed to shield from the front."
WRISTARMOUR -> "A device that projects a forcefield."
INVISIBILITYEQUIPMENT _ -> "A device that bends light around its user."
BRAINHAT -> "An iq enhancer. Useless."
HAT -> "A hat."
TARGETINGHAT tt -> "Headwear that " ++ targetingInfo tt
HEADLAMP -> "A torch strapped to a hat."
POWERLEGS -> "Strength enhancing legs."
SPEEDLEGS -> "Speed enhancing legs."
JUMPLEGS -> "Jump enhancing legs."
JETPACK -> "A device enabling flight."
FUELPACK -> "A liquid container with attached hose."
BULLETBELTPACK -> "A container holding a long belt of bullets."
BULLETBELTBRACER -> "A container holding a long belt of bullets."
BATTERYPACK -> "A collection of batteries with a universal adapter."
AUTODETECTOR d -> "A device that detects " ++ detectorInfo d ++ " in an expanding radius. Pulses automatically. "
targetingInfo :: TargetType -> String
targetingInfo tt = case tt of
TargetLaser -> "creates a laser, the end of which becomes the target."
TargetRBPress -> "creates a fixed target."
TargetRBLine -> "creates a line target."
TargetRBCreature -> "targets a creature."
TargetCursor -> "creates a moving target."
consumableInfo :: ConsumableItemType -> String
consumableInfo cit = case cit of
MEDKIT _ -> "A self-use healing kit."
EXPLOSIVES -> "Explosives."
craftInfo :: CraftType -> String
craftInfo fit = case fit of
PIPE -> "A rigid cylinder."
TUBE -> "A wide rigid cylinder."
HARDWARE -> "A collection of equipment and devices useful for general construction."
SPRING -> "An object that exerts an opposing force when compressed or stretched."
HOSE -> "A flexible cylinder."
TAPE -> "A strip of material with an adhesive side."
CAN -> "A small metal cylindrical container."
TIN -> "A small metal continer."
STEELDRUM -> "A metal cylindrical container."
PLANK -> "A sturdy piece of wood."
GLASSSHARD -> "A broken piece of glass."
SCRAPMETAL -> "A broken piece of metal."
PUMP -> "A device that can create pressure."
MOTOR -> "A device that can create rotational force."
TRANSFORMER -> "A device that can step up or down voltage and current."
PRISM -> "An object that refracts light."
THERMOMETER -> "An object that measures temperature."
LIGHTER -> "A device that can create a small flame."
MAGNET -> "A device that attracts according to its dipoles."
ANTIMATTER -> "A collection of material with inverse quantum values."
PLATE -> "A flat rigid sheet."
TRANSMITTER -> "A device that can emit radio signals."
MICROCHIP -> "A miniturized collection of electronic circuits."
HARDDRIVE -> "A device designed to store data when unpowered."
RAM -> "A device that can store data when powered."
AIUNIT -> "A general purpose artificial intelligence unit."
CAMERA -> "A device designed to capture light signals."
MINIDISPLAY -> "A device designed to display pictures."
LED -> "A light emitting diode."
NAILBOX -> "A box of wood fastenings."
IRONBAR -> "A rigid piece of metal."
LIGHTSENSOR -> "A device that detects photons."
HEATSENSOR -> "An object that detects temperature."
SOUNDSENSOR -> "A device that detects air vibration."
MICROPHONE -> "A device that measures air vibration."
CREATURESENSOR -> "A device for detecting living beings."
WIRE -> "A small thin object that conducts electricity."
BATTERY -> "A store of electical potential energy."
FUELCELL -> "A devices that converts chemical energy into electricity."
PORTABLEFUSION -> "A miniature nuclear reactor."
GASINJECTOR -> "A device that can inject small quantities of gas into objects."
ENERGYBALLCRAFT ebt -> "A device that can create " ++ addIndefiniteArticle (displayEnergyBallType ebt) ++ " effect."
FRAGMODULE -> "A device that converts projectiles into fragmentation projectiles."
FLASHMODULE -> "A device that converts projectiles into flashbang projectiles."
BULBODYCRAFT be -> "A device that converts bullets into " ++ displayBulletBody be ++ " projectiles."
TELEPORTMODULE -> "A device that allows for near-instant translocation across space."
TIMEMODULE -> "A device that can affect temporality."
SIZEMODULE -> "A device that can affect physical size."
GRAVITYMODULE -> "A device that can affect gravitational fields."
TARGETMODULE _ -> "A targeting module."
FLAKCRAFT -> "Creates flak bullets."
FRAGCRAFT -> "Creates fragmentation bullets."
detectorInfo :: Detector -> String
detectorInfo d = case d of
ITEMDETECTOR -> "items"
CREATUREDETECTOR -> "creatures"
WALLDETECTOR -> "walls"
itmUsageInfo :: Item -> String
itmUsageInfo itm = case itm ^. itType . iyBase of
HELD _ -> heldPositionInfo itm
LEFT _ ->
"This item can be equipped" ++ itmEquipSiteInfo itm
++ ". When equipped, it can be activated."
EQUIP _ -> "This item can be equipped " ++ itmEquipSiteInfo itm ++ "."
CONSUMABLE _ -> "This item can be consumed."
CRAFT _ -> ""
_ -> "THIS SHOULD NOT BE DISPLAYED"
heldPositionInfo :: Item -> String
heldPositionInfo = maybe undefined aimStanceInfo . (^? itUse . heldAim . aimStance)
aimStanceInfo :: AimStance -> String
aimStanceInfo as = case as of
TwoHandUnder -> "It is held in two hands and tucked under the shoulder."
TwoHandOver -> "It is held in two hands and over the shoulder."
TwoHandFlat -> "It is held in two hands at its sides."
OneHand -> "It is held in one hand."
-- LeaveHolstered -> "It is to be left holstered."
itmEquipSiteInfo :: Item -> String
itmEquipSiteInfo = maybe "" equipSiteInfo . (^? itUse . equipEffect . eeSite)
equipSiteInfo :: EquipSite -> String
equipSiteInfo es = case es of
GoesOnHead -> " on the head"
GoesOnChest -> " on the chest"
GoesOnBack -> " on the back"
GoesOnWrist -> " on a wrist"
GoesOnLegs -> " on both legs"
itmModuleInfo :: M.Map ModuleSlot ItemModuleType -> String
itmModuleInfo m
| m == mempty = ""
| otherwise = mms ++ ems
where
(mademods, emptymods) = M.partition (/= EMPTYMODULE) m
mms
| mademods == mempty = ""
| otherwise =
" Modifications have been made "
++ makeCommaList (map moduleInfo $ M.keys mademods)
ems
| emptymods == mempty = ""
| otherwise =
" Modifications can be made "
++ makeCommaList (map moduleInfo $ M.keys emptymods)
makeCommaList :: [String] -> String
makeCommaList [] = ""
makeCommaList [x] = x ++ "."
makeCommaList [x, y] = x ++ " and " ++ y ++ "."
makeCommaList (x : xs) = x ++ ", " ++ makeCommaList xs
moduleInfo :: ModuleSlot -> String
moduleInfo imt = case imt of
ModBulletCollision -> "to affect how fired bullets collide with objects"
ModBulletPayload -> "to bullet payloads"
ModRifleMag -> "to the magazine"
ModAutoMag -> "to the magazine"
ModTarget -> "to add a targeting system or scope"
ModBulletTrajectory -> "to utilize any installed targeting system to affect the trajectory of fired bullets"
ModLauncherHoming -> "to add a homing system"
ModBattery -> "to its battery system"
ModTeleport -> "to add a teleporation system"
ModDualBeam -> "to the dual beams"
ModHeldAttach -> "to add an attachment that may have any number of effects"