{-# LANGUAGE ViewPatterns #-}
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module Xanthous.App (makeApp) where
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import Xanthous.Prelude
import Brick hiding (App, halt, continue, raw)
import qualified Brick
import Brick.Widgets.Edit (handleEditorEvent)
import Graphics.Vty.Attributes (defAttr)
import Graphics.Vty.Input.Events (Event(EvKey), Key(..))
import Control.Monad.State (get, MonadState)
import Control.Monad.Random (MonadRandom)
import Control.Monad.State.Class (modify)
import Data.Aeson (object, ToJSON)
import qualified Data.Aeson as A
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import Xanthous.Command
import Xanthous.Data
( move
, Dimensions'(Dimensions)
, positioned
, Position
)
import Xanthous.Data.EntityMap (EntityMap)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Game
import Xanthous.Game.Draw (drawGame)
import Xanthous.Game.Prompt
import Xanthous.Monad
import Xanthous.Resource (Name)
import Xanthous.Messages (message)
import Xanthous.Util.Inflection (toSentence)
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import qualified Xanthous.Entities.Character as Character
import Xanthous.Entities.Character (characterName)
import Xanthous.Entities
import Xanthous.Entities.Item (Item)
import Xanthous.Entities.Creature (Creature)
import qualified Xanthous.Entities.Creature as Creature
import Xanthous.Entities.Environment (Door, open, locked)
import Xanthous.Entities.Character
import Xanthous.Generators
import qualified Xanthous.Generators.CaveAutomata as CaveAutomata
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type App = Brick.App GameState () Name
makeApp :: IO App
makeApp = pure $ Brick.App
{ appDraw = drawGame
, appChooseCursor = const headMay
, appHandleEvent = \game event -> runAppM (handleEvent event) game
, appStartEvent = runAppM $ startEvent >> get
, appAttrMap = const $ attrMap defAttr []
}
runAppM :: AppM a -> GameState -> EventM Name a
runAppM appm = fmap fst . runAppT appm
-- testGormlak :: Creature
-- testGormlak =
-- let Just (Creature gormlak) = raw "gormlak"
-- in Creature.newWithType gormlak
startEvent :: AppM ()
startEvent = do
initLevel
modify updateCharacterVision
prompt_ @'StringPrompt ["character", "namePrompt"] Uncancellable
$ \(StringResult s) -> do
character . characterName ?= s
say ["welcome"] =<< use character
initLevel :: AppM ()
initLevel = do
level <-
generateLevel SCaveAutomata CaveAutomata.defaultParams
$ Dimensions 80 80
entities <>= (SomeEntity <$> level ^. levelWalls)
entities <>= (SomeEntity <$> level ^. levelItems)
entities <>= (SomeEntity <$> level ^. levelCreatures)
characterPosition .= level ^. levelCharacterPosition
--------------------------------------------------------------------------------
stepGame :: AppM ()
stepGame = do
ents <- uses entities EntityMap.toEIDsAndPositioned
for_ ents $ \(eid, pEntity) -> do
pEntity' <- step pEntity
entities . ix eid .= pEntity'
--------------------------------------------------------------------------------
handleEvent :: BrickEvent Name () -> AppM (Next GameState)
handleEvent ev = use promptState >>= \case
NoPrompt -> handleNoPromptEvent ev
WaitingPrompt msg pr -> handlePromptEvent msg pr ev
handleNoPromptEvent :: BrickEvent Name () -> AppM (Next GameState)
handleNoPromptEvent (VtyEvent (EvKey k mods))
| Just command <- commandFromKey k mods
= do messageHistory %= hideMessage
handleCommand command
handleNoPromptEvent _ = continue
handleCommand :: Command -> AppM (Next GameState)
handleCommand Quit = halt
handleCommand (Move dir) = do
newPos <- uses characterPosition $ move dir
collisionAt newPos >>= \case
Nothing -> do
characterPosition .= newPos
describeEntitiesAt newPos
modify updateCharacterVision
stepGame
Just Combat -> attackAt newPos
Just Stop -> pure ()
continue
handleCommand PickUp = do
pos <- use characterPosition
items <- uses entities $ entitiesAtPositionWithType @Item pos
case items of
[] -> say_ ["items", "nothingToPickUp"]
[(itemID, item)] -> do
character %= Character.pickUpItem item
entities . at itemID .= Nothing
say ["items", "pickUp"] $ object [ "item" A..= item ]
stepGame
_ -> undefined
continue
handleCommand PreviousMessage = do
messageHistory %= popMessage
continue
handleCommand Open = do
prompt_ @'DirectionPrompt ["open", "prompt"] Cancellable
$ \(DirectionResult dir) -> do
pos <- move dir <$> use characterPosition
doors <- uses entities $ entitiesAtPositionWithType @Door pos
if | null doors -> say_ ["open", "nothingToOpen"]
| any (view $ _2 . locked) doors -> say_ ["open", "locked"]
| otherwise -> do
for_ doors $ \(eid, _) ->
entities . ix eid . positioned . _SomeEntity . open .= True
say_ ["open", "success"]
pure ()
stepGame
continue
handleCommand Wait = stepGame >> continue
handlePromptEvent
:: Text -- ^ Prompt message
-> Prompt AppM
-> BrickEvent Name ()
-> AppM (Next GameState)
handlePromptEvent _ (Prompt Cancellable _ _ _) (VtyEvent (EvKey KEsc [])) = do
promptState .= NoPrompt
continue
handlePromptEvent _ pr (VtyEvent (EvKey KEnter [])) = do
submitPrompt pr
promptState .= NoPrompt
continue
handlePromptEvent
msg
(Prompt c SStringPrompt (StringPromptState edit) cb)
(VtyEvent ev)
= do
edit' <- lift $ handleEditorEvent ev edit
let prompt' = Prompt c SStringPrompt (StringPromptState edit') cb
promptState .= WaitingPrompt msg prompt'
continue
handlePromptEvent _ (Prompt _ SDirectionPrompt _ cb)
(VtyEvent (EvKey (KChar (directionFromChar -> Just dir)) []))
= do
cb $ DirectionResult dir
promptState .= NoPrompt
continue
handlePromptEvent _ (Prompt _ SDirectionPrompt _ _) _ = continue
handlePromptEvent _ _ _ = undefined
prompt
:: forall (pt :: PromptType) (params :: Type).
(ToJSON params, SingPromptType pt)
=> [Text] -- ^ Message key
-> params -- ^ Message params
-> PromptCancellable
-> (PromptResult pt -> AppM ()) -- ^ Prompt promise handler
-> AppM ()
prompt msgPath params cancellable cb = do
let pt = singPromptType @pt
msg <- message msgPath params
let p = mkPrompt cancellable pt cb
promptState .= WaitingPrompt msg p
prompt_
:: forall (pt :: PromptType) .
(SingPromptType pt)
=> [Text] -- ^ Message key
-> PromptCancellable
-> (PromptResult pt -> AppM ()) -- ^ Prompt promise handler
-> AppM ()
prompt_ msg = prompt msg $ object []
--------------------------------------------------------------------------------
entitiesAtPositionWithType
:: forall a. (Entity a, Typeable a)
=> Position
-> EntityMap SomeEntity
-> [(EntityMap.EntityID, a)]
entitiesAtPositionWithType pos em =
let someEnts = EntityMap.atPositionWithIDs pos em
in flip foldMap someEnts $ \(eid, view positioned -> se) ->
case downcastEntity @a se of
Just e -> [(eid, e)]
Nothing -> []
describeEntitiesAt :: (MonadState GameState m, MonadRandom m) => Position -> m ()
describeEntitiesAt pos =
use ( entities
. EntityMap.atPosition pos
. to (filter (not . entityIs @Character))
) >>= \case
Empty -> pure ()
ents ->
let descriptions = description <$> ents
in say ["entities", "description"] $ object
["entityDescriptions" A..= toSentence descriptions]
attackAt :: Position -> AppM ()
attackAt pos =
uses entities (entitiesAtPositionWithType @Creature pos) >>= \case
Empty -> say_ ["combat", "nothingToAttack"]
(creature :< Empty) -> attackCreature creature
creatures -> undefined
where
attackCreature (creatureID, creature) = do
charDamage <- use $ character . characterDamage
let creature' = Creature.damage charDamage creature
msgParams = object ["creature" A..= creature']
if Creature.isDead creature'
then do
say ["combat", "killed"] msgParams
entities . at creatureID .= Nothing
else do
say ["combat", "hit"] msgParams
entities . ix creatureID . positioned .= SomeEntity creature'
stepGame
data Collision
= Stop
| Combat
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData)
collisionAt :: MonadState GameState m => Position -> m (Maybe Collision)
collisionAt pos = do
ents <- use $ entities . EntityMap.atPosition pos
pure $
if | null ents -> Nothing
| any (entityIs @Creature) ents -> pure Combat
| all (entityIs @Item) ents -> Nothing
| doors@(_ : _) <- ents ^.. folded . _SomeEntity @Door
, all (view open) doors -> Nothing
| otherwise -> pure Stop