{-# LANGUAGE ViewPatterns #-}
{-# LANGUAGE TemplateHaskell #-}
module Xanthous.Entities.Character
( Character(..)
, characterName
, inventory
, characterDamage
, characterHitpoints'
, characterHitpoints
, hitpointRecoveryRate
, speed
-- *
, mkCharacter
, pickUpItem
, isDead
, damage
) where
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import Xanthous.Prelude
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import Test.QuickCheck
import Test.QuickCheck.Instances.Vector ()
import Test.QuickCheck.Arbitrary.Generic
import Brick
import Data.Aeson.Generic.DerivingVia
import Data.Aeson (ToJSON, FromJSON)
import Data.Coerce (coerce)
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import Xanthous.Game.State
import Xanthous.Entities.Item
import Xanthous.Data (TicksPerTile, Hitpoints, Per, Ticks, (|*|), positioned)
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data Character = Character
{ _inventory :: !(Vector Item)
, _characterName :: !(Maybe Text)
, _characterDamage :: !Hitpoints
, _characterHitpoints' :: !Double
, _speed :: TicksPerTile
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Character
makeLenses ''Character
characterHitpoints :: Character -> Hitpoints
characterHitpoints = views characterHitpoints' floor
scrollOffset :: Int
scrollOffset = 5
instance Draw Character where
draw _ = visibleRegion rloc rreg $ str "@"
where
rloc = Location (negate scrollOffset, negate scrollOffset)
rreg = (2 * scrollOffset, 2 * scrollOffset)
drawPriority = const maxBound -- Character should always be on top, for now
instance Brain Character where
step ticks = (pure .) $ positioned . characterHitpoints' %~ \hp ->
if hp > fromIntegral initialHitpoints
then hp
else hp + hitpointRecoveryRate |*| ticks
instance Entity Character where
blocksVision _ = False
description _ = "yourself"
entityChar _ = "@"
instance Arbitrary Character where
arbitrary = genericArbitrary
initialHitpoints :: Hitpoints
initialHitpoints = 10
hitpointRecoveryRate :: Double `Per` Ticks
hitpointRecoveryRate = 1.0 / (15 * coerce defaultSpeed)
defaultSpeed :: TicksPerTile
defaultSpeed = 100
mkCharacter :: Character
mkCharacter = Character
{ _inventory = mempty
, _characterName = Nothing
, _characterDamage = 1
, _characterHitpoints' = fromIntegral initialHitpoints
, _speed = defaultSpeed
}
isDead :: Character -> Bool
isDead = (== 0) . characterHitpoints
pickUpItem :: Item -> Character -> Character
pickUpItem item = inventory %~ (item <|)
damage :: Hitpoints -> Character -> Character
damage (fromIntegral -> amount) = characterHitpoints' %~ \case
n | n <= amount -> 0
| otherwise -> n - amount