{-# LANGUAGE MultiWayIf #-}
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE RecordWildCards #-}
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module Xanthous.Game
( GameState(..)
, entities
, revealedEntities
, messageHistory
, randomGen
, getInitialState
, positionedCharacter
, character
, characterPosition
, updateCharacterVision
, MessageHistory(..)
, pushMessage
, popMessage
, hideMessage
-- * collisions
, Collision(..)
, collisionAt
) where
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import Xanthous.Prelude
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import Data.List.NonEmpty ( NonEmpty((:|)))
import qualified Data.List.NonEmpty as NonEmpty
import System.Random
import Test.QuickCheck
import Test.QuickCheck.Arbitrary.Generic
import Control.Monad.State.Class
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import Xanthous.Util (appendVia)
import Xanthous.Data.EntityMap (EntityMap, EntityID)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Data.EntityMap.Graphics
import Xanthous.Data (Positioned, Position(..), positioned, position)
import Xanthous.Entities (SomeEntity(..), downcastEntity, entityIs)
import Xanthous.Entities.Character
import Xanthous.Entities.Creature
import Xanthous.Entities.Arbitrary ()
import Xanthous.Orphans ()
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data MessageHistory
= NoMessageHistory
| MessageHistory (NonEmpty Text) Bool
deriving stock (Show, Eq, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
instance Arbitrary MessageHistory where
arbitrary = genericArbitrary
pushMessage :: Text -> MessageHistory -> MessageHistory
pushMessage msg NoMessageHistory = MessageHistory (msg :| []) True
pushMessage msg (MessageHistory msgs _) = MessageHistory (NonEmpty.cons msg msgs) True
popMessage :: MessageHistory -> MessageHistory
popMessage NoMessageHistory = NoMessageHistory
popMessage (MessageHistory msgs False) = MessageHistory msgs True
popMessage (MessageHistory msgs@(_ :| []) _) = MessageHistory msgs True
popMessage (MessageHistory (_ :| (msg : msgs)) True) = MessageHistory (msg :| msgs) True
hideMessage :: MessageHistory -> MessageHistory
hideMessage NoMessageHistory = NoMessageHistory
hideMessage (MessageHistory msgs _) = MessageHistory msgs False
data GameState = GameState
{ _entities :: EntityMap SomeEntity
-- | A subset of the overall set of entities
, _revealedEntities :: EntityMap SomeEntity
, _characterEntityID :: EntityID
, _messageHistory :: MessageHistory
, _randomGen :: StdGen
}
deriving stock (Show)
makeLenses ''GameState
instance Eq GameState where
(==) = (==) `on` \gs ->
( gs ^. entities
, gs ^. revealedEntities
, gs ^. characterEntityID
, gs ^. messageHistory
)
instance Arbitrary GameState where
arbitrary = do
char <- arbitrary @Character
charPos <- arbitrary
_messageHistory <- arbitrary
(_characterEntityID, _entities) <- arbitrary <&>
EntityMap.insertAtReturningID charPos (SomeEntity char)
revealedPositions <- sublistOf $ EntityMap.positions _entities
let _revealedEntities = mempty &~ do
for_ revealedPositions $ \pos -> do
let ents = _entities ^. EntityMap.atPosition pos
EntityMap.atPosition pos <>= ents
_randomGen <- mkStdGen <$> arbitrary
pure $ GameState {..}
getInitialState :: IO GameState
getInitialState = do
_randomGen <- getStdGen
let char = mkCharacter
(_characterEntityID, _entities)
= EntityMap.insertAtReturningID
(Position 0 0)
(SomeEntity char)
mempty
_messageHistory = NoMessageHistory
_revealedEntities = _entities
pure GameState {..}
positionedCharacter :: Lens' GameState (Positioned Character)
positionedCharacter = lens getPositionedCharacter setPositionedCharacter
where
setPositionedCharacter :: GameState -> Positioned Character -> GameState
setPositionedCharacter game char
= game
& entities . at (game ^. characterEntityID)
?~ fmap SomeEntity char
getPositionedCharacter :: GameState -> Positioned Character
getPositionedCharacter game
= over positioned
( fromMaybe (error "Invariant error: Character was not a character!")
. downcastEntity
)
. fromMaybe (error "Invariant error: Character not found!")
$ EntityMap.lookupWithPosition
(game ^. characterEntityID)
(game ^. entities)
character :: Lens' GameState Character
character = positionedCharacter . positioned
characterPosition :: Lens' GameState Position
characterPosition = positionedCharacter . position
visionRadius :: Word
visionRadius = 12 -- TODO make this dynamic
-- | Update the revealed entities at the character's position based on their vision
updateCharacterVision :: GameState -> GameState
updateCharacterVision game =
let charPos = game ^. characterPosition
visible = visibleEntities charPos visionRadius $ game ^. entities
in game & revealedEntities %~ appendVia EntityMap.Deduplicate visible
--------------------------------------------------------------------------------
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
| otherwise -> pure Stop