{-# LANGUAGE UndecidableInstances #-}
{-# LANGUAGE RecordWildCards #-}
--------------------------------------------------------------------------------
module Xanthous.App
( makeApp
, RunType(..)
) where
--------------------------------------------------------------------------------
import Xanthous.Prelude
import Brick hiding (App, halt, continue, raw)
import qualified Brick
import Graphics.Vty.Attributes (defAttr)
import Graphics.Vty.Input.Events (Event(EvKey))
import Control.Monad.State (get, gets)
import Control.Monad.State.Class (modify)
import Data.Aeson (object, ToJSON)
import qualified Data.Aeson as A
import Data.List.NonEmpty (NonEmpty(..))
import qualified Data.Vector as V
import System.Exit
import System.Directory (doesFileExist)
--------------------------------------------------------------------------------
import Xanthous.App.Common
import Xanthous.App.Time
import Xanthous.App.Prompt
import Xanthous.App.Autocommands
import Xanthous.Command
import Xanthous.Data
( move
, Dimensions'(Dimensions)
, positioned
, position
, Position
, (|*|)
)
import Xanthous.Data.App (ResourceName, Panel(..), AppEvent(..))
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Data.Levels (prevLevel, nextLevel)
import qualified Xanthous.Data.Levels as Levels
import Xanthous.Data.Entities (blocksObject)
import Xanthous.Game
import Xanthous.Game.State
import Xanthous.Game.Env
import Xanthous.Game.Draw (drawGame)
import Xanthous.Game.Prompt
import qualified Xanthous.Messages as Messages
import Xanthous.Random
import Xanthous.Util (removeVectorIndex)
import Xanthous.Util.Inflection (toSentence)
--------------------------------------------------------------------------------
import qualified Xanthous.Entities.Character as Character
import Xanthous.Entities.Character hiding (pickUpItem)
import Xanthous.Entities.Item (Item)
import qualified Xanthous.Entities.Item as Item
import Xanthous.Entities.Creature (Creature)
import qualified Xanthous.Entities.Creature as Creature
import Xanthous.Entities.Environment
(Door, open, closed, locked, GroundMessage(..), Staircase(..))
import Xanthous.Entities.RawTypes
( edible, eatMessage, hitpointsHealed
, attackMessage
)
import Xanthous.Generators
import qualified Xanthous.Generators.CaveAutomata as CaveAutomata
import qualified Xanthous.Generators.Dungeon as Dungeon
--------------------------------------------------------------------------------
type App = Brick.App GameState AppEvent ResourceName
data RunType = NewGame | LoadGame
deriving stock (Eq)
makeApp :: GameEnv -> RunType -> IO App
makeApp env rt = pure $ Brick.App
{ appDraw = drawGame
, appChooseCursor = const headMay
, appHandleEvent = \game event -> runAppM (handleEvent event) env game
, appStartEvent = case rt of
NewGame -> runAppM (startEvent >> get) env
LoadGame -> pure
, appAttrMap = const $ attrMap defAttr []
}
runAppM :: AppM a -> GameEnv -> GameState -> EventM ResourceName a
runAppM appm ge = fmap fst . runAppT appm ge
startEvent :: AppM ()
startEvent = do
initLevel
modify updateCharacterVision
use (character . characterName) >>= \case
Nothing -> prompt_ @'StringPrompt ["character", "namePrompt"] Uncancellable
$ \(StringResult s) -> do
character . characterName ?= s
say ["welcome"] =<< use character
Just n -> say ["welcome"] $ object [ "characterName" A..= n ]
initLevel :: AppM ()
initLevel = do
level <- genLevel 0
entities <>= levelToEntityMap level
characterPosition .= level ^. levelCharacterPosition
--------------------------------------------------------------------------------
handleEvent :: BrickEvent ResourceName AppEvent -> AppM (Next GameState)
handleEvent ev = use promptState >>= \case
NoPrompt -> handleNoPromptEvent ev
WaitingPrompt msg pr -> handlePromptEvent msg pr ev
handleNoPromptEvent :: BrickEvent ResourceName AppEvent -> AppM (Next GameState)
handleNoPromptEvent (VtyEvent (EvKey k mods))
| Just command <- commandFromKey k mods
= do messageHistory %= nextTurn
handleCommand command
handleNoPromptEvent (AppEvent AutoContinue) = do
preuse (autocommand . _ActiveAutocommand . _1) >>= traverse_ autoStep
continue
handleNoPromptEvent _ = continue
handleCommand :: Command -> AppM (Next GameState)
handleCommand Quit = confirm_ ["quit", "confirm"] (liftIO exitSuccess) >> continue
handleCommand (Move dir) = do
newPos <- uses characterPosition $ move dir
collisionAt newPos >>= \case
Nothing -> do
characterPosition .= newPos
stepGameBy =<< uses (character . speed) (|*| 1)
describeEntitiesAt newPos
Just Combat -> attackAt newPos
Just Stop -> pure ()
continue
handleCommand PickUp = do
pos <- use characterPosition
uses entities (entitiesAtPositionWithType @Item pos) >>= \case
[] -> say_ ["pickUp", "nothingToPickUp"]
[item] -> pickUpItem item
items' ->
menu_ ["pickUp", "menu"] Cancellable (entityMenu_ items')
$ \(MenuResult item) -> pickUpItem item
continue
where
pickUpItem (itemID, item) = do
character %= Character.pickUpItem item
entities . at itemID .= Nothing
say ["pickUp", "pickUp"] $ object [ "item" A..= item ]
stepGameBy 100 -- TODO
handleCommand Drop = do
selectItemFromInventory_ ["drop", "menu"] Cancellable id
(say_ ["drop", "nothing"])
$ \(MenuResult item) -> do
entitiesAtCharacter %= (SomeEntity item <|)
say ["drop", "dropped"] $ object [ "item" A..= item ]
continue
handleCommand PreviousMessage = do
messageHistory %= previousMessage
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"]
| all (view $ _2 . open) doors -> say_ ["open", "alreadyOpen"]
| otherwise -> do
for_ doors $ \(eid, _) ->
entities . ix eid . positioned . _SomeEntity . open .= True
say_ ["open", "success"]
pure ()
stepGame -- TODO
continue
handleCommand Close = do
prompt_ @'DirectionPrompt ["close", "prompt"] Cancellable
$ \(DirectionResult dir) -> do
pos <- move dir <$> use characterPosition
(nonDoors, doors) <- uses entities
$ partitionEithers
. toList
. map ( (matching . aside $ _SomeEntity @Door)
. over _2 (view positioned)
)
. EntityMap.atPositionWithIDs pos
if | null doors -> say_ ["close", "nothingToClose"]
| all (view $ _2 . closed) doors -> say_ ["close", "alreadyClosed"]
| any (view blocksObject . entityAttributes . snd) nonDoors ->
say ["close", "blocked"]
$ object [ "entityDescriptions"
A..= ( toSentence
. map description
. filter (view blocksObject . entityAttributes)
. map snd
) nonDoors
, "blockOrBlocks"
A..= ( if length nonDoors == 1
then "blocks"
else "block"
:: Text)
]
| otherwise -> do
for_ doors $ \(eid, _) ->
entities . ix eid . positioned . _SomeEntity . closed .= True
for_ nonDoors $ \(eid, _) ->
entities . ix eid . position %= move dir
say_ ["close", "success"]
pure ()
stepGame -- TODO
continue
handleCommand Look = do
prompt_ @'PointOnMap ["look", "prompt"] Cancellable
$ \(PointOnMapResult pos) ->
use (entities . EntityMap.atPosition pos)
>>= \case
Empty -> say_ ["look", "nothing"]
ents -> describeEntities ents
continue
handleCommand Wait = stepGame >> continue
handleCommand Eat = do
uses (character . inventory . backpack)
(V.mapMaybe (\item -> (item,) <$> item ^. Item.itemType . edible))
>>= \case
Empty -> say_ ["eat", "noFood"]
food ->
let foodMenuItem idx (item, edibleItem)
= ( item ^. Item.itemType . char . char
, MenuOption (description item) (idx, item, edibleItem))
-- TODO refactor to use entityMenu_
menuItems = mkMenuItems $ imap foodMenuItem food
in menu_ ["eat", "menuPrompt"] Cancellable menuItems
$ \(MenuResult (idx, item, edibleItem)) -> do
character . inventory . backpack %= removeVectorIndex idx
let msg = fromMaybe (Messages.lookup ["eat", "eat"])
$ edibleItem ^. eatMessage
character . characterHitpoints' +=
edibleItem ^. hitpointsHealed . to fromIntegral
message msg $ object ["item" A..= item]
stepGame -- TODO
continue
handleCommand Read = do
-- TODO allow reading things in the inventory (combo direction+menu prompt?)
prompt_ @'DirectionPrompt ["read", "prompt"] Cancellable
$ \(DirectionResult dir) -> do
pos <- uses characterPosition $ move dir
uses entities
(fmap snd . entitiesAtPositionWithType @GroundMessage pos) >>= \case
Empty -> say_ ["read", "nothing"]
GroundMessage msg :< Empty ->
say ["read", "result"] $ object ["message" A..= msg]
msgs ->
let readAndContinue Empty = pure ()
readAndContinue (msg :< msgs') =
prompt @'Continue
["read", "result"]
(object ["message" A..= msg])
Cancellable
. const
$ readAndContinue msgs'
readAndContinue _ = error "this is total"
in readAndContinue msgs
continue
handleCommand ShowInventory = showPanel InventoryPanel >> continue
handleCommand Wield = do
selectItemFromInventory_ ["wield", "menu"] Cancellable asWieldedItem
(say_ ["wield", "nothing"])
$ \(MenuResult item) -> do
prevItems <- character . inventory . wielded <<.= inRightHand item
character . inventory . backpack
<>= fromList (prevItems ^.. wieldedItems . wieldedItem)
say ["wield", "wielded"] item
continue
handleCommand Save = do
-- TODO default save locations / config file?
prompt_ @'StringPrompt ["save", "location"] Cancellable
$ \(StringResult filename) -> do
exists <- liftIO . doesFileExist $ unpack filename
if exists
then confirm ["save", "overwrite"] (object ["filename" A..= filename])
$ doSave filename
else doSave filename
continue
where
doSave filename = do
src <- gets saveGame
lift . liftIO $ do
writeFile (unpack filename) $ toStrict src
exitSuccess
handleCommand GoUp = do
hasStairs <- uses entitiesAtCharacter $ elem (SomeEntity UpStaircase)
if hasStairs
then uses levels prevLevel >>= \case
Just levs' -> levels .= levs'
Nothing ->
-- TODO in nethack, this leaves the game. Maybe something similar here?
say_ ["cant", "goUp"]
else say_ ["cant", "goUp"]
continue
handleCommand GoDown = do
hasStairs <- uses entitiesAtCharacter $ elem (SomeEntity DownStaircase)
if hasStairs
then do
levs <- use levels
let newLevelNum = Levels.pos levs + 1
levs' <- nextLevel (levelToGameLevel <$> genLevel newLevelNum) levs
cEID <- use characterEntityID
pCharacter <- entities . at cEID <<.= Nothing
levels .= levs'
entities . at cEID .= pCharacter
characterPosition .= extract levs' ^. upStaircasePosition
else say_ ["cant", "goDown"]
continue
handleCommand (StartAutoMove dir) = do
runAutocommand $ AutoMove dir
continue
--
handleCommand ToggleRevealAll = do
val <- debugState . allRevealed <%= not
say ["debug", "toggleRevealAll"] $ object [ "revealAll" A..= val ]
continue
--------------------------------------------------------------------------------
attackAt :: Position -> AppM ()
attackAt pos =
uses entities (entitiesAtPositionWithType @Creature pos) >>= \case
Empty -> say_ ["combat", "nothingToAttack"]
(creature :< Empty) -> attackCreature creature
creatures ->
menu_ ["combat", "menu"] Cancellable (entityMenu_ creatures)
$ \(MenuResult creature) -> attackCreature creature
where
attackCreature (creatureID, creature) = do
charDamage <- uses 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
msg <- uses character getAttackMessage
message msg msgParams
entities . ix creatureID . positioned .= SomeEntity creature'
whenM (uses character $ isNothing . weapon)
$ whenM (chance (0.08 :: Float)) $ do
say_ ["combat", "fistSelfDamage"]
character %= Character.damage 1
stepGame -- TODO
weapon chr = chr ^? inventory . wielded . wieldedItems . wieldableItem
getAttackMessage chr =
case weapon chr of
Just wi ->
fromMaybe (Messages.lookup ["combat", "hit", "generic"])
$ wi ^. attackMessage
Nothing ->
Messages.lookup ["combat", "hit", "fists"]
entityMenu_
:: (Comonad w, Entity entity)
=> [w entity]
-> Map Char (MenuOption (w entity))
entityMenu_ = mkMenuItems @[_] . map entityMenuItem
where
entityMenuItem wentity
= let entity = extract wentity
in (entityMenuChar entity, MenuOption (description entity) wentity)
entityMenuChar :: Entity a => a -> Char
entityMenuChar entity
= let ec = entityChar entity ^. char
in if ec `elem` (['a'..'z'] ++ ['A'..'Z'])
then ec
else 'a'
-- | Prompt with an item to select out of the inventory, remove it from the
-- inventory, and call callback with it
selectItemFromInventory
:: forall item params.
(ToJSON params)
=> [Text] -- ^ Menu message
-> params -- ^ Menu message params
-> PromptCancellable -- ^ Is the menu cancellable?
-> Prism' Item item -- ^ Attach some extra information to the item, in a
-- recoverable fashion. Prism vs iso so we can discard
-- items.
-> AppM () -- ^ Action to take if there are no items matching
-> (PromptResult ('Menu item) -> AppM ())
-> AppM ()
selectItemFromInventory msgPath msgParams cancellable extraInfo onEmpty cb =
uses (character . inventory . backpack)
(V.mapMaybe $ preview extraInfo)
>>= \case
Empty -> onEmpty
items' ->
menu msgPath msgParams cancellable (itemMenu items')
$ \(MenuResult (idx, item)) -> do
character . inventory . backpack %= removeVectorIndex idx
cb $ MenuResult item
where
itemMenu = mkMenuItems . imap itemMenuItem
itemMenuItem idx extraInfoItem =
let item = extraInfo # extraInfoItem
in ( entityMenuChar item
, MenuOption (description item) (idx, extraInfoItem))
selectItemFromInventory_
:: forall item.
[Text] -- ^ Menu message
-> PromptCancellable -- ^ Is the menu cancellable?
-> Prism' Item item -- ^ Attach some extra information to the item, in a
-- recoverable fashion. Prism vs iso so we can discard
-- items.
-> AppM () -- ^ Action to take if there are no items matching
-> (PromptResult ('Menu item) -> AppM ())
-> AppM ()
selectItemFromInventory_ msgPath = selectItemFromInventory msgPath ()
-- entityMenu :: Entity entity => [entity] -> Map Char (MenuOption entity)
-- entityMenu = map (map runIdentity) . entityMenu_ . fmap Identity
showPanel :: Panel -> AppM ()
showPanel panel = do
activePanel ?= panel
prompt_ @'Continue ["generic", "continue"] Uncancellable
. const
$ activePanel .= Nothing
--------------------------------------------------------------------------------
genLevel
:: Int -- ^ level number
-> AppM Level
genLevel _num = do
let dims = Dimensions 80 80
generator <- choose $ CaveAutomata :| [Dungeon]
level <- case generator of
CaveAutomata -> generateLevel SCaveAutomata CaveAutomata.defaultParams dims
Dungeon -> generateLevel SDungeon Dungeon.defaultParams dims
pure $!! level
levelToGameLevel :: Level -> GameLevel
levelToGameLevel level =
let _levelEntities = levelToEntityMap level
_upStaircasePosition = level ^. levelCharacterPosition
_levelRevealedPositions = mempty
in GameLevel {..}