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author | Griffin Smith <root@gws.fyi> | 2020-05-12T03·03-0400 |
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committer | Griffin Smith <root@gws.fyi> | 2020-05-12T03·03-0400 |
commit | 34cabba896507f2b6523d6aec344ec1c88e453be (patch) | |
tree | a25801db3ecbfbb10582f4fceef2be8d14ba584e /src/Main.hs | |
parent | ecd33e0c901b34d77ea77ad0f3b65125d85a4515 (diff) |
Add a very basic, naive auto-move command
Add a very basic, naive auto-move command, which just steps the player in a direction until they collide with something, regardless of any surrounding beasties who might want to eat them. There's a lot of other stuff going on here - in order to get this working the way I wanted with a slight (I settled on 50ms) delay between every step in these autocommands while still redrawing in between I had to do all the extra machinery for custom Brick events with a channel, and then at the same time adding the bits for actually executing autocommands in a general fashion (because there will definitely be more!) hit my threshold for size for App.hs which sent me on a big journey to break it up into smaller files -- which seems actually like it was quite successful. Hopefully this will help with compile times too, though App.hs is still pretty slow (maybe more to do here).
Diffstat (limited to 'src/Main.hs')
-rw-r--r-- | src/Main.hs | 34 |
1 files changed, 23 insertions, 11 deletions
diff --git a/src/Main.hs b/src/Main.hs index 95cfc9edbaff..dcd31afff9c7 100644 --- a/src/Main.hs +++ b/src/Main.hs @@ -2,6 +2,8 @@ module Main ( main ) where -------------------------------------------------------------------------------- import Xanthous.Prelude hiding (finally) import Brick +import qualified Brick.BChan +import qualified Graphics.Vty as Vty import qualified Options.Applicative as Opt import System.Random import Control.Monad.Random (getRandom) @@ -9,6 +11,7 @@ import Control.Exception (finally) import System.Exit (die) -------------------------------------------------------------------------------- import qualified Xanthous.Game as Game +import Xanthous.Game.Env (GameEnv(..)) import Xanthous.App import Xanthous.Generators ( GeneratorInput @@ -92,9 +95,8 @@ optParser = Opt.info thanks :: IO () thanks = putStr "\n\n" >> putStrLn "Thanks for playing Xanthous!" -runGame :: RunParams -> IO () -runGame rparams = do - app <- makeApp NewGame +newGame :: RunParams -> IO () +newGame rparams = do gameSeed <- maybe getRandom pure $ seed rparams when (isNothing $ seed rparams) . putStrLn @@ -102,23 +104,33 @@ runGame rparams = do let initialState = Game.initialStateFromSeed gameSeed &~ do for_ (characterName rparams) $ \cn -> Game.character . Character.characterName ?= cn - _game' <- defaultMain app initialState `finally` do - putStr "\n\n" - putStrLn "Thanks for playing Xanthous!" + runGame NewGame initialState `finally` do + thanks when (isNothing $ seed rparams) . putStrLn $ "Seed: " <> tshow gameSeed putStr "\n\n" - pure () loadGame :: FilePath -> IO () loadGame saveFile = do - app <- makeApp LoadGame gameState <- maybe (die "Invalid save file!") pure =<< Game.loadGame . fromStrict <$> readFile @IO saveFile - _game' <- gameState `deepseq` defaultMain app gameState `finally` thanks - pure () + gameState `deepseq` runGame LoadGame gameState +runGame :: RunType -> Game.GameState -> IO () +runGame rt gameState = do + eventChan <- Brick.BChan.newBChan 10 + let gameEnv = GameEnv eventChan + app <- makeApp gameEnv rt + let buildVty = Vty.mkVty Vty.defaultConfig + initialVty <- buildVty + _game' <- customMain + initialVty + buildVty + (Just eventChan) + app + gameState + pure () runGenerate :: GeneratorInput -> Dimensions -> Maybe Int -> IO () runGenerate input dims mSeed = do @@ -139,7 +151,7 @@ runGenerate input dims mSeed = do putStrLn $ showCells res runCommand :: Command -> IO () -runCommand (Run runParams) = runGame runParams +runCommand (Run runParams) = newGame runParams runCommand (Load saveFile) = loadGame saveFile runCommand (Generate input dims mSeed) = runGenerate input dims mSeed |