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authorGriffin Smith <root@gws.fyi>2020-05-12T03·03-0400
committerGriffin Smith <root@gws.fyi>2020-05-12T03·03-0400
commit34cabba896507f2b6523d6aec344ec1c88e453be (patch)
treea25801db3ecbfbb10582f4fceef2be8d14ba584e /src/Xanthous/App/Common.hs
parentecd33e0c901b34d77ea77ad0f3b65125d85a4515 (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/Xanthous/App/Common.hs')
-rw-r--r--src/Xanthous/App/Common.hs67
1 files changed, 67 insertions, 0 deletions
diff --git a/src/Xanthous/App/Common.hs b/src/Xanthous/App/Common.hs
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+--------------------------------------------------------------------------------
+module Xanthous.App.Common
+  ( describeEntities
+  , describeEntitiesAt
+  , entitiesAtPositionWithType
+
+    -- * Re-exports
+  , MonadState
+  , MonadRandom
+  , EntityMap
+  , module Xanthous.Game.Lenses
+  , module Xanthous.Monad
+  ) where
+--------------------------------------------------------------------------------
+import           Xanthous.Prelude
+--------------------------------------------------------------------------------
+import           Data.Aeson (object)
+import qualified Data.Aeson as A
+import           Control.Monad.State (MonadState)
+import           Control.Monad.Random (MonadRandom)
+--------------------------------------------------------------------------------
+import           Xanthous.Data (Position, positioned)
+import           Xanthous.Data.EntityMap (EntityMap)
+import qualified Xanthous.Data.EntityMap as EntityMap
+import           Xanthous.Game
+import           Xanthous.Game.Lenses
+import           Xanthous.Game.State
+import           Xanthous.Monad
+import           Xanthous.Entities.Character (Character)
+import           Xanthous.Util.Inflection (toSentence)
+--------------------------------------------------------------------------------
+
+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  -> describeEntities ents
+
+describeEntities
+  :: ( Entity entity
+    , MonadRandom m
+    , MonadState GameState m
+    , MonoFoldable (f Text)
+    , Functor f
+    , Element (f Text) ~ Text
+    )
+  => f entity
+  -> m ()
+describeEntities ents =
+  let descriptions = description <$> ents
+  in say ["entities", "description"]
+     $ object ["entityDescriptions" A..= toSentence descriptions]