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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/Xanthous/App/Common.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/Xanthous/App/Common.hs')
-rw-r--r-- | src/Xanthous/App/Common.hs | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/src/Xanthous/App/Common.hs b/src/Xanthous/App/Common.hs new file mode 100644 index 000000000000..69ba6f0e0596 --- /dev/null +++ b/src/Xanthous/App/Common.hs @@ -0,0 +1,67 @@ +-------------------------------------------------------------------------------- +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] |