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authorGriffin Smith <root@gws.fyi>2019-09-28T19·02-0400
committerGriffin Smith <root@gws.fyi>2019-09-28T19·03-0400
commitec39dc0a5bed58e0b0b48eeac98e0fd0ceaa65db (patch)
tree65a53bd79b15020572524db0a6e65ec549b5ab24 /src/Xanthous/Game
parentabea2dcfac0e094bf4ce0d378763af7816b04501 (diff)
Tweak gormlak movement slightly
- Don't let gormlaks run into things like walls or each other
- Add a small element of randomness to gormlaks' motion
- Increase gormlaks' vision by a large amount
Diffstat (limited to 'src/Xanthous/Game')
-rw-r--r--src/Xanthous/Game/Lenses.hs28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/Xanthous/Game/Lenses.hs b/src/Xanthous/Game/Lenses.hs
index 91ff5c137d1a..e077e339cd87 100644
--- a/src/Xanthous/Game/Lenses.hs
+++ b/src/Xanthous/Game/Lenses.hs
@@ -6,17 +6,25 @@ module Xanthous.Game.Lenses
   , characterPosition
   , updateCharacterVision
   , getInitialState
+
+    -- * Collisions
+  , Collision(..)
+  , collisionAt
   ) where
 --------------------------------------------------------------------------------
 import           Xanthous.Prelude
 --------------------------------------------------------------------------------
 import           System.Random
+import           Control.Monad.State
 --------------------------------------------------------------------------------
 import           Xanthous.Game.State
 import           Xanthous.Data
 import qualified Xanthous.Data.EntityMap as EntityMap
 import           Xanthous.Data.EntityMap.Graphics (visiblePositions)
 import           Xanthous.Entities.Character (Character, mkCharacter)
+import           Xanthous.Entities.Environment (Door, open)
+import           Xanthous.Entities.Item (Item)
+import           Xanthous.Entities.Creature (Creature)
 --------------------------------------------------------------------------------
 
 getInitialState :: IO GameState
@@ -31,6 +39,9 @@ getInitialState = do
       _messageHistory = NoMessageHistory
       _revealedPositions = mempty
       _promptState = NoPrompt
+      _debugState = DebugState
+        { _allRevealed = False
+        }
   pure GameState {..}
 
 
@@ -70,3 +81,20 @@ updateCharacterVision game =
   let charPos = game ^. characterPosition
       visible = visiblePositions charPos visionRadius $ game ^. entities
   in game & revealedPositions <>~ 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
+       | all (entityIs @Item) ents -> Nothing
+       | doors@(_ : _) <- ents ^.. folded . _SomeEntity @Door
+       , all (view open) doors -> Nothing
+       | otherwise -> pure Stop