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authorGriffin Smith <grfn@gws.fyi>2021-06-18T17·04-0400
committergrfn <grfn@gws.fyi>2021-06-18T17·51+0000
commit4d2402a64ec3ca28e87ebc264f2064f310ca68f5 (patch)
tree90e5c9e48a0da815d0370c7881e6332d9dc74d2d /users/grfn/xanthous/src/Xanthous/App/Autocommands.hs
parentfb5bec8d952b57fe4afa0d842ee606cf4e548563 (diff)
feat(xanthous): Add an auto-rest command r/2675
Add a command that automatically rests (essentially just stepping the
game forwards) until the character's hitpoints are back to full.

Currently due to the time it takes for the character to heal this takes
a bit too long - my thought there is to make the per-step delay for
autocommands different depending on the specific autocommand.

Change-Id: I40378c29d3d9d19e9787af1f015bde65fd08868c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3221
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Diffstat (limited to 'users/grfn/xanthous/src/Xanthous/App/Autocommands.hs')
-rw-r--r--users/grfn/xanthous/src/Xanthous/App/Autocommands.hs30
1 files changed, 21 insertions, 9 deletions
diff --git a/users/grfn/xanthous/src/Xanthous/App/Autocommands.hs b/users/grfn/xanthous/src/Xanthous/App/Autocommands.hs
index f393a0e2ea9a..5892536137b0 100644
--- a/users/grfn/xanthous/src/Xanthous/App/Autocommands.hs
+++ b/users/grfn/xanthous/src/Xanthous/App/Autocommands.hs
@@ -17,12 +17,13 @@ import           Xanthous.App.Common
 import           Xanthous.App.Time
 import           Xanthous.Data
 import           Xanthous.Data.App
-import           Xanthous.Entities.Character (speed)
+import           Xanthous.Entities.Character (speed, isFullyHealed)
 import           Xanthous.Entities.Creature (Creature, creatureType)
 import           Xanthous.Entities.RawTypes (hostile)
 import           Xanthous.Game.State
 --------------------------------------------------------------------------------
 
+-- | Step the given autocommand forward once
 autoStep :: Autocommand -> AppM ()
 autoStep (AutoMove dir) = do
   newPos <- uses characterPosition $ move dir
@@ -31,20 +32,31 @@ autoStep (AutoMove dir) = do
       characterPosition .= newPos
       stepGameBy =<< uses (character . speed) (|*| 1)
       describeEntitiesAt newPos
-      maybeVisibleEnemies <- nonEmpty <$> enemiesInSight
-      for_ maybeVisibleEnemies $ \visibleEnemies -> do
-        say ["autoMove", "enemyInSight"]
-          $ object [ "firstEntity" A..= NE.head visibleEnemies ]
-        cancelAutocommand
+      cancelIfDanger
     Just _ -> cancelAutocommand
+
+autoStep AutoRest = do
+  done <- uses character isFullyHealed
+  if done
+    then say_ ["autocommands", "doneResting"] >> cancelAutocommand
+    else stepGame >> cancelIfDanger
+
+-- | Cancel the autocommand if the character is in danger
+cancelIfDanger :: AppM ()
+cancelIfDanger = do
+  maybeVisibleEnemies <- nonEmpty <$> enemiesInSight
+  for_ maybeVisibleEnemies $ \visibleEnemies -> do
+    say ["autocommands", "enemyInSight"]
+      $ object [ "firstEntity" A..= NE.head visibleEnemies ]
+    cancelAutocommand
   where
     enemiesInSight :: AppM [Creature]
     enemiesInSight = do
       ents <- gets characterVisibleEntities
       pure $ ents
-         ^.. folded
-           . _SomeEntity @Creature
-           . filtered (view $ creatureType . hostile)
+          ^.. folded
+            . _SomeEntity @Creature
+            . filtered (view $ creatureType . hostile)
 
 --------------------------------------------------------------------------------