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authorGriffin Smith <grfn@gws.fyi>2021-04-11T21·53-0400
committerglittershark <grfn@gws.fyi>2021-04-12T14·45+0000
commit6266c5d32f9ff651fcfc3a4cc0c68e89da56ca65 (patch)
tree5be3967585787c4456e17cb29423770217fdcede /users/grfn/xanthous/src/Xanthous/Game/Lenses.hs
parent968effb5dc1a4617a0dceaffc70e986abe300c6e (diff)
refactor(users/glittershark): Rename to grfn r/2485
Rename my //users directory and all places that refer to glittershark to
grfn, including nix references and documentation.

This may require some extra attention inside of gerrit's database after
it lands to allow me to actually push things.

Change-Id: I4728b7ec2c60024392c1c1fa6e0d4a59b3e266fa
Reviewed-on: https://cl.tvl.fyi/c/depot/+/2933
Tested-by: BuildkiteCI
Reviewed-by: tazjin <mail@tazj.in>
Reviewed-by: lukegb <lukegb@tvl.fyi>
Reviewed-by: glittershark <grfn@gws.fyi>
Diffstat (limited to 'users/grfn/xanthous/src/Xanthous/Game/Lenses.hs')
-rw-r--r--users/grfn/xanthous/src/Xanthous/Game/Lenses.hs150
1 files changed, 150 insertions, 0 deletions
diff --git a/users/grfn/xanthous/src/Xanthous/Game/Lenses.hs b/users/grfn/xanthous/src/Xanthous/Game/Lenses.hs
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index 0000000000..6242b855f1
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+++ b/users/grfn/xanthous/src/Xanthous/Game/Lenses.hs
@@ -0,0 +1,150 @@
+{-# LANGUAGE RecordWildCards #-}
+{-# LANGUAGE QuantifiedConstraints #-}
+{-# LANGUAGE AllowAmbiguousTypes #-}
+--------------------------------------------------------------------------------
+module Xanthous.Game.Lenses
+  ( positionedCharacter
+  , character
+  , characterPosition
+  , updateCharacterVision
+  , characterVisiblePositions
+  , characterVisibleEntities
+  , getInitialState
+  , initialStateFromSeed
+  , entitiesAtCharacter
+  , revealedEntitiesAtPosition
+
+    -- * Collisions
+  , Collision(..)
+  , entitiesCollision
+  , collisionAt
+  ) where
+--------------------------------------------------------------------------------
+import           Xanthous.Prelude
+--------------------------------------------------------------------------------
+import           System.Random
+import           Control.Monad.State
+import           Control.Monad.Random (getRandom)
+--------------------------------------------------------------------------------
+import           Xanthous.Game.State
+import           Xanthous.Data
+import           Xanthous.Data.Levels
+import qualified Xanthous.Data.EntityMap as EntityMap
+import           Xanthous.Data.EntityMap.Graphics
+                 (visiblePositions, visibleEntities)
+import           Xanthous.Data.VectorBag
+import           Xanthous.Entities.Character (Character, mkCharacter)
+import           {-# SOURCE #-} Xanthous.Entities.Entities ()
+--------------------------------------------------------------------------------
+
+getInitialState :: IO GameState
+getInitialState = initialStateFromSeed <$> getRandom
+
+initialStateFromSeed :: Int -> GameState
+initialStateFromSeed seed =
+  let _randomGen = mkStdGen seed
+      chr = mkCharacter
+      _upStaircasePosition = Position 0 0
+      (_characterEntityID, _levelEntities)
+        = EntityMap.insertAtReturningID
+          _upStaircasePosition
+          (SomeEntity chr)
+          mempty
+      _levelRevealedPositions = mempty
+      level = GameLevel {..}
+      _levels = oneLevel level
+      _messageHistory = mempty
+      _promptState = NoPrompt
+      _activePanel = Nothing
+      _debugState = DebugState
+        { _allRevealed = False
+        }
+      _autocommand = NoAutocommand
+  in GameState {..}
+
+
+positionedCharacter :: Lens' GameState (Positioned Character)
+positionedCharacter = lens getPositionedCharacter setPositionedCharacter
+  where
+    setPositionedCharacter :: GameState -> Positioned Character -> GameState
+    setPositionedCharacter game chr
+      = game
+      &  entities . at (game ^. characterEntityID)
+      ?~ fmap SomeEntity chr
+
+    getPositionedCharacter :: GameState -> Positioned Character
+    getPositionedCharacter game
+      = over positioned
+        ( fromMaybe (error "Invariant error: Character was not a character!")
+        . downcastEntity
+        )
+      . fromMaybe (error "Invariant error: Character not found!")
+      $ EntityMap.lookupWithPosition
+        (game ^. characterEntityID)
+        (game ^. entities)
+
+
+character :: Lens' GameState Character
+character = positionedCharacter . positioned
+
+characterPosition :: Lens' GameState Position
+characterPosition = positionedCharacter . position
+
+visionRadius :: Word
+visionRadius = 12 -- TODO make this dynamic
+
+-- | Update the revealed entities at the character's position based on their
+-- vision
+updateCharacterVision :: GameState -> GameState
+updateCharacterVision game
+  = game & revealedPositions <>~ characterVisiblePositions game
+
+characterVisiblePositions :: GameState -> Set Position
+characterVisiblePositions game =
+  let charPos = game ^. characterPosition
+  in visiblePositions charPos visionRadius $ game ^. entities
+
+characterVisibleEntities :: GameState -> EntityMap.EntityMap SomeEntity
+characterVisibleEntities game =
+  let charPos = game ^. characterPosition
+  in visibleEntities charPos visionRadius $ game ^. entities
+
+entitiesCollision
+  :: ( Functor f
+    , forall xx. MonoFoldable (f xx)
+    , Element (f SomeEntity) ~ SomeEntity
+    , Element (f (Maybe Collision)) ~ Maybe Collision
+    , Show (f (Maybe Collision))
+    , Show (f SomeEntity)
+    )
+  => f SomeEntity
+  -> Maybe Collision
+entitiesCollision = join . maximumMay . fmap entityCollision
+
+collisionAt :: MonadState GameState m => Position -> m (Maybe Collision)
+collisionAt p = uses (entities . EntityMap.atPosition p) entitiesCollision
+
+entitiesAtCharacter :: Lens' GameState (VectorBag SomeEntity)
+entitiesAtCharacter = lens getter setter
+  where
+    getter gs = gs ^. entities . EntityMap.atPosition (gs ^. characterPosition)
+    setter gs ents = gs
+      & entities . EntityMap.atPosition (gs ^. characterPosition) .~ ents
+
+-- | Returns all entities at the given position that are revealed to the
+-- character.
+--
+-- Concretely, this is either entities that are *currently* visible to the
+-- character, or entities, that are immobile and that the character has seen
+-- before
+revealedEntitiesAtPosition :: Position -> GameState -> (VectorBag SomeEntity)
+revealedEntitiesAtPosition p gs
+  | p `member` characterVisiblePositions gs
+  = entitiesAtPosition
+  | p `member` (gs ^. revealedPositions)
+  = immobileEntitiesAtPosition
+  | otherwise
+  = mempty
+  where
+    entitiesAtPosition = gs ^. entities . EntityMap.atPosition p
+    immobileEntitiesAtPosition = filter (not . entityCanMove) entitiesAtPosition