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+{-# LANGUAGE RecordWildCards       #-}
+{-# LANGUAGE QuantifiedConstraints #-}
+{-# LANGUAGE AllowAmbiguousTypes   #-}
+--------------------------------------------------------------------------------
+module Xanthous.Game.Lenses
+  ( clearMemo
+  , positionedCharacter
+  , character
+  , characterPosition
+  , updateCharacterVision
+  , characterVisiblePositions
+  , characterVisibleEntities
+  , positionIsCharacterVisible
+  , getInitialState
+  , initialStateFromSeed
+  , entitiesAtCharacter
+  , revealedEntitiesAtPosition
+  , hearingRadius
+
+    -- * 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 qualified Xanthous.Game.Memo as Memo
+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 ()
+import           Xanthous.Game.Memo (emptyMemoState, MemoState)
+import           Xanthous.Data.Memo (fillWithM, Memoized)
+--------------------------------------------------------------------------------
+
+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
+        }
+      _savefile = Nothing
+      _autocommand = NoAutocommand
+      _memo = emptyMemoState
+  in GameState {..}
+
+clearMemo :: MonadState GameState m => Lens' MemoState (Memoized k v) -> m ()
+clearMemo l = memo %= Memo.clear l
+
+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
+
+-- TODO make this dynamic
+visionRadius :: Word
+visionRadius = 12
+
+-- TODO make this dynamic
+hearingRadius :: Word
+hearingRadius = 12
+
+-- | Update the revealed entities at the character's position based on their
+-- vision
+updateCharacterVision :: GameState -> GameState
+updateCharacterVision = execState $ do
+  positions <- characterVisiblePositions
+  revealedPositions <>= positions
+
+characterVisiblePositions :: MonadState GameState m => m (Set Position)
+characterVisiblePositions = do
+  charPos <- use characterPosition
+  fillWithM
+    (memo . Memo.characterVisiblePositions)
+    charPos
+    (uses entities $ visiblePositions charPos visionRadius)
+
+characterVisibleEntities :: GameState -> EntityMap.EntityMap SomeEntity
+characterVisibleEntities game =
+  let charPos = game ^. characterPosition
+  in visibleEntities charPos visionRadius $ game ^. entities
+
+positionIsCharacterVisible :: MonadState GameState m => Position -> m Bool
+positionIsCharacterVisible p = (p `elem`) <$> characterVisiblePositions
+-- ^ TODO optimize
+
+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
+  :: MonadState GameState m
+  => Position
+  -> m (VectorBag SomeEntity)
+revealedEntitiesAtPosition p = do
+  allRev <- use $ debugState . allRevealed
+  cvps <- characterVisiblePositions
+  entitiesAtPosition <- use $ entities . EntityMap.atPosition p
+  revealed <- use revealedPositions
+  let immobileEntitiesAtPosition = filter (not . entityCanMove) entitiesAtPosition
+  pure $ if | allRev || p `member` cvps
+              -> entitiesAtPosition
+            | p `member` revealed
+              -> immobileEntitiesAtPosition
+            | otherwise
+              -> mempty