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-{-# LANGUAGE UndecidableInstances #-}
-{-# LANGUAGE RecordWildCards      #-}
---------------------------------------------------------------------------------
-module Xanthous.App
-  ( makeApp
-  , RunType(..)
-  ) where
---------------------------------------------------------------------------------
-import           Xanthous.Prelude
-import           Brick hiding (App, halt, continue, raw)
-import qualified Brick
-import           Graphics.Vty.Attributes (defAttr)
-import           Graphics.Vty.Input.Events (Event(EvKey))
-import           Control.Monad.State (get, gets)
-import           Control.Monad.State.Class (modify)
-import           Data.Aeson (object, ToJSON)
-import qualified Data.Aeson as A
-import qualified Data.Vector as V
-import           System.Exit
-import           System.Directory (doesFileExist)
-import           Data.List.NonEmpty (NonEmpty(..))
---------------------------------------------------------------------------------
-import           Xanthous.App.Common
-import           Xanthous.App.Time
-import           Xanthous.App.Prompt
-import           Xanthous.App.Autocommands
-import           Xanthous.Command
-import           Xanthous.Data
-                 ( move
-                 , Dimensions'(Dimensions)
-                 , positioned
-                 , position
-                 , Position
-                 , (|*|)
-                 )
-import           Xanthous.Data.App (ResourceName, Panel(..), AppEvent(..))
-import qualified Xanthous.Data.EntityMap as EntityMap
-import           Xanthous.Data.Levels (prevLevel, nextLevel)
-import qualified Xanthous.Data.Levels as Levels
-import           Xanthous.Data.Entities (blocksObject)
-import           Xanthous.Game
-import           Xanthous.Game.State
-import           Xanthous.Game.Env
-import           Xanthous.Game.Draw (drawGame)
-import           Xanthous.Game.Prompt
-import qualified Xanthous.Messages as Messages
-import           Xanthous.Random
-import           Xanthous.Util (removeVectorIndex)
-import           Xanthous.Util.Inflection (toSentence)
---------------------------------------------------------------------------------
-import qualified Xanthous.Entities.Character as Character
-import           Xanthous.Entities.Character hiding (pickUpItem)
-import           Xanthous.Entities.Item (Item)
-import qualified Xanthous.Entities.Item as Item
-import           Xanthous.Entities.Creature (Creature)
-import qualified Xanthous.Entities.Creature as Creature
-import           Xanthous.Entities.Environment
-                 (Door, open, closed, locked, GroundMessage(..), Staircase(..))
-import           Xanthous.Entities.RawTypes
-                 ( edible, eatMessage, hitpointsHealed
-                 , attackMessage
-                 )
-import           Xanthous.Generators
-import qualified Xanthous.Generators.CaveAutomata as CaveAutomata
-import qualified Xanthous.Generators.Dungeon as Dungeon
---------------------------------------------------------------------------------
-
-type App = Brick.App GameState AppEvent ResourceName
-
-data RunType = NewGame | LoadGame
-  deriving stock (Eq)
-
-makeApp :: GameEnv -> RunType -> IO App
-makeApp env rt = pure $ Brick.App
-  { appDraw = drawGame
-  , appChooseCursor = const headMay
-  , appHandleEvent = \game event -> runAppM (handleEvent event) env game
-  , appStartEvent = case rt of
-      NewGame -> runAppM (startEvent >> get) env
-      LoadGame -> pure
-  , appAttrMap = const $ attrMap defAttr []
-  }
-
-runAppM :: AppM a -> GameEnv -> GameState -> EventM ResourceName a
-runAppM appm ge = fmap fst . runAppT appm ge
-
-startEvent :: AppM ()
-startEvent = do
-  initLevel
-  modify updateCharacterVision
-  use (character . characterName) >>= \case
-    Nothing -> prompt_ @'StringPrompt ["character", "namePrompt"] Uncancellable
-      $ \(StringResult s) -> do
-        character . characterName ?= s
-        say ["welcome"] =<< use character
-    Just n -> say ["welcome"] $ object [ "characterName" A..= n ]
-
-initLevel :: AppM ()
-initLevel = do
-  level <- genLevel 0
-  entities <>= levelToEntityMap level
-  characterPosition .= level ^. levelCharacterPosition
-
---------------------------------------------------------------------------------
-
-handleEvent :: BrickEvent ResourceName AppEvent -> AppM (Next GameState)
-handleEvent ev = use promptState >>= \case
-  NoPrompt -> handleNoPromptEvent ev
-  WaitingPrompt msg pr -> handlePromptEvent msg pr ev
-
-
-handleNoPromptEvent :: BrickEvent ResourceName AppEvent -> AppM (Next GameState)
-handleNoPromptEvent (VtyEvent (EvKey k mods))
-  | Just command <- commandFromKey k mods
-  = do messageHistory %= nextTurn
-       cancelAutocommand
-       handleCommand command
-handleNoPromptEvent (AppEvent AutoContinue) = do
-  preuse (autocommand . _ActiveAutocommand . _1) >>= traverse_ autoStep
-  continue
-handleNoPromptEvent _ = continue
-
-handleCommand :: Command -> AppM (Next GameState)
-handleCommand Quit = confirm_ ["quit", "confirm"] (liftIO exitSuccess) >> continue
-handleCommand (Move dir) = do
-  newPos <- uses characterPosition $ move dir
-  collisionAt newPos >>= \case
-    Nothing -> do
-      characterPosition .= newPos
-      stepGameBy =<< uses (character . speed) (|*| 1)
-      describeEntitiesAt newPos
-    Just Combat -> attackAt newPos
-    Just Stop -> pure ()
-  continue
-
-handleCommand PickUp = do
-  pos <- use characterPosition
-  uses entities (entitiesAtPositionWithType @Item pos) >>= \case
-    [] -> say_ ["pickUp", "nothingToPickUp"]
-    [item] -> pickUpItem item
-    items' ->
-      menu_ ["pickUp", "menu"] Cancellable (entityMenu_ items')
-      $ \(MenuResult item) -> pickUpItem item
-  continue
-  where
-    pickUpItem (itemID, item) = do
-      character %= Character.pickUpItem item
-      entities . at itemID .= Nothing
-      say ["pickUp", "pickUp"] $ object [ "item" A..= item ]
-      stepGameBy 100 -- TODO
-
-handleCommand Drop = do
-  selectItemFromInventory_ ["drop", "menu"] Cancellable id
-    (say_ ["drop", "nothing"])
-    $ \(MenuResult item) -> do
-      entitiesAtCharacter %= (SomeEntity item <|)
-      say ["drop", "dropped"] $ object [ "item" A..= item ]
-  continue
-
-handleCommand PreviousMessage = do
-  messageHistory %= previousMessage
-  continue
-
-handleCommand Open = do
-  prompt_ @'DirectionPrompt ["open", "prompt"] Cancellable
-    $ \(DirectionResult dir) -> do
-      pos <- move dir <$> use characterPosition
-      doors <- uses entities $ entitiesAtPositionWithType @Door pos
-      if | null doors -> say_ ["open", "nothingToOpen"]
-         | any (view $ _2 . locked) doors -> say_ ["open", "locked"]
-         | all (view $ _2 . open) doors   -> say_ ["open", "alreadyOpen"]
-         | otherwise -> do
-             for_ doors $ \(eid, _) ->
-               entities . ix eid . positioned . _SomeEntity . open .= True
-             say_ ["open", "success"]
-      pure ()
-  stepGame -- TODO
-  continue
-
-handleCommand Close = do
-  prompt_ @'DirectionPrompt ["close", "prompt"] Cancellable
-    $ \(DirectionResult dir) -> do
-      pos <- move dir <$> use characterPosition
-      (nonDoors, doors) <- uses entities
-        $ partitionEithers
-        . toList
-        . map ( (matching . aside $ _SomeEntity @Door)
-              . over _2 (view positioned)
-              )
-        . EntityMap.atPositionWithIDs pos
-      if | null doors -> say_ ["close", "nothingToClose"]
-         | all (view $ _2 . closed) doors -> say_ ["close", "alreadyClosed"]
-         | any (view blocksObject . entityAttributes . snd) nonDoors ->
-           say ["close", "blocked"]
-           $ object [ "entityDescriptions"
-                      A..= ( toSentence
-                           . map description
-                           . filter (view blocksObject . entityAttributes)
-                           . map snd
-                           ) nonDoors
-                    , "blockOrBlocks"
-                      A..= ( if length nonDoors == 1
-                             then "blocks"
-                             else "block"
-                           :: Text)
-                    ]
-         | otherwise -> do
-             for_ doors $ \(eid, _) ->
-               entities . ix eid . positioned . _SomeEntity . closed .= True
-             for_ nonDoors $ \(eid, _) ->
-               entities . ix eid . position %= move dir
-             say_ ["close", "success"]
-      pure ()
-  stepGame -- TODO
-  continue
-
-handleCommand Look = do
-  prompt_ @'PointOnMap ["look", "prompt"] Cancellable
-    $ \(PointOnMapResult pos) ->
-      gets (revealedEntitiesAtPosition pos)
-      >>= \case
-        Empty -> say_ ["look", "nothing"]
-        ents -> describeEntities ents
-  continue
-
-handleCommand Wait = stepGame >> continue
-
-handleCommand Eat = do
-  uses (character . inventory . backpack)
-       (V.mapMaybe (\item -> (item,) <$> item ^. Item.itemType . edible))
-    >>= \case
-      Empty -> say_ ["eat", "noFood"]
-      food ->
-        let foodMenuItem idx (item, edibleItem)
-              = ( item ^. Item.itemType . char . char
-                , MenuOption (description item) (idx, item, edibleItem))
-                -- TODO refactor to use entityMenu_
-            menuItems = mkMenuItems $ imap foodMenuItem food
-        in menu_ ["eat", "menuPrompt"] Cancellable menuItems
-          $ \(MenuResult (idx, item, edibleItem)) -> do
-            character . inventory . backpack %= removeVectorIndex idx
-            let msg = fromMaybe (Messages.lookup ["eat", "eat"])
-                      $ edibleItem ^. eatMessage
-            character . characterHitpoints' +=
-              edibleItem ^. hitpointsHealed . to fromIntegral
-            message msg $ object ["item" A..= item]
-            stepGame -- TODO
-  continue
-
-handleCommand Read = do
-  -- TODO allow reading things in the inventory (combo direction+menu prompt?)
-  prompt_ @'DirectionPrompt ["read", "prompt"] Cancellable
-    $ \(DirectionResult dir) -> do
-      pos <- uses characterPosition $ move dir
-      uses entities
-        (fmap snd . entitiesAtPositionWithType @GroundMessage pos) >>= \case
-          Empty -> say_ ["read", "nothing"]
-          GroundMessage msg :< Empty ->
-            say ["read", "result"] $ object ["message" A..= msg]
-          msgs ->
-            let readAndContinue Empty = pure ()
-                readAndContinue (msg :< msgs') =
-                  prompt @'Continue
-                    ["read", "result"]
-                    (object ["message" A..= msg])
-                    Cancellable
-                  . const
-                  $ readAndContinue msgs'
-                readAndContinue _ = error "this is total"
-            in readAndContinue msgs
-  continue
-
-handleCommand ShowInventory = showPanel InventoryPanel >> continue
-
-handleCommand Wield = do
-  selectItemFromInventory_ ["wield", "menu"] Cancellable asWieldedItem
-    (say_ ["wield", "nothing"])
-    $ \(MenuResult item) -> do
-      prevItems <- character . inventory . wielded <<.= inRightHand item
-      character . inventory . backpack
-        <>= fromList (prevItems ^.. wieldedItems . wieldedItem)
-      say ["wield", "wielded"] item
-  continue
-
-handleCommand Save = do
-  -- TODO default save locations / config file?
-  prompt_ @'StringPrompt ["save", "location"] Cancellable
-    $ \(StringResult filename) -> do
-       exists <- liftIO . doesFileExist $ unpack filename
-       if exists
-       then confirm ["save", "overwrite"] (object ["filename" A..= filename])
-            $ doSave filename
-       else doSave filename
-  continue
-  where
-    doSave filename = do
-      src <- gets saveGame
-      lift . liftIO $ do
-        writeFile (unpack filename) $ toStrict src
-        exitSuccess
-
-handleCommand GoUp = do
-  hasStairs <- uses entitiesAtCharacter $ elem (SomeEntity UpStaircase)
-  if hasStairs
-  then uses levels prevLevel >>= \case
-    Just levs' -> levels .= levs'
-    Nothing ->
-      -- TODO in nethack, this leaves the game. Maybe something similar here?
-      say_ ["cant", "goUp"]
-  else say_ ["cant", "goUp"]
-
-  continue
-
-handleCommand GoDown = do
-  hasStairs <- uses entitiesAtCharacter $ elem (SomeEntity DownStaircase)
-
-  if hasStairs
-  then do
-    levs <- use levels
-    let newLevelNum = Levels.pos levs + 1
-    levs' <- nextLevel (levelToGameLevel <$> genLevel newLevelNum) levs
-    cEID <- use characterEntityID
-    pCharacter <- entities . at cEID <<.= Nothing
-    levels .= levs'
-    entities . at cEID .= pCharacter
-    characterPosition .= extract levs' ^. upStaircasePosition
-  else say_ ["cant", "goDown"]
-
-  continue
-
-handleCommand (StartAutoMove dir) = do
-  runAutocommand $ AutoMove dir
-  continue
-
---
-
-handleCommand ToggleRevealAll = do
-  val <- debugState . allRevealed <%= not
-  say ["debug", "toggleRevealAll"] $ object [ "revealAll" A..= val ]
-  continue
-
---------------------------------------------------------------------------------
-attackAt :: Position -> AppM ()
-attackAt pos =
-  uses entities (entitiesAtPositionWithType @Creature pos) >>= \case
-    Empty               -> say_ ["combat", "nothingToAttack"]
-    (creature :< Empty) -> attackCreature creature
-    creatures ->
-      menu_ ["combat", "menu"] Cancellable (entityMenu_ creatures)
-      $ \(MenuResult creature) -> attackCreature creature
- where
-  attackCreature (creatureID, creature) = do
-    charDamage <- uses character characterDamage
-    let creature' = Creature.damage charDamage creature
-        msgParams = object ["creature" A..= creature']
-    if Creature.isDead creature'
-      then do
-        say ["combat", "killed"] msgParams
-        entities . at creatureID .= Nothing
-      else do
-        msg <- uses character getAttackMessage
-        message msg msgParams
-        entities . ix creatureID . positioned .= SomeEntity creature'
-
-    whenM (uses character $ isNothing . weapon)
-      $ whenM (chance (0.08 :: Float)) $ do
-        say_ ["combat", "fistSelfDamage"]
-        character %= Character.damage 1
-
-    stepGame -- TODO
-  weapon chr = chr ^? inventory . wielded . wieldedItems . wieldableItem
-  getAttackMessage chr =
-    case weapon chr of
-      Just wi ->
-        fromMaybe (Messages.lookup ["combat", "hit", "generic"])
-        $ wi ^. attackMessage
-      Nothing ->
-        Messages.lookup ["combat", "hit", "fists"]
-
-entityMenu_
-  :: (Comonad w, Entity entity)
-  => [w entity]
-  -> Map Char (MenuOption (w entity))
-entityMenu_ = mkMenuItems @[_] . map entityMenuItem
-  where
-    entityMenuItem wentity
-      = let entity = extract wentity
-      in (entityMenuChar entity, MenuOption (description entity) wentity)
-
-
-entityMenuChar :: Entity a => a -> Char
-entityMenuChar entity
-  = let ec = entityChar entity ^. char
-    in if ec `elem` (['a'..'z'] ++ ['A'..'Z'])
-        then ec
-        else 'a'
-
--- | Prompt with an item to select out of the inventory, remove it from the
--- inventory, and call callback with it
-selectItemFromInventory
-  :: forall item params.
-    (ToJSON params)
-  => [Text]            -- ^ Menu message
-  -> params            -- ^ Menu message params
-  -> PromptCancellable -- ^ Is the menu cancellable?
-  -> Prism' Item item  -- ^ Attach some extra information to the item, in a
-                      --   recoverable fashion. Prism vs iso so we can discard
-                      --   items.
-  -> AppM ()            -- ^ Action to take if there are no items matching
-  -> (PromptResult ('Menu item) -> AppM ())
-  -> AppM ()
-selectItemFromInventory msgPath msgParams cancellable extraInfo onEmpty cb =
-  uses (character . inventory . backpack)
-       (V.mapMaybe $ preview extraInfo)
-    >>= \case
-      Empty -> onEmpty
-      items' ->
-        menu msgPath msgParams cancellable (itemMenu items')
-        $ \(MenuResult (idx, item)) -> do
-          character . inventory . backpack %= removeVectorIndex idx
-          cb $ MenuResult item
-  where
-    itemMenu = mkMenuItems . imap itemMenuItem
-    itemMenuItem idx extraInfoItem =
-      let item = extraInfo # extraInfoItem
-      in ( entityMenuChar item
-         , MenuOption (description item) (idx, extraInfoItem))
-
-selectItemFromInventory_
-  :: forall item.
-    [Text]            -- ^ Menu message
-  -> PromptCancellable -- ^ Is the menu cancellable?
-  -> Prism' Item item  -- ^ Attach some extra information to the item, in a
-                      --   recoverable fashion. Prism vs iso so we can discard
-                      --   items.
-  -> AppM ()            -- ^ Action to take if there are no items matching
-  -> (PromptResult ('Menu item) -> AppM ())
-  -> AppM ()
-selectItemFromInventory_ msgPath = selectItemFromInventory msgPath ()
-
--- entityMenu :: Entity entity => [entity] -> Map Char (MenuOption entity)
--- entityMenu = map (map runIdentity) . entityMenu_ . fmap Identity
-
-showPanel :: Panel -> AppM ()
-showPanel panel = do
-  activePanel ?= panel
-  prompt_ @'Continue ["generic", "continue"] Uncancellable
-    . const
-    $ activePanel .= Nothing
-
---------------------------------------------------------------------------------
-
-genLevel
-  :: Int -- ^ level number
-  -> AppM Level
-genLevel _num = do
-  let dims = Dimensions 80 80
-  generator <- choose $ CaveAutomata :| [Dungeon]
-  level <- case generator of
-    CaveAutomata -> generateLevel SCaveAutomata CaveAutomata.defaultParams dims
-    Dungeon -> generateLevel SDungeon Dungeon.defaultParams dims
-  pure $!! level
-
-levelToGameLevel :: Level -> GameLevel
-levelToGameLevel level =
-  let _levelEntities = levelToEntityMap level
-      _upStaircasePosition = level ^. levelCharacterPosition
-      _levelRevealedPositions = mempty
-  in GameLevel {..}