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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 {..}