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1 files changed, 0 insertions, 150 deletions
diff --git a/users/glittershark/xanthous/src/Xanthous/Game/Lenses.hs b/users/glittershark/xanthous/src/Xanthous/Game/Lenses.hs
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--- a/users/glittershark/xanthous/src/Xanthous/Game/Lenses.hs
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-{-# 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