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+{-# LANGUAGE UndecidableInstances #-}
+{-# LANGUAGE RecordWildCards      #-}
+--------------------------------------------------------------------------------
+{-# OPTIONS_GHC -Wno-deferred-type-errors #-}
+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           Data.Vector.Lens (toVectorOf)
+--------------------------------------------------------------------------------
+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
+                 , (|*|)
+                 , Tiles(..), Hitpoints, fromScalar
+                 )
+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 hiding (Fire)
+import qualified Xanthous.Messages as Messages
+import           Xanthous.Random
+import           Xanthous.Util (removeVectorIndex, useListOf)
+import           Xanthous.Util.Inflection (toSentence)
+import           Xanthous.Physics (throwDistance, bluntThrowDamage)
+import           Xanthous.Data.EntityMap.Graphics (lineOfSight)
+import           Xanthous.Data.EntityMap (EntityID)
+--------------------------------------------------------------------------------
+--------------------------------------------------------------------------------
+import           Xanthous.Entities.Common
+                 ( InventoryPosition, describeInventoryPosition, backpack
+                 , wieldableItem, wieldedItems, wielded, itemsWithPosition
+                 , removeItemFromPosition, asWieldedItem, inRightHand
+                 , wieldedItem, items
+                 )
+import qualified Xanthous.Entities.Character as Character
+import           Xanthous.Entities.Character hiding (pickUpItem)
+import           Xanthous.Entities.Item (Item, weight)
+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.Level
+import qualified Xanthous.Generators.Level.CaveAutomata as CaveAutomata
+import qualified Xanthous.Generators.Level.Dungeon as Dungeon
+--------------------------------------------------------------------------------
+
+type App = Brick.App GameState AppEvent ResourceName
+
+data RunType = NewGame | LoadGame FilePath
+  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 save -> pure . (savefile ?~ save)
+  , 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) (|*| Tiles 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
+  takeItemFromInventory_ ["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) -> 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 DescribeInventory = do
+  selectItemFromInventory_ ["inventory", "describe", "select"] Cancellable id
+    (say_ ["inventory", "describe", "nothing"])
+    $ \(MenuResult (invPos, item)) -> showPanel . ItemDescriptionPanel
+        $ Item.fullDescription item
+        <> "\n\n" <> describeInventoryPosition invPos
+  continue
+
+
+handleCommand Wield = do
+  takeItemFromInventory_ ["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 Fire = do
+  selectItemFromInventory_ ["fire", "menu"] Cancellable id
+    (say_ ["fire", "nothing"])
+    $ \(MenuResult (invPos, item)) ->
+      let wt = weight item
+          dist = throwDistance wt
+          dam = bluntThrowDamage wt
+      in if dist < fromScalar 1
+         then say_ ["fire", "zeroRange"]
+         else firePrompt_ ["fire", "target"] Cancellable dist $
+          \(FireResult targetPos) -> do
+              charPos <- use characterPosition
+              mTarget <- uses entities $ firstEnemy . lineOfSight charPos targetPos
+              case mTarget of
+                Just target -> do
+                  creature' <- damageCreature target dam
+                  unless (Creature.isDead creature') $
+                    let msgPath = ["fire", "fired"] <> [if dam == 0
+                                                        then "noDamage"
+                                                        else "someDamage"]
+                    in say msgPath $ object [ "item" A..= item
+                                            , "creature" A..= creature'
+                                            ]
+                Nothing ->
+                  say ["fire", "fired", "noTarget"] $ object [ "item" A..= item ]
+              character . inventory %= removeItemFromPosition invPos item
+              entities . EntityMap.atPosition targetPos %= (SomeEntity item <|)
+              stepGame -- TODO(grfn): should this be based on distance?
+  continue
+  where
+    firstEnemy
+      :: [(Position, Vector (EntityID, SomeEntity))]
+      -> Maybe (EntityID, Creature)
+    firstEnemy los =
+      let enemies = los >>= \(_, es) -> toList $ headMay es
+      in enemies ^? folded . below _SomeEntity
+
+handleCommand Save =
+  view (config . disableSaving) >>= \case
+    True -> say_ ["save", "disabled"] >> continue
+    False -> do
+      -- TODO default save locations / config file?
+      use savefile >>= \case
+        Just filepath ->
+          stringPromptWithDefault_
+            ["save", "location"]
+            Cancellable
+            (pack filepath)
+            promptCallback
+        Nothing -> prompt_ @'StringPrompt ["save", "location"] Cancellable promptCallback
+      continue
+      where
+        promptCallback :: PromptResult 'StringPrompt -> AppM ()
+        promptCallback (StringResult filename) = do
+          sf <- use savefile
+          exists <- liftIO . doesFileExist $ unpack filename
+          if exists && sf /= Just (unpack filename)
+          then confirm ["save", "overwrite"] (object ["filename" A..= filename])
+              $ doSave filename
+          else doSave filename
+        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' -> do
+      cEID <- use characterEntityID
+      pCharacter <- entities . at cEID <<.= Nothing
+      levels .= levs'
+      charPos <- use characterPosition
+      entities . at cEID .= pCharacter
+      characterPosition .= charPos
+    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 Rest = do
+  say_ ["autocommands", "resting"]
+  runAutocommand AutoRest
+  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 creature = do
+    charDamage <- uses character characterDamage
+    creature' <- damageCreature creature charDamage
+    msg <- uses character getAttackMessage
+    unless (Creature.isDead creature')
+      . message msg $ object ["creature" A..= creature']
+    whenM (uses character $ isNothing . weapon) handleFists
+    stepGame
+  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"]
+
+  handleFists = do
+    damageChance <- use $ character . body . knuckles . to fistDamageChance
+    whenM (chance damageChance) $ do
+      damageAmount <- use $ character . body . knuckles . to fistfightingDamage
+      say_ [ "combat" , if damageAmount > 1
+                        then "fistExtraSelfDamage"
+                        else "fistSelfDamage" ]
+      character %= Character.damage damageAmount
+      character . body . knuckles %= damageKnuckles
+
+damageCreature :: (EntityID, Creature) -> Hitpoints -> AppM Creature
+damageCreature (creatureID, creature) dam = do
+  let creature' = Creature.damage dam creature
+      msgParams = object ["creature" A..= creature']
+  if Creature.isDead creature'
+    then do
+      say ["combat", "killed"] msgParams
+      floorItems <- useListOf
+                   $ entities
+                   . ix creatureID
+                   . positioned
+                   . _SomeEntity @Creature
+                   . inventory
+                   . items
+      mCreaturePos <- preuse $ entities . ix creatureID . position
+      entities . at creatureID .= Nothing
+      for_ mCreaturePos $ \creaturePos ->
+        entities . EntityMap.atPosition creaturePos
+          %= (<> fromList (SomeEntity <$> floorItems))
+    else entities . ix creatureID . positioned .= SomeEntity creature'
+  pure creature'
+
+
+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 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 (InventoryPosition, item)) -> AppM ())
+  -> AppM ()
+selectItemFromInventory msgPath msgParams cancellable extraInfo onEmpty cb = do
+  uses (character . inventory)
+       (V.mapMaybe (_2 $ preview extraInfo) . toVectorOf itemsWithPosition)
+    >>= \case
+      Empty -> onEmpty
+      items' -> menu msgPath msgParams cancellable (itemMenu items') cb
+  where
+    itemMenu = mkMenuItems . map itemMenuItem
+    itemMenuItem (invPos, extraInfoItem) =
+      let item = extraInfo # extraInfoItem
+      in ( entityMenuChar item
+         , MenuOption
+           (description item <> " (" <> describeInventoryPosition invPos <> ")")
+           (invPos, extraInfoItem)
+         )
+
+-- | Prompt with an item to select out of the inventory and call callback with
+-- it
+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 (InventoryPosition, item)) -> AppM ())
+  -> AppM ()
+selectItemFromInventory_ msgPath = selectItemFromInventory msgPath ()
+
+-- | Prompt with an item to select out of the inventory, remove it from the
+-- inventory, and call callback with it
+takeItemFromInventory
+  :: 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 ()
+takeItemFromInventory msgPath msgParams cancellable extraInfo onEmpty cb =
+  selectItemFromInventory msgPath msgParams cancellable extraInfo onEmpty
+    $ \(MenuResult (invPos, item)) -> do
+      character . inventory
+        %= removeItemFromPosition invPos (item ^. re extraInfo)
+      cb $ MenuResult item
+
+takeItemFromInventory_
+  :: 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 ()
+takeItemFromInventory_ msgPath = takeItemFromInventory 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
+  :: Word -- ^ Level number, starting at 0
+  -> AppM Level
+genLevel num = do
+  let dims = Dimensions 80 80
+  generator <- choose $ CaveAutomata :| [Dungeon]
+  let
+    doGen = case generator of
+      CaveAutomata -> generateLevel SCaveAutomata CaveAutomata.defaultParams
+      Dungeon -> generateLevel SDungeon Dungeon.defaultParams
+  level <- doGen dims num
+  pure $!! level
+
+levelToGameLevel :: Level -> GameLevel
+levelToGameLevel level =
+  let _levelEntities = levelToEntityMap level
+      _upStaircasePosition = level ^. levelCharacterPosition
+      _levelRevealedPositions = mempty
+  in GameLevel {..}