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Diffstat (limited to 'users/grfn/xanthous/src/Xanthous/App.hs')
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diff --git a/users/grfn/xanthous/src/Xanthous/App.hs b/users/grfn/xanthous/src/Xanthous/App.hs new file mode 100644 index 000000000000..a251833955cd --- /dev/null +++ b/users/grfn/xanthous/src/Xanthous/App.hs @@ -0,0 +1,607 @@ +{-# 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 {..} |