From 61802fe1064f96b5d723650d06072a6347a0748e Mon Sep 17 00:00:00 2001 From: Griffin Smith Date: Sat, 30 Oct 2021 12:12:47 -0400 Subject: feat(gs/xanthous): Allow throwing rocks Implement a first pass at a "fire" command, which allows throwing rocks, the max distance and the damage of which is based on the weight of the item and the strength of the player. Currently the actual numbers here likely need some tweaking, as the rocks are easily throwable at good distances but don't really deal any damage. Change-Id: Ic6ad0599444af44d8438b834237a1997b67f220f Reviewed-on: https://cl.tvl.fyi/c/depot/+/3764 Reviewed-by: grfn Tested-by: BuildkiteCI --- users/grfn/xanthous/src/Xanthous/App.hs | 78 ++++++++++++++++++++++++++------- 1 file changed, 61 insertions(+), 17 deletions(-) (limited to 'users/grfn/xanthous/src/Xanthous/App.hs') diff --git a/users/grfn/xanthous/src/Xanthous/App.hs b/users/grfn/xanthous/src/Xanthous/App.hs index 9558c17bcd6c..689a6a35ca30 100644 --- a/users/grfn/xanthous/src/Xanthous/App.hs +++ b/users/grfn/xanthous/src/Xanthous/App.hs @@ -34,7 +34,7 @@ import Xanthous.Data , position , Position , (|*|) - , Tiles(..) + , Tiles(..), Hitpoints, fromScalar ) import Xanthous.Data.App (ResourceName, Panel(..), AppEvent(..)) import qualified Xanthous.Data.EntityMap as EntityMap @@ -45,15 +45,18 @@ import Xanthous.Game import Xanthous.Game.State import Xanthous.Game.Env import Xanthous.Game.Draw (drawGame) -import Xanthous.Game.Prompt +import Xanthous.Game.Prompt hiding (Fire) import qualified Xanthous.Messages as Messages import Xanthous.Random import Xanthous.Util (removeVectorIndex) import Xanthous.Util.Inflection (toSentence) +import Xanthous.Physics (throwDistance, bluntThrowDamage) +import Xanthous.Data.EntityMap.Graphics (lineOfSight) +import Xanthous.Data.EntityMap (EntityID) -------------------------------------------------------------------------------- import qualified Xanthous.Entities.Character as Character import Xanthous.Entities.Character hiding (pickUpItem) -import Xanthous.Entities.Item (Item) +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 @@ -292,6 +295,43 @@ handleCommand Wield = do 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 = do -- TODO default save locations / config file? prompt_ @'StringPrompt ["save", "location"] Cancellable @@ -364,22 +404,14 @@ attackAt pos = menu_ ["combat", "menu"] Cancellable (entityMenu_ creatures) $ \(MenuResult creature) -> attackCreature creature where - attackCreature (creatureID, creature) = do + attackCreature 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' - + 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 -- TODO + stepGame weapon chr = chr ^? inventory . wielded . wieldedItems . wieldableItem getAttackMessage chr = case weapon chr of @@ -399,6 +431,18 @@ attackAt pos = 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 + entities . at creatureID .= Nothing + else entities . ix creatureID . positioned .= SomeEntity creature' + pure creature' + + entityMenu_ :: (Comonad w, Entity entity) => [w entity] -- cgit 1.4.1