{-# LANGUAGE MultiWayIf #-} {-# LANGUAGE ViewPatterns #-} module Xanthous.App (makeApp) where -------------------------------------------------------------------------------- import Xanthous.Prelude import Brick hiding (App, halt, continue, raw) import qualified Brick import Brick.Widgets.Edit (handleEditorEvent) import Graphics.Vty.Attributes (defAttr) import Graphics.Vty.Input.Events (Event(EvKey), Key(..)) import Control.Monad.State (get, state, StateT(..), MonadState) import Control.Monad.Random (MonadRandom) import Data.Coerce import Control.Monad.State.Class (modify) import Data.Aeson (object, ToJSON) import qualified Data.Aeson as A -------------------------------------------------------------------------------- import Xanthous.Command import Xanthous.Data ( move , Dimensions'(Dimensions) , positioned , Position ) import Xanthous.Data.EntityMap (EntityMap) import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Game import Xanthous.Game.Draw (drawGame) import Xanthous.Game.Prompt import Xanthous.Monad import Xanthous.Resource (Name) import Xanthous.Messages (message) import Xanthous.Util.Inflection (toSentence) -------------------------------------------------------------------------------- import qualified Xanthous.Entities.Character as Character import Xanthous.Entities.Character (characterName) import Xanthous.Entities import Xanthous.Entities.Item (Item) import Xanthous.Entities.Creature (Creature) import qualified Xanthous.Entities.Creature as Creature import Xanthous.Entities.Environment (Door, open, locked) import Xanthous.Entities.Character import Xanthous.Generators import qualified Xanthous.Generators.CaveAutomata as CaveAutomata -------------------------------------------------------------------------------- type App = Brick.App GameState () Name type AppM a = AppT (EventM Name) a makeApp :: IO App makeApp = pure $ Brick.App { appDraw = drawGame , appChooseCursor = const headMay , appHandleEvent = \game event -> runAppM (handleEvent event) game , appStartEvent = runAppM $ startEvent >> get , appAttrMap = const $ attrMap defAttr [] } runAppM :: AppM a -> GameState -> EventM Name a runAppM appm = fmap fst . runAppT appm -- testGormlak :: Creature -- testGormlak = -- let Just (Creature gormlak) = raw "gormlak" -- in Creature.newWithType gormlak startEvent :: AppM () startEvent = do initLevel modify updateCharacterVision prompt_ @'StringPrompt ["character", "namePrompt"] Uncancellable $ \(StringResult s) -> do character . characterName ?= s say ["welcome"] =<< use character initLevel :: AppM () initLevel = do level <- generateLevel SCaveAutomata CaveAutomata.defaultParams $ Dimensions 80 80 entities <>= (SomeEntity <$> level ^. levelWalls) entities <>= (SomeEntity <$> level ^. levelItems) entities <>= (SomeEntity <$> level ^. levelCreatures) characterPosition .= level ^. levelCharacterPosition handleEvent :: BrickEvent Name () -> AppM (Next GameState) handleEvent ev = use promptState >>= \case NoPrompt -> handleNoPromptEvent ev WaitingPrompt msg pr -> handlePromptEvent msg pr ev handleNoPromptEvent :: BrickEvent Name () -> AppM (Next GameState) handleNoPromptEvent (VtyEvent (EvKey k mods)) | Just command <- commandFromKey k mods = do messageHistory %= hideMessage handleCommand command handleNoPromptEvent _ = continue handleCommand :: Command -> AppM (Next GameState) handleCommand Quit = halt handleCommand (Move dir) = do newPos <- uses characterPosition $ move dir collisionAt newPos >>= \case Nothing -> do characterPosition .= newPos describeEntitiesAt newPos modify updateCharacterVision Just Combat -> attackAt newPos Just Stop -> pure () continue handleCommand PickUp = do pos <- use characterPosition items <- uses entities $ entitiesAtPositionWithType @Item pos case items of [] -> say_ ["items", "nothingToPickUp"] [(itemID, item)] -> do character %= Character.pickUpItem item entities . at itemID .= Nothing say ["items", "pickUp"] $ object [ "item" A..= item ] _ -> undefined continue handleCommand PreviousMessage = do messageHistory %= popMessage 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"] | otherwise -> do for_ doors $ \(eid, _) -> entities . ix eid . positioned . _SomeEntity . open .= True say_ ["open", "success"] pure () continue handlePromptEvent :: Text -- ^ Prompt message -> Prompt (AppT Identity) -> BrickEvent Name () -> AppM (Next GameState) handlePromptEvent _ (Prompt Cancellable _ _ _) (VtyEvent (EvKey KEsc [])) = do promptState .= NoPrompt continue handlePromptEvent _ pr (VtyEvent (EvKey KEnter [])) = do () <- state . coerce $ submitPrompt pr promptState .= NoPrompt continue handlePromptEvent msg (Prompt c SStringPrompt (StringPromptState edit) cb) (VtyEvent ev) = do edit' <- lift $ handleEditorEvent ev edit let prompt' = Prompt c SStringPrompt (StringPromptState edit') cb promptState .= WaitingPrompt msg prompt' continue handlePromptEvent _ (Prompt _ SDirectionPrompt _ cb) (VtyEvent (EvKey (KChar (directionFromChar -> Just dir)) [])) = do () <- state . coerce . cb $ DirectionResult dir promptState .= NoPrompt continue handlePromptEvent _ (Prompt _ SDirectionPrompt _ _) _ = continue handlePromptEvent _ _ _ = undefined prompt :: forall (pt :: PromptType) (params :: Type). (ToJSON params, SingPromptType pt) => [Text] -- ^ Message key -> params -- ^ Message params -> PromptCancellable -> (PromptResult pt -> AppT Identity ()) -- ^ Prompt promise handler -> AppM () prompt msgPath params cancellable cb = do let pt = singPromptType @pt msg <- message msgPath params let p = mkPrompt cancellable pt cb promptState .= WaitingPrompt msg p prompt_ :: forall (pt :: PromptType) . (SingPromptType pt) => [Text] -- ^ Message key -> PromptCancellable -> (PromptResult pt -> AppT Identity ()) -- ^ Prompt promise handler -> AppM () prompt_ msg = prompt msg $ object [] -------------------------------------------------------------------------------- entitiesAtPositionWithType :: forall a. (Entity a, Typeable a) => Position -> EntityMap SomeEntity -> [(EntityMap.EntityID, a)] entitiesAtPositionWithType pos em = let someEnts = EntityMap.atPositionWithIDs pos em in flip foldMap someEnts $ \(eid, view positioned -> se) -> case downcastEntity @a se of Just e -> [(eid, e)] Nothing -> [] describeEntitiesAt :: (MonadState GameState m, MonadRandom m) => Position -> m () describeEntitiesAt pos = use ( entities . EntityMap.atPosition pos . to (filter (not . entityIs @Character)) ) >>= \case Empty -> pure () ents -> let descriptions = description <$> ents in say ["entities", "description"] $ object ["entityDescriptions" A..= toSentence descriptions] attackAt :: Position -> AppM () attackAt pos = uses entities (entitiesAtPositionWithType @Creature pos) >>= \case Empty -> say_ ["combat", "nothingToAttack"] (creature :< Empty) -> attackCreature creature creatures -> undefined where attackCreature (creatureID, creature) = do charDamage <- use $ 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 say ["combat", "hit"] msgParams entities . ix creatureID . positioned .= SomeEntity creature'