{-# LANGUAGE ViewPatterns #-} {-# LANGUAGE UndecidableInstances #-} -------------------------------------------------------------------------------- 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, gets, MonadState) import Control.Monad.Random (MonadRandom) 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 GHC.TypeLits (TypeError, ErrorMessage(..)) -------------------------------------------------------------------------------- import Xanthous.Command import Xanthous.Data ( move , Dimensions'(Dimensions) , positioned , Position , Ticks , (|*|) ) import Xanthous.Data.EntityMap (EntityMap) import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Game import Xanthous.Game.State import Xanthous.Game.Draw (drawGame) import Xanthous.Game.Prompt import Xanthous.Monad import Xanthous.Resource (Name) import qualified Xanthous.Messages as Messages import Xanthous.Util.Inflection (toSentence) -------------------------------------------------------------------------------- import qualified Xanthous.Entities.Character as Character import Xanthous.Entities.Character hiding (pickUpItem) import Xanthous.Entities.Item (Item) 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, locked, GroundMessage(..)) import Xanthous.Entities.RawTypes (edible, eatMessage, hitpointsHealed) import Xanthous.Generators import qualified Xanthous.Generators.CaveAutomata as CaveAutomata -------------------------------------------------------------------------------- type App = Brick.App GameState () Name 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 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 <- generateLevel SCaveAutomata CaveAutomata.defaultParams $ Dimensions 80 80 entities <>= (SomeEntity <$> level ^. levelWalls) entities <>= (SomeEntity <$> level ^. levelItems) entities <>= (SomeEntity <$> level ^. levelCreatures) entities <>= (SomeEntity <$> level ^. levelTutorialMessage) characterPosition .= level ^. levelCharacterPosition -------------------------------------------------------------------------------- stepGameBy :: Ticks -> AppM () stepGameBy ticks = do ents <- uses entities EntityMap.toEIDsAndPositioned for_ ents $ \(eid, pEntity) -> do pEntity' <- step ticks pEntity entities . ix eid .= pEntity' whenM (uses character isDead) . prompt_ @'Continue ["dead"] Uncancellable . const . lift . liftIO $ exitSuccess ticksPerTurn :: Ticks ticksPerTurn = 100 stepGame :: AppM () stepGame = stepGameBy ticksPerTurn -------------------------------------------------------------------------------- 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 %= nextTurn 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 stepGameBy =<< uses (character . speed) (|*| 1) describeEntitiesAt newPos modify updateCharacterVision 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 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"] | otherwise -> do for_ doors $ \(eid, _) -> entities . ix eid . positioned . _SomeEntity . open .= True say_ ["open", "success"] pure () stepGame -- TODO continue handleCommand Look = do prompt_ @'PointOnMap ["look", "prompt"] Cancellable $ \(PointOnMapResult pos) -> use (entities . EntityMap.atPosition pos) >>= \case Empty -> say_ ["look", "nothing"] ents -> describeEntities ents continue handleCommand Wait = stepGame >> continue handleCommand Eat = do uses (character . inventory) (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 %= \inv -> let (before, after) = V.splitAt idx inv in before <> fromMaybe Empty (tailMay after) 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 Save = do -- TODO default save locations / config file? prompt_ @'StringPrompt ["save", "location"] Cancellable $ \(StringResult filename) -> do src <- gets saveGame lift . liftIO $ do writeFile (unpack filename) $ toStrict src exitSuccess continue handleCommand ToggleRevealAll = do val <- debugState . allRevealed <%= not say ["debug", "toggleRevealAll"] $ object [ "revealAll" A..= val ] continue -------------------------------------------------------------------------------- handlePromptEvent :: Text -- ^ Prompt message -> Prompt AppM -> BrickEvent Name () -> AppM (Next GameState) handlePromptEvent _ (Prompt Cancellable _ _ _ _) (VtyEvent (EvKey KEsc [])) = clearPrompt handlePromptEvent _ pr (VtyEvent (EvKey KEnter [])) = submitPrompt pr >> clearPrompt handlePromptEvent msg (Prompt c SStringPrompt (StringPromptState edit) pri cb) (VtyEvent ev) = do edit' <- lift $ handleEditorEvent ev edit let prompt' = Prompt c SStringPrompt (StringPromptState edit') pri cb promptState .= WaitingPrompt msg prompt' continue handlePromptEvent _ (Prompt _ SDirectionPrompt _ _ cb) (VtyEvent (EvKey (KChar (directionFromChar -> Just dir)) [])) = cb (DirectionResult dir) >> clearPrompt handlePromptEvent _ (Prompt _ SDirectionPrompt _ _ _) _ = continue handlePromptEvent _ (Prompt _ SContinue _ _ _) _ = continue handlePromptEvent _ (Prompt _ SMenu _ items cb) (VtyEvent (EvKey (KChar chr) [])) | Just (MenuOption _ res) <- items ^. at chr = cb (MenuResult res) >> clearPrompt | otherwise = continue handlePromptEvent msg (Prompt c SPointOnMap (PointOnMapPromptState pos) pri cb) (VtyEvent (EvKey (KChar (directionFromChar -> Just dir)) [])) = let pos' = move dir pos prompt' = Prompt c SPointOnMap (PointOnMapPromptState pos') pri cb in promptState .= WaitingPrompt msg prompt' >> continue handlePromptEvent _ (Prompt _ SPointOnMap _ _ _) _ = continue handlePromptEvent _ _ _ = continue clearPrompt :: AppM (Next GameState) clearPrompt = promptState .= NoPrompt >> continue class NotMenu (pt :: PromptType) instance NotMenu 'StringPrompt instance NotMenu 'Confirm instance NotMenu 'DirectionPrompt instance NotMenu 'PointOnMap instance NotMenu 'Continue instance TypeError ('Text "Cannot use `prompt` or `prompt_` for menu prompts" ':$$: 'Text "Use `menu` or `menu_` instead") => NotMenu ('Menu a) prompt :: forall (pt :: PromptType) (params :: Type). (ToJSON params, SingPromptType pt, NotMenu pt) => [Text] -- ^ Message key -> params -- ^ Message params -> PromptCancellable -> (PromptResult pt -> AppM ()) -- ^ Prompt promise handler -> AppM () prompt msgPath params cancellable cb = do let pt = singPromptType @pt msg <- Messages.message msgPath params p <- case pt of SPointOnMap -> do charPos <- use characterPosition pure $ mkPointOnMapPrompt cancellable charPos cb SStringPrompt -> pure $ mkPrompt cancellable pt cb SConfirm -> pure $ mkPrompt cancellable pt cb SDirectionPrompt -> pure $ mkPrompt cancellable pt cb SContinue -> pure $ mkPrompt cancellable pt cb SMenu -> error "unreachable" promptState .= WaitingPrompt msg p prompt_ :: forall (pt :: PromptType). (SingPromptType pt, NotMenu pt) => [Text] -- ^ Message key -> PromptCancellable -> (PromptResult pt -> AppM ()) -- ^ Prompt promise handler -> AppM () prompt_ msg = prompt msg $ object [] menu :: forall (a :: Type) (params :: Type). (ToJSON params) => [Text] -- ^ Message key -> params -- ^ Message params -> PromptCancellable -> Map Char (MenuOption a) -- ^ Menu items -> (PromptResult ('Menu a) -> AppM ()) -- ^ Menu promise handler -> AppM () menu msgPath params cancellable items cb = do msg <- Messages.message msgPath params let p = mkMenu cancellable items cb promptState .= WaitingPrompt msg p menu_ :: forall (a :: Type). [Text] -- ^ Message key -> PromptCancellable -> Map Char (MenuOption a) -- ^ Menu items -> (PromptResult ('Menu a) -> AppM ()) -- ^ Menu promise handler -> AppM () menu_ msgPath = menu msgPath $ 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 -> describeEntities ents describeEntities :: ( Entity entity , MonadRandom m , MonadState GameState m , MonoFoldable (f Text) , Functor f , Element (f Text) ~ Text ) => f entity -> m () describeEntities 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 -> menu_ ["combat", "menu"] Cancellable (entityMenu_ creatures) $ \(MenuResult creature) -> attackCreature creature 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' stepGame -- TODO 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 = let ec = entityChar entity ^. char in if ec `elem` (['a'..'z'] ++ ['A'..'Z']) then ec else 'a' -- entityMenu :: Entity entity => [entity] -> Map Char (MenuOption entity) -- entityMenu = map (map runIdentity) . entityMenu_ . fmap Identity --------------------------------------------------------------------------------