{-# LANGUAGE ViewPatterns #-} module Xanthous.App (makeApp) 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) import Control.Monad.State.Class (modify) import Data.Aeson (object) import qualified Data.Aeson as A -------------------------------------------------------------------------------- import Xanthous.Command import Xanthous.Data ( move , Dimensions'(Dimensions) , positioned ) import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Game import Xanthous.Game.Draw (drawGame) import Xanthous.Monad import Xanthous.Resource (Name) -------------------------------------------------------------------------------- import Xanthous.Entities.Creature (Creature) import qualified Xanthous.Entities.Creature as Creature import qualified Xanthous.Entities.Character as Character import Xanthous.Entities.RawTypes (EntityRaw(..)) import Xanthous.Entities.Raws (raw) import Xanthous.Entities import Xanthous.Entities.Item (Item) 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 = \state event -> runAppM (handleEvent event) state , 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 say_ ["welcome"] level <- generateLevel SCaveAutomata CaveAutomata.defaultParams $ Dimensions 80 80 entities <>= (SomeEntity <$> level ^. levelWalls) entities <>= (SomeEntity <$> level ^. levelItems) characterPosition .= level ^. levelCharacterPosition modify updateCharacterVision -- entities %= EntityMap.insertAt (Position 10 10) (SomeEntity testGormlak) handleEvent :: BrickEvent Name () -> AppM (Next GameState) handleEvent (VtyEvent (EvKey k mods)) | Just command <- commandFromKey k mods = do messageHistory %= hideMessage handleCommand command handleEvent _ = 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 modify updateCharacterVision Just Combat -> undefined Just Stop -> pure () continue handleCommand PickUp = do pos <- use characterPosition ents <- uses entities $ EntityMap.atPositionWithIDs pos let items = flip foldMap ents $ \(eid, view positioned -> se) -> case downcastEntity @Item se of Just item -> [(eid, item)] Nothing -> [] 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