{-# LANGUAGE MultiWayIf #-} {-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE RecordWildCards #-} -------------------------------------------------------------------------------- module Xanthous.Game ( GameState(..) , entities , messageHistory , randomGen , getInitialState , positionedCharacter , character , characterPosition , MessageHistory(..) , pushMessage , popMessage , hideMessage -- * collisions , Collision(..) , collisionAt ) where -------------------------------------------------------------------------------- import Xanthous.Prelude -------------------------------------------------------------------------------- import Data.List.NonEmpty ( NonEmpty((:|))) import qualified Data.List.NonEmpty as NonEmpty import System.Random import Test.QuickCheck import Test.QuickCheck.Arbitrary.Generic import Control.Monad.State.Class -------------------------------------------------------------------------------- import Xanthous.Data.EntityMap (EntityMap, EntityID) import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Data (Positioned, Position(..), positioned, position) import Xanthous.Entities (SomeEntity(..), downcastEntity, entityIs) import Xanthous.Entities.Character import Xanthous.Entities.Creature import Xanthous.Entities.Arbitrary () import Xanthous.Orphans () -------------------------------------------------------------------------------- data MessageHistory = NoMessageHistory | MessageHistory (NonEmpty Text) Bool deriving stock (Show, Eq, Generic) deriving anyclass (NFData, CoArbitrary, Function) instance Arbitrary MessageHistory where arbitrary = genericArbitrary pushMessage :: Text -> MessageHistory -> MessageHistory pushMessage msg NoMessageHistory = MessageHistory (msg :| []) True pushMessage msg (MessageHistory msgs _) = MessageHistory (NonEmpty.cons msg msgs) True popMessage :: MessageHistory -> MessageHistory popMessage NoMessageHistory = NoMessageHistory popMessage (MessageHistory msgs False) = MessageHistory msgs True popMessage (MessageHistory msgs@(_ :| []) _) = MessageHistory msgs True popMessage (MessageHistory (_ :| (msg : msgs)) True) = MessageHistory (msg :| msgs) True hideMessage :: MessageHistory -> MessageHistory hideMessage NoMessageHistory = NoMessageHistory hideMessage (MessageHistory msgs _) = MessageHistory msgs False data GameState = GameState { _entities :: EntityMap SomeEntity , _characterEntityID :: EntityID , _messageHistory :: MessageHistory , _randomGen :: StdGen } deriving stock (Show) makeLenses ''GameState instance Eq GameState where (GameState es₁ ceid₁ mh₁ _) == (GameState es₂ ceid₂ mh₂ _) = es₁ == es₂ && ceid₁ == ceid₂ && mh₁ == mh₂ instance Arbitrary GameState where arbitrary = do char <- arbitrary @Character charPos <- arbitrary _messageHistory <- arbitrary (_characterEntityID, _entities) <- arbitrary <&> EntityMap.insertAtReturningID charPos (SomeEntity char) _randomGen <- mkStdGen <$> arbitrary pure $ GameState {..} getInitialState :: IO GameState getInitialState = do _randomGen <- getStdGen let char = mkCharacter (_characterEntityID, _entities) = EntityMap.insertAtReturningID (Position 0 0) (SomeEntity char) mempty _messageHistory = NoMessageHistory pure GameState {..} positionedCharacter :: Lens' GameState (Positioned Character) positionedCharacter = lens getPositionedCharacter setPositionedCharacter where setPositionedCharacter :: GameState -> Positioned Character -> GameState setPositionedCharacter game char = game & entities . at (game ^. characterEntityID) ?~ fmap SomeEntity char getPositionedCharacter :: GameState -> Positioned Character getPositionedCharacter game = over positioned ( fromMaybe (error "Invariant error: Character was not a character!") . downcastEntity ) . fromMaybe (error "Invariant error: Character not found!") $ EntityMap.lookupWithPosition (game ^. characterEntityID) (game ^. entities) character :: Lens' GameState Character character = positionedCharacter . positioned characterPosition :: Lens' GameState Position characterPosition = positionedCharacter . position -------------------------------------------------------------------------------- data Collision = Stop | Combat deriving stock (Show, Eq, Ord, Generic) deriving anyclass (NFData) collisionAt :: MonadState GameState m => Position -> m (Maybe Collision) collisionAt pos = do ents <- use $ entities . EntityMap.atPosition pos pure $ if | null ents -> Nothing | any (entityIs @Creature) ents -> pure Combat | otherwise -> pure Stop