{-# LANGUAGE RecordWildCards #-} -------------------------------------------------------------------------------- module Xanthous.Game.Lenses ( positionedCharacter , character , characterPosition , updateCharacterVision , getInitialState , initialStateFromSeed -- * Collisions , Collision(..) , entityCollision , collisionAt ) where -------------------------------------------------------------------------------- import Xanthous.Prelude -------------------------------------------------------------------------------- import System.Random import Control.Monad.State import Control.Monad.Random (getRandom) -------------------------------------------------------------------------------- import Xanthous.Game.State import Xanthous.Data import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Data.EntityMap.Graphics (visiblePositions) import Xanthous.Entities.Character (Character, mkCharacter) import Xanthous.Entities.Environment (Door, open, GroundMessage) import Xanthous.Entities.Item (Item) import Xanthous.Entities.Creature (Creature) import Xanthous.Entities.Entities () -------------------------------------------------------------------------------- getInitialState :: IO GameState getInitialState = initialStateFromSeed <$> getRandom initialStateFromSeed :: Int -> GameState initialStateFromSeed seed = let _randomGen = mkStdGen seed chr = mkCharacter (_characterEntityID, _entities) = EntityMap.insertAtReturningID (Position 0 0) (SomeEntity chr) mempty _messageHistory = mempty _revealedPositions = mempty _promptState = NoPrompt _debugState = DebugState { _allRevealed = False } in GameState {..} positionedCharacter :: Lens' GameState (Positioned Character) positionedCharacter = lens getPositionedCharacter setPositionedCharacter where setPositionedCharacter :: GameState -> Positioned Character -> GameState setPositionedCharacter game chr = game & entities . at (game ^. characterEntityID) ?~ fmap SomeEntity chr 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 visionRadius :: Word visionRadius = 12 -- TODO make this dynamic -- | Update the revealed entities at the character's position based on their vision updateCharacterVision :: GameState -> GameState updateCharacterVision game = let charPos = game ^. characterPosition visible = visiblePositions charPos visionRadius $ game ^. entities in game & revealedPositions <>~ visible data Collision = Stop | Combat deriving stock (Show, Eq, Ord, Generic) deriving anyclass (NFData) entityCollision :: ( MonoFoldable (f SomeEntity) , Foldable f , Element (f SomeEntity) ~ SomeEntity , AsEmpty (f SomeEntity) ) => f SomeEntity -> Maybe Collision entityCollision Empty = Nothing entityCollision ents -- TODO track entity collision in the Entity class | any (entityIs @Creature) ents = pure Combat | all (\e -> entityIs @Item e || entityIs @GroundMessage e ) ents = Nothing | doors@(_ : _) <- ents ^.. folded . _SomeEntity @Door , all (view open) doors = Nothing | otherwise = pure Stop collisionAt :: MonadState GameState m => Position -> m (Maybe Collision) collisionAt pos = uses (entities . EntityMap.atPosition pos) entityCollision