{-# LANGUAGE RecordWildCards #-} {-# LANGUAGE QuantifiedConstraints #-} {-# LANGUAGE AllowAmbiguousTypes #-} -------------------------------------------------------------------------------- module Xanthous.Game.Lenses ( positionedCharacter , character , characterPosition , updateCharacterVision , characterVisiblePositions , getInitialState , initialStateFromSeed , entitiesAtCharacter -- * Collisions , Collision(..) , entitiesCollision , 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 Xanthous.Data.Levels import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Data.EntityMap.Graphics (visiblePositions) import Xanthous.Data.VectorBag import Xanthous.Entities.Character (Character, mkCharacter) import {-# SOURCE #-} Xanthous.Entities.Entities () -------------------------------------------------------------------------------- getInitialState :: IO GameState getInitialState = initialStateFromSeed <$> getRandom initialStateFromSeed :: Int -> GameState initialStateFromSeed seed = let _randomGen = mkStdGen seed chr = mkCharacter _upStaircasePosition = Position 0 0 (_characterEntityID, _levelEntities) = EntityMap.insertAtReturningID _upStaircasePosition (SomeEntity chr) mempty _levelRevealedPositions = mempty level = GameLevel {..} _levels = oneLevel level _messageHistory = mempty _promptState = NoPrompt _activePanel = Nothing _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 = game & revealedPositions <>~ characterVisiblePositions game characterVisiblePositions :: GameState -> Set Position characterVisiblePositions game = let charPos = game ^. characterPosition in visiblePositions charPos visionRadius $ game ^. entities entitiesCollision :: ( Functor f , forall xx. MonoFoldable (f xx) , forall xx. Element (f xx) ~ xx , Element (f (Maybe Collision)) ~ Maybe Collision , Show (f (Maybe Collision)) , Show (f SomeEntity) ) => f SomeEntity -> Maybe Collision entitiesCollision = join . maximumMay . fmap entityCollision collisionAt :: MonadState GameState m => Position -> m (Maybe Collision) collisionAt p = uses (entities . EntityMap.atPosition p) entitiesCollision entitiesAtCharacter :: Lens' GameState (VectorBag SomeEntity) entitiesAtCharacter = lens getter setter where getter gs = gs ^. entities . EntityMap.atPosition (gs ^. characterPosition) setter gs ents = gs & entities . EntityMap.atPosition (gs ^. characterPosition) .~ ents