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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.Random (getRandom)
--------------------------------------------------------------------------------
import Xanthous.Command
import Xanthous.Data (move, Position(..), Dimensions'(Dimensions), Dimensions)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Data.EntityMap (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 Xanthous.Entities.RawTypes (EntityRaw(..))
import Xanthous.Entities.Raws (raw)
import Xanthous.Entities
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 120 80
entities <>= level
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
characterPosition %= move dir
continue
handleCommand PreviousMessage = do
messageHistory %= popMessage
continue
--------------------------------------------------------------------------------
generateLevel :: SGenerator gen -> Params gen -> Dimensions -> AppM (EntityMap SomeEntity)
generateLevel g ps dims = do
gen <- use randomGen
let cells = generate g ps dims gen
_ <- getRandom @_ @Int -- perturb the generator, so we don't get the same level twice
pure $ SomeEntity <$> cellsToWalls cells
|