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{-# LANGUAGE TemplateHaskell #-}
module Xanthous.Entities.Character
( Character(..)
, characterName
, inventory
, characterDamage
, characterHitpoints
, speed
-- *
, mkCharacter
, pickUpItem
, isDead
, damage
) where
--------------------------------------------------------------------------------
import Xanthous.Prelude
--------------------------------------------------------------------------------
import Test.QuickCheck
import Test.QuickCheck.Instances.Vector ()
import Test.QuickCheck.Arbitrary.Generic
import Brick
import Data.Aeson.Generic.DerivingVia
import Data.Aeson (ToJSON, FromJSON)
--------------------------------------------------------------------------------
import Xanthous.Entities
import Xanthous.Entities.Item
import Xanthous.Data (TicksPerTile)
--------------------------------------------------------------------------------
data Character = Character
{ _inventory :: !(Vector Item)
, _characterName :: !(Maybe Text)
, _characterDamage :: !Word
, _characterHitpoints :: !Word
, _speed :: TicksPerTile
}
deriving stock (Show, Eq, Generic)
deriving anyclass (CoArbitrary, Function)
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Character
makeLenses ''Character
scrollOffset :: Int
scrollOffset = 5
instance Draw Character where
draw _ = visibleRegion rloc rreg $ str "@"
where
rloc = Location (negate scrollOffset, negate scrollOffset)
rreg = (2 * scrollOffset, 2 * scrollOffset)
drawPriority = const maxBound -- Character should always be on top, for now
-- the character does not (yet) have a mind of its own
instance Brain Character where step = brainVia Brainless
instance Entity Character where
blocksVision _ = False
description _ = "yourself"
instance Arbitrary Character where
arbitrary = genericArbitrary
initialHitpoints :: Word
initialHitpoints = 10
defaultSpeed :: TicksPerTile
defaultSpeed = 100
mkCharacter :: Character
mkCharacter = Character
{ _inventory = mempty
, _characterName = Nothing
, _characterDamage = 1
, _characterHitpoints = initialHitpoints
, _speed = defaultSpeed
}
isDead :: Character -> Bool
isDead = (== 0) . view characterHitpoints
pickUpItem :: Item -> Character -> Character
pickUpItem item = inventory %~ (item <|)
damage :: Word -> Character -> Character
damage amount = characterHitpoints %~ \case
n | n <= amount -> 0
| otherwise -> n - amount
|