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{-# 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
}
_autocommand = NoAutocommand
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
|