Stop auto-moving if there's an enemy nearby
If at any point during an auto-move there's an enemy in the character's line of sight, cancel the autocommand and send a message
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4 changed files with 44 additions and 11 deletions
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@ -4,16 +4,24 @@ module Xanthous.App.Autocommands
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, autoStep
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, autoStep
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) where
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) where
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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import Xanthous.Prelude
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import Xanthous.Prelude
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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import Control.Concurrent (threadDelay)
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import Control.Concurrent (threadDelay)
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import qualified Data.Aeson as A
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import Data.Aeson (object)
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import Data.List.NonEmpty (nonEmpty)
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import qualified Data.List.NonEmpty as NE
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import Control.Monad.State (gets)
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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import Xanthous.App.Common
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import Xanthous.App.Common
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import Xanthous.App.Time
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import Xanthous.App.Time
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import Xanthous.Data
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import Xanthous.Data
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import Xanthous.Data.App
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import Xanthous.Data.App
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import Xanthous.Entities.Character (speed)
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import Xanthous.Entities.Character (speed)
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import Xanthous.Game.State
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import Xanthous.Entities.Creature (Creature, creatureType)
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import Xanthous.Entities.RawTypes (hostile)
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import Xanthous.Game.State
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import Xanthous.Game.Lenses (characterVisibleEntities)
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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autoStep :: Autocommand -> AppM ()
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autoStep :: Autocommand -> AppM ()
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@ -24,7 +32,20 @@ autoStep (AutoMove dir) = do
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characterPosition .= newPos
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characterPosition .= newPos
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stepGameBy =<< uses (character . speed) (|*| 1)
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stepGameBy =<< uses (character . speed) (|*| 1)
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describeEntitiesAt newPos
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describeEntitiesAt newPos
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maybeVisibleEnemies <- nonEmpty <$> enemiesInSight
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for_ maybeVisibleEnemies $ \visibleEnemies -> do
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say ["autoMove", "enemyInSight"]
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$ object [ "firstEntity" A..= NE.head visibleEnemies ]
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cancelAutocommand
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Just _ -> cancelAutocommand
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Just _ -> cancelAutocommand
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where
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enemiesInSight :: AppM [Creature]
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enemiesInSight = do
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ents <- gets characterVisibleEntities
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pure $ ents
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^.. folded
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. _SomeEntity @Creature
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. filtered (view $ creatureType . hostile)
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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@ -9,6 +9,7 @@ module Xanthous.Entities.RawTypes
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-- * Creatures
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-- * Creatures
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, CreatureType(..)
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, CreatureType(..)
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, hostile
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-- * Items
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-- * Items
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, ItemType(..)
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, ItemType(..)
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@ -63,6 +64,9 @@ data CreatureType = CreatureType
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CreatureType
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CreatureType
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makeFieldsNoPrefix ''CreatureType
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makeFieldsNoPrefix ''CreatureType
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hostile :: Lens' CreatureType Bool
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hostile = friendly . involuted not
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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data EdibleItem = EdibleItem
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data EdibleItem = EdibleItem
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@ -127,4 +131,3 @@ data EntityRaw
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via WithOptions '[ SumEnc ObjWithSingleField ]
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via WithOptions '[ SumEnc ObjWithSingleField ]
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EntityRaw
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EntityRaw
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makePrisms ''EntityRaw
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makePrisms ''EntityRaw
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@ -8,6 +8,7 @@ module Xanthous.Game.Lenses
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, characterPosition
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, characterPosition
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, updateCharacterVision
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, updateCharacterVision
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, characterVisiblePositions
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, characterVisiblePositions
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, characterVisibleEntities
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, getInitialState
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, getInitialState
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, initialStateFromSeed
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, initialStateFromSeed
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, entitiesAtCharacter
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, entitiesAtCharacter
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@ -28,7 +29,8 @@ import Xanthous.Game.State
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import Xanthous.Data
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import Xanthous.Data
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import Xanthous.Data.Levels
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import Xanthous.Data.Levels
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import qualified Xanthous.Data.EntityMap as EntityMap
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import qualified Xanthous.Data.EntityMap as EntityMap
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import Xanthous.Data.EntityMap.Graphics (visiblePositions)
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import Xanthous.Data.EntityMap.Graphics
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(visiblePositions, visibleEntities)
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import Xanthous.Data.VectorBag
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import Xanthous.Data.VectorBag
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import Xanthous.Entities.Character (Character, mkCharacter)
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import Xanthous.Entities.Character (Character, mkCharacter)
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import {-# SOURCE #-} Xanthous.Entities.Entities ()
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import {-# SOURCE #-} Xanthous.Entities.Entities ()
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@ -101,6 +103,11 @@ characterVisiblePositions game =
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let charPos = game ^. characterPosition
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let charPos = game ^. characterPosition
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in visiblePositions charPos visionRadius $ game ^. entities
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in visiblePositions charPos visionRadius $ game ^. entities
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characterVisibleEntities :: GameState -> EntityMap.EntityMap SomeEntity
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characterVisibleEntities game =
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let charPos = game ^. characterPosition
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in visibleEntities charPos visionRadius $ game ^. entities
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entitiesCollision
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entitiesCollision
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:: ( Functor f
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:: ( Functor f
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, forall xx. MonoFoldable (f xx)
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, forall xx. MonoFoldable (f xx)
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@ -111,7 +111,9 @@ drop:
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- You take the {{item.itemType.name}} out of your backpack and put it on the ground.
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- You take the {{item.itemType.name}} out of your backpack and put it on the ground.
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- You take the {{item.itemType.name}} out of your backpack and drop it on the ground.
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- You take the {{item.itemType.name}} out of your backpack and drop it on the ground.
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autoMove:
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enemyInSight:
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- There's a {{firstEntity.creatureType.name}} nearby!
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###
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###
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tutorial:
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tutorial:
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