Don't render moving entities that aren't visible
When the character walks away from or around the corner from entities that move such that they're no longer visible, stop rendering them. Still render static entities like walls, doors, and items though. This prevents entities walking into a "revealed position" after the character's left being visible despite not being in a line of sight any more.
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5 changed files with 49 additions and 26 deletions
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@ -90,10 +90,13 @@ newtype GormlakBrain = GormlakBrain Creature
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instance Brain GormlakBrain where
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step ticks = fmap coerce . stepGormlak ticks . coerce
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entityCanMove = const True
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--------------------------------------------------------------------------------
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instance Brain Creature where step = brainVia GormlakBrain
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instance Brain Creature where
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step = brainVia GormlakBrain
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entityCanMove = const True
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instance Entity Creature where
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blocksVision _ = False
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@ -14,6 +14,7 @@ module Xanthous.Game
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, character
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, characterPosition
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, updateCharacterVision
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, characterVisiblePositions
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-- * Messages
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, MessageHistory(..)
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@ -20,6 +20,7 @@ import Xanthous.Game
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, entities
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, revealedPositions
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, characterPosition
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, characterVisiblePositions
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, character
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, MessageHistory(..)
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, messageHistory
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@ -62,10 +63,12 @@ drawPromptState (WaitingPrompt msg (Prompt _ pt ps pri _)) =
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drawEntities
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:: (Position -> Bool)
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-- ^ Can we render a given position?
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-- ^ Is a given position directly visible to the character?
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-> (Position -> Bool)
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-- ^ Has a given position *ever* been seen by the character?
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-> EntityMap SomeEntity -- ^ all entities
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-> Widget Name
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drawEntities canRenderPos allEnts
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drawEntities isVisible isRevealed allEnts
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= vBox rows
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where
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entityPositions = EntityMap.positions allEnts
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@ -74,23 +77,27 @@ drawEntities canRenderPos allEnts
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rows = mkRow <$> [0..maxY]
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mkRow rowY = hBox $ renderEntityAt . flip Position rowY <$> [0..maxX]
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renderEntityAt pos
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| canRenderPos pos
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= let entitiesAtPosition = allEnts ^. atPosition pos
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immobileEntitiesAtPosition =
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filter (not . entityCanMove) entitiesAtPosition
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in renderTopEntity pos
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$ if | isVisible pos -> entitiesAtPosition
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| isRevealed pos -> immobileEntitiesAtPosition
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| otherwise -> mempty
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renderTopEntity pos ents
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= let neighbors = EntityMap.neighbors pos allEnts
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in maybe (str " ") (drawWithNeighbors neighbors)
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$ maximumByOf
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(atPosition pos . folded)
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(compare `on` drawPriority)
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allEnts
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| otherwise = str " "
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$ maximumBy (compare `on` drawPriority)
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<$> fromNullable ents
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drawMap :: GameState -> Widget Name
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drawMap game
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= viewport Resource.MapViewport Both
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. cursorPosition game
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$ drawEntities
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(\pos ->
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(game ^. debugState . allRevealed)
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(\pos -> (game ^. debugState . allRevealed)
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|| (pos `member` (game ^. revealedPositions)))
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(`member` characterVisiblePositions game)
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-- FIXME: this will break down as soon as creatures can walk around on their
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-- own, since we don't want to render things walking around when the
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-- character can't see them
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@ -99,17 +106,11 @@ drawMap game
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bullet :: Char
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bullet = '•'
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drawPanel :: GameState -> Panel -> Widget Name
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drawPanel game panel
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= border
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. hLimit 35
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. viewport (Resource.Panel panel) Vertical
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$ case panel of
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InventoryPanel ->
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drawWielded (game ^. character . inventory . wielded)
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drawInventoryPanel :: GameState -> Widget Name
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drawInventoryPanel game
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= drawWielded (game ^. character . inventory . wielded)
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<=> drawBackpack (game ^. character . inventory . backpack)
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where
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drawWielded :: Wielded -> Widget Name
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drawWielded (Hands Nothing Nothing) = emptyWidget
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drawWielded (DoubleHanded i) =
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txtWrap $ "You are holding " <> description i <> " in both hands"
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@ -132,6 +133,16 @@ drawPanel game panel
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(txtWrap . ((bullet <| " ") <>) . description)
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backpackItems)
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drawPanel :: GameState -> Panel -> Widget Name
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drawPanel game panel
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= border
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. hLimit 35
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. viewport (Resource.Panel panel) Vertical
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. case panel of
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InventoryPanel -> drawInventoryPanel
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$ game
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drawCharacterInfo :: Character -> Widget Name
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drawCharacterInfo ch = txt " " <+> charName <+> charHitpoints
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where
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@ -5,6 +5,7 @@ module Xanthous.Game.Lenses
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, character
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, characterPosition
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, updateCharacterVision
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, characterVisiblePositions
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, getInitialState
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, initialStateFromSeed
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@ -84,12 +85,16 @@ characterPosition = positionedCharacter . position
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visionRadius :: Word
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visionRadius = 12 -- TODO make this dynamic
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-- | Update the revealed entities at the character's position based on their vision
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-- | Update the revealed entities at the character's position based on their
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-- vision
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updateCharacterVision :: GameState -> GameState
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updateCharacterVision game =
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updateCharacterVision game
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= game & revealedPositions <>~ characterVisiblePositions game
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characterVisiblePositions :: GameState -> Set Position
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characterVisiblePositions game =
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let charPos = game ^. characterPosition
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visible = visiblePositions charPos visionRadius $ game ^. entities
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in game & revealedPositions <>~ visible
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in visiblePositions charPos visionRadius $ game ^. entities
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data Collision
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= Stop
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@ -287,6 +287,8 @@ instance
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class Brain a where
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step :: Ticks -> Positioned a -> AppM (Positioned a)
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entityCanMove :: a -> Bool
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entityCanMove = const False
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newtype Brainless a = Brainless a
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@ -429,6 +431,7 @@ instance Eq GameState where
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, gs ^. messageHistory
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, gs ^. sentWelcome
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, gs ^. activePanel
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, gs ^. debugState
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)
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--------------------------------------------------------------------------------
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