Allow specifying seed on startup

Allow specifying the seed for the game's global RNG on startup, and
print the seed when the game exits. This'll allow us to more reliably
reproduce bugs - yay!
This commit is contained in:
Griffin Smith 2019-10-12 12:59:42 -04:00
parent d2b81df6b8
commit f1197be186
4 changed files with 68 additions and 25 deletions

View file

@ -1,11 +1,13 @@
module Main ( main ) where module Main ( main ) where
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
import Xanthous.Prelude import Xanthous.Prelude hiding (finally)
import Brick import Brick
import qualified Options.Applicative as Opt import qualified Options.Applicative as Opt
import System.Random import System.Random
import Control.Monad.Random (getRandom)
import Control.Exception (finally)
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
import Xanthous.Game (getInitialState) import qualified Xanthous.Game as Game
import Xanthous.App (makeApp) import Xanthous.App (makeApp)
import Xanthous.Generators import Xanthous.Generators
( GeneratorInput ( GeneratorInput
@ -13,13 +15,36 @@ import Xanthous.Generators
, generateFromInput , generateFromInput
, showCells , showCells
) )
import qualified Xanthous.Entities.Character as Character
import Xanthous.Generators.Util (regions) import Xanthous.Generators.Util (regions)
import Xanthous.Generators.LevelContents import Xanthous.Generators.LevelContents
import Xanthous.Data (Dimensions, Dimensions'(Dimensions)) import Xanthous.Data (Dimensions, Dimensions'(Dimensions))
import Data.Array.IArray ( amap ) import Data.Array.IArray ( amap )
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
data RunParams = RunParams
{ seed :: Maybe Int
, characterName :: Maybe Text
}
deriving stock (Show, Eq)
parseRunParams :: Opt.Parser RunParams
parseRunParams = RunParams
<$> optional (Opt.option Opt.auto
( Opt.long "seed"
<> Opt.help "Random seed for the game."
))
<*> optional (Opt.strOption
( Opt.short 'n'
<> Opt.long "name"
<> Opt.help
( "Name for the character. If not set on the command line, "
<> "will be prompted for at runtime"
)
))
data Command data Command
= Run = Run RunParams
| Generate GeneratorInput Dimensions | Generate GeneratorInput Dimensions
parseDimensions :: Opt.Parser Dimensions parseDimensions :: Opt.Parser Dimensions
@ -34,10 +59,10 @@ parseDimensions = Dimensions
) )
parseCommand :: Opt.Parser Command parseCommand :: Opt.Parser Command
parseCommand = (<|> pure Run) $ Opt.subparser parseCommand = (<|> Run <$> parseRunParams) $ Opt.subparser
$ Opt.command "run" $ Opt.command "run"
(Opt.info (Opt.info
(pure Run) (Run <$> parseRunParams)
(Opt.progDesc "Run the game")) (Opt.progDesc "Run the game"))
<> Opt.command "generate" <> Opt.command "generate"
(Opt.info (Opt.info
@ -53,11 +78,20 @@ optParser = Opt.info
(parseCommand <**> Opt.helper) (parseCommand <**> Opt.helper)
(Opt.header "Xanthous: a WIP TUI RPG") (Opt.header "Xanthous: a WIP TUI RPG")
runGame :: IO () runGame :: RunParams -> IO ()
runGame = do runGame rparams = do
app <- makeApp app <- makeApp
initialState <- getInitialState gameSeed <- maybe getRandom pure $ seed rparams
_ <- defaultMain app initialState let initialState = Game.initialStateFromSeed gameSeed &~ do
for_ (characterName rparams) $ \cn ->
Game.character . Character.characterName ?= cn
_game' <- defaultMain app initialState `finally` do
putStr "\n\n"
putStrLn "Thanks for playing Xanthous!"
when (isNothing $ seed rparams)
. putStrLn
$ "Seed: " <> tshow gameSeed
putStr "\n\n"
pure () pure ()
runGenerate :: GeneratorInput -> Dimensions -> IO () runGenerate :: GeneratorInput -> Dimensions -> IO ()
@ -74,7 +108,7 @@ runGenerate input dims = do
putStrLn $ showCells res putStrLn $ showCells res
runCommand :: Command -> IO () runCommand :: Command -> IO ()
runCommand Run = runGame runCommand (Run runParams) = runGame runParams
runCommand (Generate input dims) = runGenerate input dims runCommand (Generate input dims) = runGenerate input dims
main :: IO () main :: IO ()

View file

@ -64,10 +64,12 @@ startEvent :: AppM ()
startEvent = do startEvent = do
initLevel initLevel
modify updateCharacterVision modify updateCharacterVision
prompt_ @'StringPrompt ["character", "namePrompt"] Uncancellable use (character . characterName) >>= \case
Nothing -> prompt_ @'StringPrompt ["character", "namePrompt"] Uncancellable
$ \(StringResult s) -> do $ \(StringResult s) -> do
character . characterName ?= s character . characterName ?= s
say ["welcome"] =<< use character say ["welcome"] =<< use character
Just n -> say ["welcome"] $ object [ "characterName" A..= n ]
initLevel :: AppM () initLevel :: AppM ()
initLevel = do initLevel = do
@ -178,6 +180,7 @@ handleCommand Eat = do
character . characterHitpoints += character . characterHitpoints +=
edibleItem ^. hitpointsHealed . to fromIntegral edibleItem ^. hitpointsHealed . to fromIntegral
message msg $ object ["item" A..= item] message msg $ object ["item" A..= item]
stepGame
continue continue
handleCommand ToggleRevealAll = do handleCommand ToggleRevealAll = do
@ -201,11 +204,11 @@ handlePromptEvent _ pr (VtyEvent (EvKey KEnter [])) =
handlePromptEvent handlePromptEvent
msg msg
(Prompt c SStringPrompt (StringPromptState edit) pi cb) (Prompt c SStringPrompt (StringPromptState edit) pri cb)
(VtyEvent ev) (VtyEvent ev)
= do = do
edit' <- lift $ handleEditorEvent ev edit edit' <- lift $ handleEditorEvent ev edit
let prompt' = Prompt c SStringPrompt (StringPromptState edit') pi cb let prompt' = Prompt c SStringPrompt (StringPromptState edit') pri cb
promptState .= WaitingPrompt msg prompt' promptState .= WaitingPrompt msg prompt'
continue continue

View file

@ -8,6 +8,7 @@ module Xanthous.Game
, GamePromptState(..) , GamePromptState(..)
, getInitialState , getInitialState
, initialStateFromSeed
, positionedCharacter , positionedCharacter
, character , character

View file

@ -6,6 +6,7 @@ module Xanthous.Game.Lenses
, characterPosition , characterPosition
, updateCharacterVision , updateCharacterVision
, getInitialState , getInitialState
, initialStateFromSeed
-- * Collisions -- * Collisions
, Collision(..) , Collision(..)
@ -16,6 +17,7 @@ import Xanthous.Prelude
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
import System.Random import System.Random
import Control.Monad.State import Control.Monad.State
import Control.Monad.Random (getRandom)
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
import Xanthous.Game.State import Xanthous.Game.State
import Xanthous.Data import Xanthous.Data
@ -28,9 +30,12 @@ import Xanthous.Entities.Creature (Creature)
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
getInitialState :: IO GameState getInitialState :: IO GameState
getInitialState = do getInitialState = initialStateFromSeed <$> getRandom
_randomGen <- getStdGen
let char = mkCharacter initialStateFromSeed :: Int -> GameState
initialStateFromSeed seed =
let _randomGen = mkStdGen seed
char = mkCharacter
(_characterEntityID, _entities) (_characterEntityID, _entities)
= EntityMap.insertAtReturningID = EntityMap.insertAtReturningID
(Position 0 0) (Position 0 0)
@ -42,7 +47,7 @@ getInitialState = do
_debugState = DebugState _debugState = DebugState
{ _allRevealed = False { _allRevealed = False
} }
pure GameState {..} in GameState {..}
positionedCharacter :: Lens' GameState (Positioned Character) positionedCharacter :: Lens' GameState (Positioned Character)