Add a very basic, naive auto-move command, which just steps the player in a direction until they collide with something, regardless of any surrounding beasties who might want to eat them. There's a lot of other stuff going on here - in order to get this working the way I wanted with a slight (I settled on 50ms) delay between every step in these autocommands while still redrawing in between I had to do all the extra machinery for custom Brick events with a channel, and then at the same time adding the bits for actually executing autocommands in a general fashion (because there will definitely be more!) hit my threshold for size for App.hs which sent me on a big journey to break it up into smaller files -- which seems actually like it was quite successful. Hopefully this will help with compile times too, though App.hs is still pretty slow (maybe more to do here).
159 lines
4.7 KiB
Haskell
159 lines
4.7 KiB
Haskell
module Main ( main ) where
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--------------------------------------------------------------------------------
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import Xanthous.Prelude hiding (finally)
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import Brick
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import qualified Brick.BChan
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import qualified Graphics.Vty as Vty
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import qualified Options.Applicative as Opt
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import System.Random
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import Control.Monad.Random (getRandom)
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import Control.Exception (finally)
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import System.Exit (die)
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--------------------------------------------------------------------------------
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import qualified Xanthous.Game as Game
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import Xanthous.Game.Env (GameEnv(..))
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import Xanthous.App
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import Xanthous.Generators
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( GeneratorInput
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, parseGeneratorInput
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, generateFromInput
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, showCells
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)
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import qualified Xanthous.Entities.Character as Character
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import Xanthous.Generators.Util (regions)
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import Xanthous.Generators.LevelContents
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import Xanthous.Data (Dimensions, Dimensions'(Dimensions))
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import Data.Array.IArray ( amap )
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--------------------------------------------------------------------------------
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data RunParams = RunParams
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{ seed :: Maybe Int
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, characterName :: Maybe Text
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}
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deriving stock (Show, Eq)
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parseRunParams :: Opt.Parser RunParams
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parseRunParams = RunParams
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<$> optional (Opt.option Opt.auto
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( Opt.long "seed"
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<> Opt.help "Random seed for the game."
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))
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<*> optional (Opt.strOption
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( Opt.short 'n'
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<> Opt.long "name"
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<> Opt.help
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( "Name for the character. If not set on the command line, "
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<> "will be prompted for at runtime"
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)
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))
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data Command
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= Run RunParams
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| Load FilePath
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| Generate GeneratorInput Dimensions (Maybe Int)
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parseDimensions :: Opt.Parser Dimensions
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parseDimensions = Dimensions
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<$> Opt.option Opt.auto
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( Opt.short 'w'
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<> Opt.long "width"
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<> Opt.metavar "TILES"
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)
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<*> Opt.option Opt.auto
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( Opt.short 'h'
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<> Opt.long "height"
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<> Opt.metavar "TILES"
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)
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parseCommand :: Opt.Parser Command
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parseCommand = (<|> Run <$> parseRunParams) $ Opt.subparser
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$ Opt.command "run"
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(Opt.info
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(Run <$> parseRunParams)
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(Opt.progDesc "Run the game"))
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<> Opt.command "load"
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(Opt.info
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(Load <$> Opt.argument Opt.str (Opt.metavar "FILE"))
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(Opt.progDesc "Load a saved game"))
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<> Opt.command "generate"
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(Opt.info
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(Generate
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<$> parseGeneratorInput
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<*> parseDimensions
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<*> optional
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(Opt.option Opt.auto (Opt.long "seed"))
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<**> Opt.helper
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)
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(Opt.progDesc "Generate a sample level"))
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optParser :: Opt.ParserInfo Command
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optParser = Opt.info
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(parseCommand <**> Opt.helper)
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(Opt.header "Xanthous: a WIP TUI RPG")
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thanks :: IO ()
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thanks = putStr "\n\n" >> putStrLn "Thanks for playing Xanthous!"
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newGame :: RunParams -> IO ()
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newGame rparams = do
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gameSeed <- maybe getRandom pure $ seed rparams
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when (isNothing $ seed rparams)
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. putStrLn
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$ "Seed: " <> tshow gameSeed
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let initialState = Game.initialStateFromSeed gameSeed &~ do
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for_ (characterName rparams) $ \cn ->
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Game.character . Character.characterName ?= cn
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runGame NewGame initialState `finally` do
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thanks
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when (isNothing $ seed rparams)
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. putStrLn
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$ "Seed: " <> tshow gameSeed
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putStr "\n\n"
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loadGame :: FilePath -> IO ()
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loadGame saveFile = do
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gameState <- maybe (die "Invalid save file!") pure
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=<< Game.loadGame . fromStrict <$> readFile @IO saveFile
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gameState `deepseq` runGame LoadGame gameState
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runGame :: RunType -> Game.GameState -> IO ()
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runGame rt gameState = do
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eventChan <- Brick.BChan.newBChan 10
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let gameEnv = GameEnv eventChan
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app <- makeApp gameEnv rt
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let buildVty = Vty.mkVty Vty.defaultConfig
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initialVty <- buildVty
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_game' <- customMain
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initialVty
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buildVty
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(Just eventChan)
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app
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gameState
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pure ()
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runGenerate :: GeneratorInput -> Dimensions -> Maybe Int -> IO ()
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runGenerate input dims mSeed = do
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putStrLn "Generating..."
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genSeed <- maybe getRandom pure mSeed
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let randGen = mkStdGen genSeed
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res = generateFromInput input dims randGen
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rs = regions $ amap not res
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when (isNothing mSeed)
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. putStrLn
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$ "Seed: " <> tshow genSeed
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putStr "num regions: "
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print $ length rs
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putStr "region lengths: "
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print $ length <$> rs
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putStr "character position: "
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print =<< chooseCharacterPosition res
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putStrLn $ showCells res
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runCommand :: Command -> IO ()
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runCommand (Run runParams) = newGame runParams
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runCommand (Load saveFile) = loadGame saveFile
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runCommand (Generate input dims mSeed) = runGenerate input dims mSeed
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main :: IO ()
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main = runCommand =<< Opt.execParser optParser
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