fearOfView (empty) → 0.1.0.0
raw patch · 34 files changed
+3751/−0 lines, 34 filesdep +MonadRandomdep +astardep +basebinary-added
Dependencies added: MonadRandom, astar, base, bytestring, containers, directory, filelock, filepath, hashable, hscurses, mtl, random, safe, safe-exceptions, serialise, splitmix, unordered-containers
Files
- AStar.hs +17/−0
- Board.hs +639/−0
- BoardConf.hs +83/−0
- CHANGELOG.md +5/−0
- COPYING +661/−0
- CPos.hs +9/−0
- CStyle.hs +32/−0
- Command.hs +16/−0
- Creature.hs +22/−0
- CursesDraw.hs +575/−0
- CursesUI.hs +167/−0
- CursesUIMInstance.hs +106/−0
- Equipment.hs +16/−0
- Exit.hs +10/−0
- Game.hs +457/−0
- GameName.hs +4/−0
- Group.hs +14/−0
- Highscore.hs +32/−0
- HighscoreFile.hs +31/−0
- Inventory.hs +38/−0
- Item.hs +43/−0
- KeyBindings.hs +115/−0
- Main.hs +109/−0
- Pos.hs +100/−0
- Power.hs +47/−0
- README.md +14/−0
- Rand.hs +24/−0
- RollFrom.hs +26/−0
- Serialise.hs +85/−0
- Tutorial.hs +123/−0
- UIMonad.hs +26/−0
- Wall.hs +24/−0
- fearOfView.cabal +81/−0
- fov-shot.png binary
+ AStar.hs view
@@ -0,0 +1,17 @@+module AStar where++import Data.Graph.AStar++import Data.Hashable++import qualified Data.HashSet as HS++-- find all min-length paths+aStarAll :: (Hashable a, Ord a, Ord c, Num c) =>+ (a -> HS.HashSet a) -> (a -> c) -> (a -> Bool) -> a -> [[a]]+aStarAll graph heur goal start = go Nothing HS.empty where+ go optLen exclude = case aStar graph' dist heur goal start of+ Just path@(first:_) | maybe True (length path ==) optLen -> path : go (Just $ length path) (HS.insert first exclude)+ _ -> []+ where graph' v = graph v `HS.difference` exclude+ dist = const $ const 1
+ Board.hs view
@@ -0,0 +1,639 @@+{-# LANGUAGE LambdaCase #-}++module Board where++import Control.Monad.Random+import Control.Monad.Writer+import Data.Bifunctor+import Data.Function (on)+import Data.Functor (($>))+import Data.Functor.Identity+import Data.Maybe+import Safe++import qualified Data.HashSet as HS+import qualified Data.Map.Strict as M+import qualified Data.Set as S++import qualified BoardConf as BC+import qualified Pos as P+import qualified Power as Pow+import qualified RollFrom as RF++import AStar+import Creature+import Exit+import Group+import Item+import Rand+import Wall++w,h :: Int+w = 5+h = 5++inBounds :: P.Pos -> Bool+inBounds (P.Pos x y) = 0 <= x && x < w && 0 <= y && y < h++inBoundsW :: P.WPos -> Bool+inBoundsW = all inBounds . P.adjPoss++poss :: S.Set P.Pos+poss = S.fromList [ P.Pos x y | x <- [0..w-1], y <- [0..h-1] ]++wPoss :: S.Set P.WPos+wPoss = S.fromList [ wp | p <- S.toList poss, up <- [True,False], let wp = P.WPos p up, all inBounds $ P.adjPoss wp ]++boundaryWPoss :: S.Set P.WPos+boundaryWPoss = S.fromList $+ [ P.WPos (P.Pos x y) True | x <- [0..w-1], y <- [-1,h-1] ]+ <> [ P.WPos (P.Pos x y) False | x <- [-1,w-1], y <- [0..h-1] ]++isBoundaryWPos :: P.WPos -> Bool+isBoundaryWPos (P.WPos (P.Pos _ y) True) = y `elem` [-1,h-1]+isBoundaryWPos (P.WPos (P.Pos x _) False) = x `elem` [-1,w-1]++treasuresPerBoard :: Int+treasuresPerBoard = 5++-- XXX If all active, status line is 58 long -- watch out with renaming!+data Status = Dazzled | Smoke | Haste | Ghost | Foresight deriving (Eq, Ord, Show)++type Tagged = S.Set P.WPos++data Board = Board+ { visible :: S.Set P.Pos+ , unrevealed :: S.Set P.Pos+ , creatures :: M.Map P.Pos Creature+ , items :: M.Map P.Pos Item+ , walls :: M.Map P.WPos Wall+ , exits :: M.Map P.WPos Exit+ , powers :: M.Map P.Pos Pow.Power+ , treasures :: Int+ , timer :: Int+ , possItems :: [Item]+ , safe :: Bool+ , statuses :: M.Map Status Int+ , expected :: M.Map P.Pos (Maybe Creature)+ , tagged :: Tagged+ , diffs :: BC.BoardConfDiffs+ , conf :: BC.BoardConf+ }++new :: BC.BoardConf -> Board+new = Board S.empty poss M.empty M.empty M.empty initBoundary M.empty treasuresPerBoard 0 [] True M.empty M.empty S.empty M.empty where+ initBoundary = M.fromSet (const UnseenBoundary) boundaryWPoss++empty :: Board+empty = new BC.emptyBoardConf++modVisible :: (S.Set P.Pos -> S.Set P.Pos) -> Board -> Board+modVisible f bd = bd { visible = f $ visible bd }+setVisible :: S.Set P.Pos -> Board -> Board+setVisible = modVisible . const++modUnrevealed :: (S.Set P.Pos -> S.Set P.Pos) -> Board -> Board+modUnrevealed f bd = bd { unrevealed = f $ unrevealed bd }+setUnrevealed :: S.Set P.Pos -> Board -> Board+setUnrevealed = modUnrevealed . const++modCreatures :: (M.Map P.Pos Creature -> M.Map P.Pos Creature) -> Board -> Board+modCreatures f bd = bd { creatures = f $ creatures bd }++modItems :: (M.Map P.Pos Item -> M.Map P.Pos Item) -> Board -> Board+modItems f bd = bd { items = f $ items bd }++modWalls :: (M.Map P.WPos Wall -> M.Map P.WPos Wall) -> Board -> Board+modWalls f bd = bd { walls = f $ walls bd }++modExits :: (M.Map P.WPos Exit -> M.Map P.WPos Exit) -> Board -> Board+modExits f bd = bd { exits = f $ exits bd }++modPowers :: (M.Map P.Pos Pow.Power -> M.Map P.Pos Pow.Power) -> Board -> Board+modPowers f bd = bd { powers = f $ powers bd }++modTreasures, modTimer :: (Int -> Int) -> Board -> Board+modTreasures f bd = bd { treasures = f $ treasures bd }+modTimer f bd = bd { timer = f $ timer bd }+setTimer :: Int -> Board -> Board+setTimer = modTimer . const++setSafe :: Bool -> Board -> Board+setSafe s bd = bd { safe = s }++modStatuses :: (M.Map Status Int -> M.Map Status Int) -> Board -> Board+modStatuses f bd = bd { statuses = f $ statuses bd }++modExpected :: (M.Map P.Pos (Maybe Creature) -> M.Map P.Pos (Maybe Creature)) -> Board -> Board+modExpected f bd = bd { expected = f $ expected bd }+setExpected :: M.Map P.Pos (Maybe Creature) -> Board -> Board+setExpected = modExpected . const++modTagged :: (Tagged -> Tagged) -> Board -> Board+modTagged f bd = bd { tagged = f $ tagged bd }++modConf :: (BC.BoardConf -> BC.BoardConf) -> Board -> Board+modConf f bd = bd { conf = f $ conf bd }++wPosVisible :: S.Set P.Pos -> P.WPos -> Bool+wPosVisible vis wp = any (`S.member` vis) $ P.adjPoss wp++visibleWPoss, invisibleWPoss :: Tagged -> S.Set P.Pos -> S.Set P.WPos+visibleWPoss tags vis = tags `S.union` S.filter (wPosVisible vis) wPoss+invisibleWPoss tags vis = S.filter (not . wPosVisible vis) wPoss S.\\ tags++invisible :: Board -> S.Set P.Pos+invisible bd = poss S.\\ visible bd++onSpawnTreasure :: Board -> Board+onSpawnTreasure bd = (if treasures bd > 1 then setUnrevealed poss else id)+ $ modTreasures (+ (-1)) bd++setPlayerDead :: Board -> Board+setPlayerDead = modCreatures . M.map $ \case+ Player -> DeadPlayer+ c -> c++treasureAt :: Board -> P.Pos -> Item+treasureAt bd (P.Pos x y)+ | treasures bd == 1 = Gem+ | 2*x > w = treasureAt bd (P.Pos (w-1-x) y)+ | 2*y > h = treasureAt bd (P.Pos x (h-1-y))+treasureAt _ (P.Pos 2 2) = Junk+treasureAt _ (P.Pos 1 1) = Potion+treasureAt _ (P.Pos 0 2) = MiniPotion+treasureAt bd (P.Pos 1 0) | Just i <- headMay $ possItems bd = i+treasureAt bd (P.Pos 0 y) | Just i <- possItems bd `atMay` (y+1) = i+treasureAt bd (P.Pos 2 0) = treasureAt bd $ P.Pos 0 2+treasureAt _ _ = ScoreTreasure++setFov :: Bool -> Board -> Rand StdGen Board+setFov hasKey bd0 = setSafe False <$> iter bd0 where+ iter bd =+ let oldVis = visible bd+ newVis = fov bd+ oldWVis = visibleWPoss (tagged bd) oldVis+ newWVis = visibleWPoss (tagged bd) newVis+ in if newVis == oldVis+ then seeBoundary hasKey $ destroyInvisStuffs bd+ else do+ bd' <- destroyInvisStuffs . updateVis . destroyInvisWalls . updateVis <$>+ createAtW (newWVis S.\\ oldWVis) bd+ newVis' <- shuffle . S.toList $ visible bd' S.\\ oldVis+ let newInvis' = S.toList $ oldVis S.\\ visible bd'+ bd'' <- revealVis <$> (expectAtMaybe newInvis' =<< createAt newVis' bd')+ -- created orbs may lead to new vision, so need to iterate+ iter bd''+ destroyInvisWalls, destroyInvisStuffs :: Board -> Board+ destroyInvisStuffs bd = modCreatures delPInvis . modItems delPInvis $ bd where+ delPInvis :: M.Map P.Pos a -> M.Map P.Pos a+ delPInvis = (M.\\ M.fromSet (const ()) (invisible bd))+ destroyInvisWalls bd = modWalls delWPInvis bd where+ delWPInvis :: M.Map P.WPos a -> M.Map P.WPos a+ delWPInvis = (M.\\ M.fromSet (const ()) (invisibleWPoss (tagged bd) (visible bd)))+ expectAtMaybe+ | expectant bd0 = expectAt+ | otherwise = const pure+ createAt :: [P.Pos] -> Board -> Rand StdGen Board+ createAt = flip $ foldM createP+ createAtW :: S.Set P.WPos -> Board -> Rand StdGen Board+ createAtW = flip $ foldM createW+ bc = conf bd0+ createP :: Board -> P.Pos -> Rand StdGen Board+ createW :: Board -> P.WPos -> Rand StdGen Board+ createP bd p = modExpected (M.delete p) <$> createP' (modUnrevealed (S.delete p) bd) p+ createP' bd p+ | S.null (unrevealed bd) && treasures bd > 0 =+ pure . onSpawnTreasure . modItems (M.insert p $ treasureAt bd p) $ bd+ | safe bd = pure bd+ | p `M.member` creatures bd = pure bd+ | expectant bd = pure $ case expected bd M.!? p of+ Just (Just c) -> modCreatures (M.insert p c) bd+ _ -> bd+ | otherwise =+ maybe bd (($ bd) . modCreatures . M.insert p) <$> RF.roll (BC.creatureRoll bc)+ createW bd wp =+ maybe bd (($ bd) . modWalls . M.insert wp) <$> RF.roll (BC.wallRoll bc)+ revealVis bd+ -- | Needed when all poss revealed on spawning treasure+ | S.null (unrevealed bd) && treasures bd > 0 = setUnrevealed (poss `S.difference` visible bd) bd+ -- | Needed only when we created a treasure+ | otherwise = modUnrevealed (`S.difference` visible bd) bd++seeBoundary :: Bool -> Board -> Rand StdGen Board+seeBoundary hasKey bd = do+ v <- newVisBdd+ pure $ modExits (flip (foldr set) v) bd+ where+ newVisBdd = shuffle . S.toList . S.filter (wPosVisible $ visible bd) .+ S.filter ((== Just UnseenBoundary) . (exits bd M.!?)) $ boundaryWPoss+ set :: P.WPos -> M.Map P.WPos Exit -> M.Map P.WPos Exit+ set wp exs = M.insert wp ex exs where+ ex | S.null . S.delete wp $ S.filter (sameWall wp) unseen =+ case S.toList $ S.filter (not . sameWall wp) unseen of+ [] -> Exit+ wp':_ | hasKey && all (sameWall wp') (S.delete wp unseen) -> KeyExit+ _ -> SeenBoundary+ | otherwise = SeenBoundary+ unseen = S.filter ((== Just UnseenBoundary) . (exs M.!?)) boundaryWPoss+ sameWall = (==) `on` P.exitDir+++fov, playerFov :: Board -> S.Set P.Pos+fov bd = addOrbFovs plFov plFov where+ plFov = fovs $ playerPoss bd <> cameraPoss bd+ fovs = S.unions . map (fovAt bd)+ addOrbFovs :: S.Set P.Pos -> S.Set P.Pos -> S.Set P.Pos+ addOrbFovs v news+ | S.null news = v+ | otherwise = let+ orbPoss = [ p | (p, i) <- M.assocs $ M.restrictKeys (items bd) news, isOrb i ]+ orbFovs = fovs orbPoss+ isOrb (ItemInvItem Orb) = True+ isOrb (RollingOrb _ _) = True+ isOrb _ = False+ in addOrbFovs (v `S.union` orbFovs) (orbFovs S.\\ v)+playerFov bd = S.unions . map (fovAt bd) $ playerPoss bd+++playerPoss :: Board -> [ P.Pos ]+playerPoss bd = [ p | (p,Player) <- M.assocs $ creatures bd ]++cameraPoss :: Board -> [ P.Pos ]+cameraPoss bd = [ p | (p, ItemInvItem (Camera _)) <- M.assocs $ items bd ]++fovAt :: Board -> P.Pos -> S.Set P.Pos+fovAt bd base = S.filter inRange $ poss S.\\ blocked where+ blocked = S.unions [ wallCone (short wl) base wp+ | (wp,wl) <- M.assocs $ walls bd, wl `notElem` [Window, BrokenWindow]+ ] where+ short Pillar = True+ short (UmbrellaWall _) = True+ short _ = False+ inRange+ | Just r <- sightRadius = (<= r*r) . ((smokeFac*smokeFac)*) . P.distSquared base+ | otherwise = const True+ where+ sightRadius = minimumMay $ mapMaybe rad (M.assocs (statuses bd))+ rad (Dazzled,_) = Just 0+ rad (Smoke,n) = Just $ max 0 (maxSmoke - n) + smokeFac+ rad _ = Nothing++wallCone :: Bool -> P.Pos -> P.WPos -> S.Set P.Pos+wallCone short base wp = (poss `S.intersection`) $ (base +^) `S.map` wallCone' (neg base +^ wp) where+ wallCone' (P.WPos p False) = flipPos `S.map` wallCone' (P.WPos (flipPos p) True)+ wallCone' (P.WPos (P.Pos x y) True)+ | x < 0 = (\(P.Pos x' y') -> P.Pos (-x') y') `S.map` wallCone' (P.WPos (P.Pos (-x) y) True)+ | y < 0 = (\(P.Pos x' y') -> P.Pos x' (-y')) `S.map` wallCone' (P.WPos (P.Pos x (-y-1)) True)+ | otherwise =+ S.fromList [ P.Pos x' y'+ | x' <- [-w..w], y' <- [y+1..h]+ , ineq x' y'+ ] where+ -- (y+1/2)/(x-w/2) <= y'/x' <= (y+1/2)/(x+w/2)+ ineq x' y' | short = abs (x'*(8*y+4) - 8*y'*x) <= 3*y' -- w = 3/4+ | otherwise = abs (x'*(2*y+1) - 2*y'*x) <= y' -- w = 1+ flipPos (P.Pos x y) = P.Pos y x++smokeFac, maxSmoke :: Int+smokeFac = 4+maxSmoke = 20++updateVis :: Board -> Board+updateVis bd = setVisible (fov bd) bd++data Move = Move {mvCreature :: Creature, mvFrom :: P.Pos, mvDir :: P.Dir}++data Alert+ = AlertMoveCreature Creature P.Pos P.Dir+ | AlertMoveItem Item P.Pos P.Dir+ | AlertUseItem Item P.Pos P.Dir+ | AlertHighlight (S.Set P.Pos) (S.Set P.WPos)+data Transition = Transition { transBase :: Board, transAlerts :: [Alert] }++data MoveResults = MoveResults+ { damage :: Sum Int+ , exitings :: [P.WPos]+ , alerts :: [Alert]+ , someAction :: Any+ }+instance Semigroup MoveResults where+ MoveResults a b c d <> MoveResults a' b' c' d' = MoveResults (a<>a') (b<>b') (c<>c') (d<>d')+instance Monoid MoveResults where+ mempty = MoveResults mempty mempty mempty mempty+action :: MoveResults+action = mempty { someAction = Any True }++movePlayers :: P.Dir -> Board -> Writer MoveResults Board+movePlayers dir bd = foldM (flip $ tryMoveCreature dir) bd (playerPoss bd)++throughWall :: Board -> Creature -> Maybe Wall -> Bool+throughWall _ _ Nothing = True+throughWall _ GhostMonster _ = True+throughWall bd Player _ | ghostly bd = True+throughWall _ Player (Just Hedge) = True+throughWall _ (InflatedBalloon _) (Just _) = False+throughWall _ _ (Just BrokenWindow) = True+throughWall _ _ _ = False++creatureCanMove :: Board -> Creature -> P.Pos -> P.Dir -> Bool+creatureCanMove bd c p dir =+ let p' = P.dirPos dir +^ p+ wp = P.wposInDir p dir+ in inBounds p' && (c == Player || M.notMember p' (creatures bd)) && throughWall bd c (walls bd M.!? wp)++creatureCanTryMove :: Board -> Creature -> P.Pos -> P.Dir -> Bool+creatureCanTryMove bd c p dir =+ let p' = P.dirPos dir +^ p+ wp = P.wposInDir p dir+ in and+ [ inBounds p'+ , creatures bd M.!? p' `elem` [Nothing, Just Player]+ , throughWall bd c $ walls bd M.!? wp+ , c /= SmartMonster || p' `S.member` playerFov bd+ ]++exitInDir :: Board -> P.Pos -> P.Dir -> Bool+exitInDir bd p d = exits bd M.!? P.wposInDir p d `elem` [Just Exit, Just KeyExit]++enterAt :: P.WPos -> Board -> Board+enterAt wp@(P.WPos (P.Pos x y) _) = modVisible (S.insert p') . modCreatures (M.insert p' Player) . modExits (M.insert wp Entrance) where+ p' = P.Pos (max 0 x) (max 0 y)++oppositeWPos :: P.WPos -> P.WPos+oppositeWPos (P.WPos (P.Pos x y) True) = P.WPos (P.Pos x (h-2-y)) True+oppositeWPos (P.WPos (P.Pos x y) False) = P.WPos (P.Pos (w-2-x) y) False++tryMoveCreature :: P.Dir -> P.Pos -> Board -> Writer MoveResults Board+tryMoveCreature dir p bd+ | Just Player <- creatures bd M.!? p+ , not $ ghostly bd+ , let wp = P.wposInDir p dir+ , Just wl <- walls bd M.!? wp+ , Just cost <- wallDestructionCost wl+ = do+ tell $ action { damage = Sum cost }+ pure . modTagged (S.delete wp) . modWalls (M.update damageWall wp) $ bd+ | Just c <- creatures bd M.!? p, creatureCanMove bd c p dir = do+ let p' = P.dirPos dir +^ p+ bd' <- case creatures bd M.!? p' of+ Just (InflatedBalloon _) | c == Player ->+ tryMoveCreature dir p' bd+ _ -> pure bd+ let creatureDestroyed = maybe False isMonster $ creatures bd' M.!? p'+ throughPainful = c == Player && not (ghostly bd) &&+ (walls bd M.!? P.wposInDir p dir) `elem` [Just Hedge, Just BrokenWindow]+ dmg = sum $ [2 | creatureDestroyed] <> [1 | throughPainful]+ modMove = modCreatures $ M.insert p' c . M.delete p+ modBalloon+ | Just (InflatedBalloon charges) <- creatures bd' M.!? p'+ , charges > 0+ , p' `M.notMember` items bd'+ = modItems . M.insert p' . ItemInvItem $ Balloon charges+ | otherwise = id+ tell $ action { damage = Sum dmg, alerts = move c }+ pure . modBalloon . modMove $ bd'+ | Just Player <- creatures bd M.!? p, exitInDir bd p dir = do+ tell $ action { exitings = [P.wposInDir p dir], alerts = move Player }+ pure $ modCreatures (M.delete p) bd+ | otherwise = pure bd+ where+ move c = [AlertMoveCreature c p dir]+ damageWall = \case+ ThickHedge -> Just Hedge+ Window -> Just BrokenWindow+ _ -> Nothing++collectItems :: Board -> Writer [Item] Board+collectItems bd+ | p:_ <- playerPoss bd+ = collectItemsAt p bd+ | otherwise = pure bd++collectItemsAt :: P.Pos -> Board -> Writer [Item] Board+collectItemsAt p bd+ | Just item <- items bd M.!? p = let+ takeUmbrella+ | UmbrellaHandle d <- item =+ let wp' = P.wposInDir p d+ in modTagged (S.delete wp') . modWalls (M.delete wp')+ | otherwise = id+ getItem+ | UmbrellaHandle d <- item = P.wposInDir p d `M.member` walls bd+ | otherwise = True+ in do+ when getItem $ tell [item]+ pure . modItems (M.delete p) . takeUmbrella $ bd+ | otherwise = pure bd++grabItem :: P.Dir -> Board -> Writer [Item] Board+grabItem d bd+ | p:_ <- playerPoss bd+ = collectItemsAt (p +^ P.dirPos d) bd+ | otherwise = pure bd+++findPathDir, chaseDir :: Creature -> Board -> P.Pos -> P.Pos -> Rand StdGen (Maybe P.Dir)+findPathDir c bd from goal = do+ let firsts = headMay `mapMaybe` aStarAll graph (P.sqDist goal) (== goal) from+ dirs = (P.posDir . (+^ neg from)) `mapMaybe` firsts+ randElem dirs+ where+ graph :: P.Pos -> HS.HashSet P.Pos+ graph p = HS.fromList [ p +^ P.dirPos d | d <- P.dirs, creatureCanTryMove bd c p d ]+chaseDir c bd from goal =+ let diff = from +^ neg goal+ ok = creatureCanTryMove bd c from+ dirs = filter ok <$> P.dirsTowardsZero diff+ in headMay . concat <$> mapM shuffle dirs++npcs :: Board -> M.Map P.Pos Creature+npcs = M.filter (/= Player) . creatures++incStatus :: Status -> Int -> Board -> Board+incStatus st n = modStatuses $ M.alter f st where+ f (Just n') = Just $ n + n'+ f _ = Just n+hasted,isHasteRound,ghostly,expectant :: Board -> Bool+hasted = M.member Haste . statuses+ghostly = M.member Ghost . statuses+expectant = M.member Foresight . statuses+isHasteRound bd+ | Just n <- statuses bd M.!? Haste = n `mod` 2 == 1+ | otherwise = False++beginExpect :: Board -> Rand StdGen Board+beginExpect bd+ | expectant bd = pure bd+ | otherwise = (expectAt . S.toList $ invisible bd) bd++expectAt :: [P.Pos] -> Board -> Rand StdGen Board+expectAt ps bd0 = foldM expectP bd0 ps+ where+ expectP bd p = ($ bd) . modExpected . M.insert p <$> RF.roll (BC.creatureRoll $ conf bd0)++npcsAct :: Board -> WriterT [Alert] (Rand StdGen) Board+npcsAct bd0+ | isHasteRound bd0 = pure bd0+ | otherwise = do+ actors <- lift . shuffle . M.toList $ npcs bd0+ foldM npcAct bd0 actors+ where+ npcAct :: Board -> (P.Pos, Creature) -> WriterT [Alert] (Rand StdGen) Board+ npcAct bd (p,c)+ | ppos:_ <- playerPoss bd =+ (forceRand =<< lift (pathAlg c c bd p ppos)) >>= \case+ Just dir ->+ mapWriterT (pure . runIdentity . (second alerts <$>)) $ tryMoveCreature dir p bd+ _ -> pure bd+ | otherwise = pure bd+ where+ -- Force non-calm monsters to move randomly when next to player+ forceRand :: Maybe P.Dir -> WriterT [Alert] (Rand StdGen) (Maybe P.Dir)+ forceRand md | c `elem` [ CalmMonster, GhostMonster ] = pure md+ forceRand (Just dir) | not (creatureCanMove bd c p dir) = randAvailableDir+ forceRand Nothing | c == SmartMonster = randAvailableDir+ forceRand md = pure md+ randAvailableDir = lift . randElem $+ filter (\d -> creatureCanMove bd c p d && creatureCanTryMove bd c p d) P.dirs++ pathAlg BasicMonster = chaseDir+ pathAlg CalmMonster = chaseDir+ pathAlg GhostMonster = chaseDir+ pathAlg SmartMonster = findPathDir+ pathAlg ChaseMonster = findPathDir+ pathAlg _ = \_ _ _ _ -> pure Nothing++tryUseInvItem :: InvItem -> P.Dir -> Board -> WriterT [Alert] Maybe Board+tryUseInvItem e d bd+ | p:_ <- playerPoss bd = do+ tell [AlertUseItem (ItemInvItem e) p d]+ let wp = P.wposInDir p d+ lift . guard $ canUseOnWall e || (walls bd M.!? wp) `elem` [Nothing, Just BrokenWindow]+ let p' = p +^ P.dirPos d+ lift . guard $ inBounds p'+ case e of+ Cloak -> pure $ modWalls (M.insert wp $ CloakWall d 1) bd+ Umbrella -> do+ guard . M.notMember p' $ items bd+ let wp' = P.wposInDir p' d+ guard $ inBoundsW wp'+ guard $ (walls bd M.!? wp') `elem` [Nothing, Just BrokenWindow]+ let addUmbrellaWall = modWalls (M.insert wp' $ UmbrellaWall d)+ if p' `M.member` creatures bd+ then do+ let (bd', mr) = runWriter $ tryMoveCreature d p' bd+ guard . getAny $ someAction mr+ pure $ addUmbrellaWall bd'+ else pure . modItems (M.insert p' $ UmbrellaHandle d) . addUmbrellaWall $ bd+ Balloon charges -> let inflate = modCreatures (M.insert p' (InflatedBalloon $ charges - 1))+ in if p' `M.member` creatures bd+ then do+ let (bd', mr) = runWriter $ tryMoveCreature d p' bd+ guard . getAny $ someAction mr+ pure $ inflate bd'+ else pure $ inflate bd+ Orb -> ($ bd) <$> dropItem p' (RollingOrb d True)+ Flash ->+ let flashPoss = wallCone True p wp+ flashWPoss = wp `S.insert` invisibleWPoss S.empty (poss S.\\ flashPoss)+ delPoss = flip (foldr M.delete) flashPoss+ delWPoss = flip (foldr M.delete) flashWPoss+ delWPossS = flip (foldr S.delete) flashWPoss+ reveal, destroyTreasure :: Board -> Board+ reveal = destroyTreasure+ . modUnrevealed (`S.difference` flashPoss)+ . modVisible (`S.union` flashPoss)+ -- | Pretend we created and immediately destroyed a treasure+ destroyTreasure bd' | null (unrevealed bd') = onSpawnTreasure bd'+ | otherwise = bd'+ in tell [AlertHighlight flashPoss flashWPoss] $>+ (reveal . modItems delPoss . modCreatures delPoss . modTagged delWPossS $ modWalls delWPoss bd)+ Tent -> do+ guard . M.notMember p' $ creatures bd+ pure .+ modWalls (flip (foldr (M.alter (Just . fromMaybe TentWall))) (filter inBoundsW $ P.wposInDir p' <$> P.dirs))+ . modCreatures (M.delete p . M.insert p' Player) $ bd+ Spraypaint _ -> do+ guard $ wp `M.member` walls bd+ pure $ modTagged (S.insert wp) bd+ _ -> ($ bd) <$> dropItem p' (ItemInvItem e)+ | otherwise = lift Nothing+ where+ dropItem p i = do+ guard . M.notMember p $ items bd+ guard . M.notMember p $ creatures bd+ pure $ modItems (M.insert p i)+ canUseOnWall Flash = True+ canUseOnWall (Spraypaint _) = True+ canUseOnWall _ = False++doPhysics :: Board -> Writer [Alert] Board+doPhysics bd0+ | isHasteRound bd0+ = pure $ modStatuses (decayStatuses True) bd0+ | otherwise+ = modStatuses (decayStatuses False)+ . modItems decayCameras+ . decayCloaks+ . tickTimer+ <$> rollOrbs bd0+ where+ decayCloaks bd = foldr decayCloakWall bd . M.assocs . M.filter isCloakWall $ walls bd+ isCloakWall (CloakWall _ _) = True+ isCloakWall _ = False+ decayCloakWall :: (P.WPos, Wall) -> Board -> Board+ decayCloakWall (wp, CloakWall d n)+ | n > 0 = modWalls . M.insert wp $ CloakWall d (n-1)+ | otherwise = modTagged (S.delete wp)+ . modWalls (M.delete wp)+ . modItems (M.insert (P.posInDir wp d) $ ItemInvItem Cloak)+ decayCloakWall _ = id+ decayCameras = M.mapMaybe $ \case+ ItemInvItem (Camera n) | n > 0 -> Just . ItemInvItem . Camera $ n-1+ | otherwise -> Nothing+ i -> Just i+ decayStatuses hasteOnly = M.filter (>0) . M.mapWithKey decay where+ decay Haste n = n-1+ decay _ n | hasteOnly = n+ decay _ n = n-1+ rollOrbs bd = foldM rollOrb bd (M.assocs $ items bd) where+ rollOrb :: Board -> (P.Pos, Item) -> Writer [Alert] Board+ rollOrb bd' (p, RollingOrb dir True)+ = pure $ modItems (M.insert p (RollingOrb dir False)) bd'+ rollOrb bd' (p, orb@(RollingOrb dir False))+ | let p' = p +^ P.dirPos dir+ , inBounds p'+ , p' `M.notMember` items bd'+ , P.wposInDir p dir `M.notMember` walls bd'+ = tell [AlertMoveItem orb p dir] $> modItems (M.delete p . M.insert p' orb) bd'+ | otherwise+ = pure $ modItems (M.insert p (ItemInvItem Orb)) bd'+ rollOrb bd' _ = pure bd'+ tickTimer = rollOver . modTimer (+1) where+ rollOver bd | timer bd >= turnsPerSide+ = modConf (BC.modRolls decSides decSides) . setTimer 0 $ bd+ rollOver bd = bd+ decSides = RF.modSides (+ (-1))+ turnsPerSide = 8++addPower :: Bool -> Board -> Board+addPower overUsable bd+ | p:_ <- playerPoss bd = modPowers (M.alter (add p) p) bd+ | otherwise = bd+ where+ add p Nothing = Just . Pow.upgrade $ Pow.new (typeAt p) overUsable+ add _ (Just pow) = Just $ Pow.upgrade pow+ typeAt (P.Pos x y)+ | 2*x > w = typeAt (P.Pos (w-1-x) y)+ | 2*y > h = typeAt (P.Pos x (h-1-y))+ typeAt (P.Pos 0 0) = Pow.Smoke+ typeAt (P.Pos 0 1) = Pow.Dazzle+ typeAt (P.Pos 0 2) = Pow.Teleport+ typeAt (P.Pos 1 0) = Pow.Ghost+ typeAt (P.Pos 1 1) = Pow.Heal+ typeAt (P.Pos 1 2) = Pow.Haste+ typeAt (P.Pos 2 0) = Pow.Teleport+ typeAt (P.Pos 2 1) = Pow.Foresight+ typeAt (P.Pos 2 2) = Pow.Undo+ typeAt _ = Pow.Heal -- impossible
+ BoardConf.hs view
@@ -0,0 +1,83 @@+{-# LANGUAGE TupleSections #-}++module BoardConf where++import Control.Monad.Random+import qualified Data.Map.Strict as M+import Data.Maybe++import Creature+import Rand+import Wall++import qualified Pos as P+import qualified RollFrom as RF++data BoardConf = BoardConf+ { level :: Int+ , creatureRoll :: RF.RollFrom Creature+ , wallRoll :: RF.RollFrom Wall+ }+emptyBoardConf :: BoardConf+emptyBoardConf = BoardConf 0 RF.empty RF.empty++modRolls :: (RF.RollFrom Creature -> RF.RollFrom Creature)+ -> (RF.RollFrom Wall -> RF.RollFrom Wall)+ -> BoardConf -> BoardConf+modRolls f f' bc = bc+ { creatureRoll = f $ creatureRoll bc+ , wallRoll = f' $ wallRoll bc+ }++-- XXX: ugly manual polymorphism ahead+data Diffable = DiffableCreature Creature | DiffableWall Wall+data RollFromDiff a+ = Add a+ | Swap a a++type BoardConfDiffs = M.Map P.Dir [RollFromDiff Diffable]+apply :: BoardConfDiffs -> P.Dir -> BoardConf -> BoardConf+apply bcd d = flip (foldr apply') (fromMaybe [] $ bcd M.!? d) where+ apply' (Add (DiffableCreature c)) = modC $ applyRFD (Add c)+ apply' (Swap (DiffableCreature c) (DiffableCreature c')) = modC $ applyRFD (Swap c c')+ apply' (Add (DiffableWall w)) = modW $ applyRFD (Add w)+ apply' (Swap (DiffableWall w) (DiffableWall w')) = modW $ applyRFD (Swap w w')+ apply' _ = id+ applyRFD :: (Eq a, Ord a) => RollFromDiff a -> RF.RollFrom a -> RF.RollFrom a+ applyRFD (Add a) = RF.add a+ applyRFD (Swap a a') = RF.swap a a'+ modC f bc = bc { creatureRoll = f $ creatureRoll bc }+ modW f bc = bc { wallRoll = f $ wallRoll bc }++genDiffs :: BoardConf -> Rand StdGen BoardConfDiffs+genDiffs bc = (M.fromList <$>) . forM P.dirs $ \d -> (d,) <$> genDiffDir d where+ genDiffDir P.DUp = sequence [ addCreature, swapCreature ]+ genDiffDir P.DRight = sequence [ addCreature, swapWall ]+ genDiffDir P.DDown = sequence [ addWall, swapWall ]+ genDiffDir P.DLeft = sequence [ addWall, swapCreature ]+ addCreature = pure . Add $ DiffableCreature BasicMonster+ addWall = pure . Add . DiffableWall $ if level bc == 1 then Hedge else BasicWall+ swapCreature = do+ swapOut <- randElem . filter upgradableCreature $ RF.vals (creatureRoll bc)+ case swapOut of+ Nothing -> addCreature+ Just c -> Swap (DiffableCreature c) . DiffableCreature <$> upgradeCreature c+ creatureUpgrades BasicMonster = [CalmMonster, ChaseMonster]+ creatureUpgrades CalmMonster = [GhostMonster]+ creatureUpgrades ChaseMonster = [SmartMonster]+ creatureUpgrades _ = []+ upgradableCreature = not . null . creatureUpgrades+ upgradeCreature = randElemUnsafe . creatureUpgrades+ swapWall = do+ swapOut <- randElem . filter upgradableWall $ RF.vals (wallRoll bc)+ case swapOut of+ Nothing -> addWall+ Just c -> Swap (DiffableWall c) . DiffableWall <$> upgradeWall c+ wallUpgrades Hedge = [ThickHedge]+ wallUpgrades BasicWall+ | level bc == 2 = [Pillar]+ | otherwise = [Window]+ wallUpgrades Window = [BrokenWindow]+ wallUpgrades _ = []+ upgradableWall = not . null . wallUpgrades+ upgradeWall = randElemUnsafe . wallUpgrades
+ CHANGELOG.md view
@@ -0,0 +1,5 @@+# Revision history for fearOfView++## 0.1.0.0 -- YYYY-mm-dd++* First release.
+ COPYING view
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+ CPos.hs view
@@ -0,0 +1,9 @@+module CPos where++-- | curses convention (y increases downwards)+data CPos = CPos { x :: Int, y :: Int } deriving (Eq, Ord)+instance Semigroup CPos where+ CPos x1 y1 <> CPos x2 y2 = CPos (x1+x2) (y1+y2)+instance Monoid CPos where+ mempty = CPos 0 0+
+ CStyle.hs view
@@ -0,0 +1,32 @@+module CStyle where++import qualified UI.HSCurses.Curses as C++type ColPair = Int+white,red,green,yellow,blue,magenta,cyan,black :: ColPair+white = 0+red = 1+green = 2+yellow = 3+blue = 4+magenta = 5+cyan = 6+black = 7++onBlue, onRed, onYellow :: ColPair -> ColPair+onBlue = (+8) . (`mod` 8)+onRed = (+16) . (`mod` 8)+onYellow = (+24) . (`mod` 8)++data CStyle = CStyle { cstyleCol :: ColPair, cstyleAttr :: C.Attr }+a0, aBold :: C.Attr+a0 = C.attr0+aBold = C.setBold a0 True+style0, styleBold :: CStyle+style0 = CStyle 0 a0+styleBold = CStyle 0 aBold++data Glyph = Glyph { glyphChar :: Char, glyphStyle :: CStyle }++modColour :: (ColPair -> ColPair) -> Glyph -> Glyph+modColour f (Glyph c (CStyle col a)) = Glyph c (CStyle (f col) a)
+ Command.hs view
@@ -0,0 +1,16 @@+module Command where++import qualified Inventory as I+import qualified Pos as P++data Command+ = Dir P.Dir+ | UseInv I.Slot+ | UsePower+ | Accept+ | SkipTutorial+ | DebugAddPower | DebugAddJunk | DebugAddItems | DebugExit+ | ToggleAscii+ | Refresh | Redraw | Suspend | Clear+ | Quit | ForceQuit+ deriving (Eq, Ord, Show, Read)
+ Creature.hs view
@@ -0,0 +1,22 @@+module Creature where++data Creature+ = Player+ | DeadPlayer+ | SmartMonster+ | GhostMonster+ | ChaseMonster+ | CalmMonster+ | BasicMonster+ | InflatedBalloon Int+ deriving (Eq, Ord)++isMonster :: Creature -> Bool+isMonster Player = False+isMonster DeadPlayer = False+isMonster (InflatedBalloon _) = False+isMonster SmartMonster = True+isMonster GhostMonster = True+isMonster ChaseMonster = True+isMonster CalmMonster = True+isMonster BasicMonster = True
+ CursesDraw.hs view
@@ -0,0 +1,575 @@+{-# LANGUAGE FlexibleContexts #-}+{-# LANGUAGE LambdaCase #-}+{-# LANGUAGE TupleSections #-}++module CursesDraw where++import Control.Concurrent (threadDelay)+import Control.Monad.State+import Data.Bifunctor+import Data.Function (on)+import Data.List (foldl', intersperse, minimumBy)+import Data.Maybe+import Safe++import qualified Data.Map.Strict as M+import qualified Data.Set as S++import Creature+import CStyle+import Equipment+import Exit+import Group+import Item+import Wall++import qualified Board as B+import qualified BoardConf as BC+import qualified CPos as CP+import qualified CursesUI as CU+import qualified Game as G+import qualified Highscore as HS+import qualified HighscoreFile as HSF+import qualified Inventory as I+import qualified Pos as P+import qualified Power as Pow+import qualified RollFrom as RF+import qualified Tutorial as T++scrW,scrH :: Int+scrW = 60+scrH = 20++-- Can draw on board at CPos x y for x < w and y < h+w,h :: Int+w = B.w * 3 + 1+h = B.h * 2 + 1++invItemGlyph :: InvItem -> Glyph+invItemGlyph e = Glyph c $ CStyle cyan aBold where+ c = case e of+ Orb -> 'o'+ Cloak -> '['+ Umbrella -> '/'+ Balloon _ -> '&'+ Flash -> '='+ Camera _ -> ')'+ Tent -> 'A'+ Spraypaint _ -> ':'++drawStyledStrs :: CU.Window -> CP.CPos -> [(String, CStyle)] -> CU.UIM ()+drawStyledStrs win (CP.CPos x0 y) = void . (`runStateT` x0) . mapM draw where+ draw (s,style) = do+ x <- get+ lift $ CU.drawStr win style (CP.CPos x y) s+ put $ x + length s++twoCharNum :: Int -> String+twoCharNum n | 0 <= n && n < 10 = ' ' : show n+ | otherwise = take 2 $ show n++drawStatus :: G.Game -> CU.UIM ()+drawStatus (G.Game { G.life = life, G.maxLife = maxLife, G.score = score, G.level = level, G.round = rnd, G.junk = junk, G.equipment = equipment, G.board = B.Board { B.statuses = statuses } }) = do+ let win = CU.StatusWin+ unless (M.null statuses) $ drawStyledStrs win (CP.CPos 0 0) statusStrs+ drawStyledStrs win (CP.CPos 0 1) numStrs+ where+ -- XXX: keep in sync with magic numbers in highlightTut+ numStrs =+ [ ("Life: ", style0)+ , (twoCharNum life, lifeStyle)+ , ("/", style0)+ , (show maxLife, if maxLife == G.initLife then style0 else equipStyle Charm)+ , (" Score: ", style0)+ , (twoCharNum score <> "/" <> show G.maxScore, style0)+ , ("~", scoreStyle)+ , (" Level: " <> twoCharNum rnd <> ":", style0)+ , (showLevel level, levelStyle level)+ ] <> if junk == 0 && S.null equipment then [] else+ [ (" Junk: ", style0)+ , (twoCharNum junk <> "/" <> show (S.size equipment + 2), style0)+ , ("%", junkStyle)+ ]+ lifeStyle = case life of+ n | n <= 0 -> CStyle (onRed black) aBold+ 1 -> CStyle red aBold+ 2 -> CStyle red a0+ 3 -> CStyle yellow aBold+ 4 -> CStyle yellow a0+ 5 -> style0+ 6 -> CStyle green a0+ _ -> CStyle green aBold+ statusStrs = intersperse (" ", style0)+ [ (show (fst status) <> " " <> twoCharNum (snd status), statStyle status)+ | status <- M.assocs statuses ]+ statStyle (B.Dazzled,_) = CStyle cyan aBold+ statStyle (B.Ghost,_) = style0+ statStyle (B.Smoke,_) = CStyle blue aBold+ statStyle (B.Haste,n) = CStyle (if n `mod` 2 == 1 then red else yellow) aBold+ statStyle (B.Foresight,_) = styleBold++exitChar :: P.Dir -> Char+exitChar = \case+ P.DUp -> '^'+ P.DDown -> 'v'+ P.DRight -> '>'+ P.DLeft -> '<'++drawBoard :: B.Board -> CU.UIM ()+drawBoard = drawAlertedBoard . baseAlerted++data AlertedBoard = AlertedBoard+ { base :: B.Board+ , creatureMoves :: M.Map P.WPos Creature+ , itemMoves :: M.Map P.WPos Item+ , itemUses :: M.Map P.WPos Item+ , highlightPs :: S.Set P.Pos+ , highlightWPs :: S.Set P.WPos+ }+baseAlerted :: B.Board -> AlertedBoard+baseAlerted bd = AlertedBoard bd M.empty M.empty M.empty S.empty S.empty++drawTrans :: B.Transition -> CU.UIM ()+drawTrans (B.Transition bd0 alerts) =+ let alerted = foldl' applyAlert (baseAlerted bd0) alerts+ in do+ drawAlertedBoard alerted+ CU.wRefresh CU.BoardWin+ CU.wErase CU.BoardWin+ liftIO (threadDelay 50000)+ where+ applyAlert alerted (B.AlertMoveCreature c p d) =+ alerted { creatureMoves = M.insert (P.wposInDir p d) c $ creatureMoves alerted+ , base = B.modCreatures (M.delete p) $ base alerted+ }+ applyAlert alerted (B.AlertMoveItem i p d) =+ alerted { itemMoves = M.insert (P.wposInDir p d) i $ itemMoves alerted+ , base = B.modItems (M.delete p) $ base alerted+ }+ applyAlert alerted (B.AlertUseItem i p d) =+ alerted { itemUses = M.insert (P.wposInDir p d) i $ itemUses alerted+ , base = B.modItems (M.delete p) $ base alerted+ }+ applyAlert alerted (B.AlertHighlight ps wps) =+ alerted { highlightPs = ps `S.union` highlightPs alerted+ , highlightWPs = wps `S.union` highlightWPs alerted+ }++char,bold,dim :: Char -> Glyph+char c = Glyph c style0+bold c = Glyph c styleBold+dim c = Glyph c $ CStyle (onBlue white) a0++levelStyle :: Int -> CStyle+levelStyle 1 = CStyle green a0+levelStyle 2 = CStyle white aBold+levelStyle 3 = CStyle yellow aBold+levelStyle _ = style0++showLevel :: Int -> String+showLevel l | l > 0 = (['A'..] !! (l-1)):""+showLevel _ = "-"++scoreStyle, junkStyle :: CStyle+scoreStyle = CStyle yellow a0+junkStyle = CStyle blue aBold++creatureGlyph :: Creature -> Glyph+creatureGlyph Player = bold '@'+creatureGlyph DeadPlayer = Glyph '@' $ CStyle (onRed black) aBold+creatureGlyph BasicMonster = Glyph 'm' $ CStyle yellow a0+creatureGlyph CalmMonster = Glyph 'p' $ CStyle blue aBold+creatureGlyph ChaseMonster = Glyph 'c' $ CStyle yellow aBold+creatureGlyph GhostMonster = Glyph 'g' $ CStyle white aBold+creatureGlyph SmartMonster = Glyph 's' $ CStyle red aBold+creatureGlyph (InflatedBalloon charges) = Glyph '0' . CStyle magenta $ if charges > 0 then aBold else a0++itemGlyph :: Item -> Glyph+itemGlyph Gem = Glyph '*' $ CStyle green aBold+itemGlyph Potion = Glyph '!' $ CStyle green aBold+itemGlyph MiniPotion = Glyph '!' $ CStyle green a0+itemGlyph ScoreTreasure = Glyph '~' scoreStyle+itemGlyph Junk = Glyph '%' junkStyle+itemGlyph (UmbrellaHandle d) = Glyph (if d `elem` [P.DUp, P.DDown] then '|' else '-') $ CStyle magenta aBold+itemGlyph CameraBoxed = Glyph ')' $ CStyle cyan a0+itemGlyph (RollingOrb _ _) = Glyph 'o' $ CStyle cyan a0+itemGlyph (ItemInvItem e) = invItemGlyph e++wallGlyphVert :: Wall -> Glyph+wallGlyphVert = \case+ BasicWall -> bold wallchar+ Pillar -> char '|'+ Hedge -> Glyph wallchar $ CStyle green aBold+ ThickHedge -> Glyph '║' $ CStyle green a0+ Window -> Glyph wallchar $ CStyle cyan a0+ BrokenWindow -> Glyph ';' $ CStyle cyan a0+ (CloakWall _ _) -> Glyph wallchar $ CStyle cyan aBold+ (UmbrellaWall d) -> Glyph (if d == P.DRight then '>' else '<') $ CStyle magenta aBold+ TentWall -> Glyph wallchar $ CStyle red aBold+ where wallchar = '│'++wallGlyphHoriz :: Wall -> (Glyph,Glyph)+wallGlyphHoriz = \case+ Pillar -> (char '-', char '-')+ (UmbrellaWall P.DUp) -> (umb '/', umb '\\')+ (UmbrellaWall _) -> (umb '\\', umb '/')+ BasicWall -> doublet $ bold wallchar+ Hedge -> doublet . Glyph wallchar $ CStyle green aBold+ ThickHedge -> doublet . Glyph '═' $ CStyle green a0+ Window -> doublet . Glyph wallchar $ CStyle cyan a0+ BrokenWindow -> (Glyph '.' $ CStyle cyan a0 , Glyph ',' $ CStyle cyan a0)+ (CloakWall _ _) -> doublet . Glyph wallchar $ CStyle cyan aBold+ TentWall -> doublet . Glyph wallchar $ CStyle red aBold+ where+ wallchar = '─'+ umb c = Glyph c $ CStyle magenta aBold+ doublet gl = (gl,gl)++exitGlyphVert :: CStyle -> P.WPos -> Exit -> Glyph+exitGlyphVert st wp = \case+ Exit -> bold $ exitChar (P.exitDir wp)+ KeyExit -> Glyph (exitChar (P.exitDir wp)) $ equipStyle Key+ Entrance -> char 'x'+ UnseenBoundary -> char '.'+ SeenBoundary -> Glyph '│' st++exitGlyphHoriz :: CStyle -> P.WPos -> Exit -> (Glyph,Glyph)+exitGlyphHoriz st wp = \case+ Exit -> (bold $ exitChar (P.exitDir wp), Glyph '─' st)+ KeyExit -> (Glyph (exitChar (P.exitDir wp)) $ equipStyle Key, Glyph '─' st)+ Entrance -> (char 'x', Glyph '─' st)+ UnseenBoundary -> doublet $ char '.'+ SeenBoundary -> doublet $ Glyph '─' st+ where doublet gl = (gl,gl)++-- positions in board window+posCPosL, posCPosR, posIntCPos :: P.Pos -> CP.CPos+posCPosL (P.Pos x y) = CP.CPos (3*(x+1) - 2) $ 2*(B.h - y) - 1+posCPosR = (CP.CPos 1 0 <>) . posCPosL+posIntCPos p = posCPosL p <> CP.CPos 2 (-1)+wposCPos, wposCPosR :: P.WPos -> CP.CPos+wposCPos (P.WPos p up) = posCPosL p <> if up then CP.CPos 0 (-1) else CP.CPos 2 0+wposCPosR = (CP.CPos 1 0 <>) . wposCPos++drawAlertedBoard :: AlertedBoard -> CU.UIM ()+drawAlertedBoard AlertedBoard{ base = bd, creatureMoves = cmvs, itemMoves = imvs, itemUses = iuses, highlightPs = hps, highlightWPs = hwps } =+ let wallsV :: M.Map P.WPos Glyph+ wallsH :: M.Map P.WPos (Maybe Glyph,Maybe Glyph)+ wallsV = highlightV `M.union` mvingV `M.union` wObscuredV `M.union` bdWallsV `M.union` borderV+ wallsH = highlightH `M.union` mvingH `M.union` wObscuredH `M.union` bdWallsH `M.union` borderH+ cells, items, creatures, obscured, powers :: M.Map P.Pos (Maybe Glyph,Maybe Glyph)+ layer = M.unionWith $ \(l,r) (l',r') -> (l `mplus` l', r `mplus` r')+ cells = highlightCells `layer` obscured `layer` creatures `layer` items `layer` powers+ filterV = M.filterWithKey $ const . not . P.up+ filterH = M.filterWithKey $ const . P.up+ filterSV = S.filter $ not . P.up+ filterSH = S.filter P.up+ glyphsV f m = M.mapWithKey f $ filterV m+ glyphsH f m = M.mapWithKey ((bimap Just Just .) . f) $ filterH m+ borderV = glyphsV (exitGlyphVert levBoundSt) $ B.exits bd+ borderH = glyphsH (exitGlyphHoriz levBoundSt) $ B.exits bd+ bdWallsV = glyphsV (const wallGlyphVert) $ B.walls bd+ bdWallsH = glyphsH (const wallGlyphHoriz) $ B.walls bd+ levBoundSt = levelStyle . BC.level $ B.conf bd+ items = M.mapWithKey itemGlyphs $ B.items bd+ itemGlyphs p i = (Nothing,) . Just . powerBG p $ itemGlyph i+ biGlyph gl = (Just gl, Just gl)+ powerBG :: P.Pos -> Glyph -> Glyph+ powerBG p+ | Just pow <- B.powers bd M.!? p, Pow.charges pow > 0 = modColour onRed+ -- | Just pow <- B.powers bd M.!? p, Pow.overUsable pow = modColour onYellow+ | otherwise = id+ powers = (Nothing,) . Just . powerGlyph <$> B.powers bd+ powerGlyph pow = Glyph '"' $ case True of+ _ | Pow.charges pow > 0 -> CStyle red aBold+ _ | Pow.overUsable pow -> equipStyle Siphon+ _ -> style0+ creatures = (,Nothing) . Just . creatureGlyph' <$> B.creatures bd+ creatureGlyph' Player = Glyph '@' $ CStyle col a where+ col | B.isHasteRound bd = red+ | B.hasted bd = yellow+ | otherwise = white+ a | B.ghostly bd = a0+ | otherwise = aBold+ creatureGlyph' c = creatureGlyph c+ obscured = M.fromSet (\p -> (Just . dim $ expectChar p,) . Just . powerBG p . dim $ obsChar p) $ B.poss S.\\ B.visible bd where+ expectChar p+ | B.expectant bd+ , Just (Just c) <- B.expected bd M.!? p = glyphChar $ creatureGlyph' c+ | otherwise = ' '+ obsChar p+ | p `S.member` B.unrevealed bd = expectedTreasureChar p+ | otherwise = ' '+ expectedTreasureChar = glyphChar . itemGlyph . B.treasureAt bd+ wObscuredV = M.fromSet (const $ dim ' ') . filterSV $ obscuredWPoss+ wObscuredH = M.fromSet (const . biGlyph $ dim ' ') . filterSH $ obscuredWPoss+ obscuredWPoss = B.invisibleWPoss (B.tagged bd) (B.visible bd)+ mvingV = M.map creatureGlyph' (filterV cmvs) `M.union` M.map itemGlyph (filterV $ imvs `M.union` iuses)+ mvingH = M.map ((,Nothing) . Just . creatureGlyph') (filterH cmvs)+ `M.union` M.map ((Nothing,) . Just . itemGlyph) (filterH imvs)+ `M.union` M.map ((,Nothing) . Just . itemGlyph) (filterH iuses)+ highlightCells = M.fromSet (const . biGlyph $ bold '#') hps+ highlightV = M.fromSet (const $ bold '#') $ filterSV hwps+ highlightH = M.fromSet (const . biGlyph $ bold '#') $ filterSH hwps++ -- Positions with wall-intersection to top-right+ intersections :: M.Map P.Pos Glyph+ intersections = iHighlighted `M.union` iObscured `M.union` iWalls+ iWalls = M.map (Glyph '·') . M.unionsWith pref $ M.fromList <$>+ [ [ (p,i), (p <> if up then P.Pos (-1) 0 else P.Pos 0 (-1),i) ]+ | (P.WPos p up, Just i) <- M.toList $+ M.map wallI (B.walls bd) `M.union` M.map (const $ Just exitCol) (B.exits bd) ]+ where+ wallI BasicWall = Just $ CStyle white aBold+ wallI Hedge = Just $ CStyle green aBold+ wallI ThickHedge = Just $ CStyle green a0+ wallI Pillar = Nothing+ wallI Window = Nothing+ wallI BrokenWindow = Nothing+ wallI (UmbrellaWall _) = Nothing+ wallI (CloakWall _ _) = Just $ CStyle cyan aBold+ wallI TentWall = Just $ CStyle red aBold+ exitCol = levBoundSt+ pref a b = minimumBy (compare `on` cstyleCol) [a,b] -- white < green < magenta+ iObscured = M.fromSet (const $ dim ' ') $ S.filter (\p -> P.x p < B.w-1 && P.y p < B.h-1 &&+ and [ p' `S.member` M.keysSet obscured || not (B.inBounds p')+ | p' <- (p +^) <$> [ P.Pos x y | x <- [0,1], y <- [0,1] ] ]) B.poss+ iHighlighted = M.fromSet (const $ bold '#') $ S.filter (\p -> P.x p < B.w-1 && P.y p < B.h-1 &&+ and [ p' `S.member` hps+ | p' <- (p +^) <$> [ P.Pos x y | x <- [0,1], y <- [0,1] ] ]) B.poss++ horizCPosMap :: M.Map P.Pos (Maybe Glyph, Maybe Glyph) -> M.Map CP.CPos Glyph+ horizCPosMap m = M.mapMaybe fst (M.mapKeys posCPosL m) `M.union` M.mapMaybe snd (M.mapKeys posCPosR m)+ horizWCPosMap :: M.Map P.WPos (Maybe Glyph, Maybe Glyph) -> M.Map CP.CPos Glyph+ horizWCPosMap m = M.mapMaybe fst (M.mapKeys wposCPos m) `M.union` M.mapMaybe snd (M.mapKeys wposCPosR m)++ glyphs :: M.Map CP.CPos Glyph+ glyphs = M.unions+ [ horizCPosMap cells+ , M.mapKeys wposCPos wallsV+ , horizWCPosMap wallsH+ , M.mapKeys posIntCPos intersections+ ]+ in do+ sequence_ $ M.mapWithKey (CU.drawGlyph CU.BoardWin) glyphs++drawInv :: Maybe I.Slot -> Int -> Bool -> I.Inventory -> Maybe Pow.Power -> CU.UIM ()+drawInv sel preserve highlightEmpty (I.Inventory inv) pow = do+ let win = CU.InvWin+ let str x y st = CU.drawStr win st (CP.CPos x y)+ str 0 0 styleBold "Inventory:"+ sequence_ $+ [ do+ str 0 slot style (show slot)+ case me of+ Nothing -> pure ()+ Just e -> do+ CU.drawGlyph win (CP.CPos 2 slot) (invItemGlyph e)+ str 4 slot style $ show e+ | slot <- I.slots+ , let me = inv M.!? slot+ , let style = CStyle col attr where+ col | slot <= preserve = yellow+ | highlightEmpty && isNothing me = red+ | otherwise = white+ attr | sel == Just slot = aBold+ | otherwise = a0+ ] <>+ [ str 0 (length I.slots + 2) style $ "0 \" " <> show tp <> " " <> show charges <> "/" <> show maxCharges+ | Pow.Power tp charges maxCharges overUsable <- maybeToList pow+ , let style | overUsable && charges == 0 = equipStyle Siphon+ | otherwise = CStyle red $ if charges > 0 then aBold else a0+ ]++equipStyle :: Equipment -> CStyle+equipStyle Bag = CStyle yellow a0+equipStyle Charm = CStyle green aBold+equipStyle GrabHand = CStyle red a0+equipStyle Key = CStyle blue aBold+equipStyle Siphon = CStyle yellow aBold++drawEquip :: S.Set Equipment -> CU.UIM ()+drawEquip es | S.null es = pure ()+drawEquip es = do+ let win = CU.EquipWin+ let str x y st = CU.drawStr win st (CP.CPos x y)+ str 0 0 styleBold "Equipment:"+ forM_ (zip [1..] (S.toList es)) $ \(y,e) ->+ str 0 y (equipStyle e) $ show e++drawMessage :: G.Game -> CU.UIM ()+drawMessage game = do+ let win = CU.MessageWin+ (text,style) = case G.playState game of+ G.Dead -> ("You died with " <> show (G.score game) <>+ " points on level " <> show (G.round game) <>+ ":" <> showLevel (G.level game) <> ". [Space]", styleBold)+ G.Won -> ("Congratulations, you win! [Space]", styleBold)+ G.Tutorialising b -> (T.text b <> " [Spc/T]", CStyle magenta aBold)+ _ -> ("", style0)+ CU.drawStr win style (CP.CPos 0 0) text++drawLevelInfo :: B.Board -> CU.UIM ()+drawLevelInfo bd = do+ drawRoll 0 (BC.creatureRoll bc) G.initCreatureSides creatureGlyph+ drawRoll 1 (BC.wallRoll bc) G.initWallSides wallGlyphVert+ drawDiffsLine 2+ where+ win = CU.LevelInfoWin+ nullGlyph = char '-'+ drawRoll :: Int -> RF.RollFrom a -> Int -> (a -> Glyph) -> CU.UIM ()+ drawRoll m roll initSides f = sequence_ $+ [ CU.drawGlyph win (CP.CPos n m) $ maybe nullGlyph f (RF.vals roll `atMay` n)+ | n <- [0 .. RF.sides roll - 1]+ ] <> [ CU.drawGlyph win (CP.CPos initSides m) $ char ']' ]+ bc = B.conf bd+ diffs = B.diffs bd+ drawDiffsLine y = CU.drawStr win style0 (CP.CPos 0 y) introStr >> sequence_+ [ do+ draw b . char' $ exitChar dir+ draw (b+1) (char ':')+ forM (zip [0..] rdfs) (\(x,rdf) -> draw (b+3+x) $ rdfGlyph rdf)+ | (n,dir) <- zip [0..] P.dirs+ , dir `elem` possibleExitDirs+ , let b = length introStr + 8*n+ , let char'+ | dir `elem` exitDirs = bold+ | dir `elem` keyExitDirs = \c -> Glyph c $ equipStyle Key+ | otherwise = char+ , Just rdfs <- [diffs M.!? dir]+ ]+ where+ introStr = "On exit: "+ draw x = CU.drawGlyph win (CP.CPos x y)+ rdfGlyph (BC.Add (BC.DiffableCreature c)) = creatureGlyph c+ rdfGlyph (BC.Swap _ (BC.DiffableCreature c)) = creatureGlyph c+ rdfGlyph (BC.Add (BC.DiffableWall wl)) = wallGlyphVert wl+ rdfGlyph (BC.Swap _ (BC.DiffableWall wl)) = wallGlyphVert wl+ exitsWith ex = P.exitDir <$> M.keys (M.filter (== ex) (B.exits bd))+ exitDirs = exitsWith Exit+ keyExitDirs = exitsWith KeyExit+ possibleExitDirs = exitDirs <> keyExitDirs <> exitsWith UnseenBoundary++data HSInfo+ = HSRank Int+ | HSAlive+ | HSDead+ | HSWon++drawMainScreen :: G.Game -> CU.UIM ()+drawMainScreen game = do+ let win = CU.MainWin+ curHs = twiddle $ G.highscore Nothing game where+ twiddle hs = hs { HS.maxLevel = 0, HS.maxRound = HS.maxRound hs + 1 }+ centre style y s+ | y >= scrH = pure ()+ | otherwise = CU.drawStr win style (CP.CPos ((scrW - length s) `div` 2) y) s+ drawTitle = sequence_ [ drawStyledStrs win (CP.CPos titleX y) s+ | (y,s) <-+ [ (0, [ ("·──·──·──·", bdSt), (" ", bgSt) ])+ , (1, [ ("│", bdSt), (" Fe@r of", styleBold)+ , ("│", bdSt), ("View ", bgSt) ])+ , (2, [ ("·──· ·──·", bdSt), (" ", bgSt) ])+ ]+ ] where+ titleX = (scrW - length "| Fe@r of|View") `div` 2+ bdSt = CStyle yellow aBold+ bgSt = CStyle (onBlue white) aBold+ wonStyle = CStyle magenta aBold++ ascii <- gets CU.asciiOnly++ let drawHS :: Bool -> Int -> HSInfo -> HS.Highscore -> CU.UIM ()+ drawHS showName y info hs =+ drawStyledStrs win (CP.CPos (scoreX showName) y) $+ (case info of+ HSRank rank -> [(twoCharNum rank, styleBold)]+ HSAlive -> [(" @", styleBold)]+ HSDead -> [(" ",style0), ("@", CStyle (onRed white) aBold)]+ HSWon -> [(" ",style0), ("@", wonStyle)]+ ) <>+ [ (" ", style0)+ ] <>+ [ (take 8 (fromMaybe "[anon]" (HS.name hs) <> repeat ' ') <> " ", CStyle cyan aBold)+ | showName+ ] <>+ [ (twoCharNum (HS.score hs) <> "~",+ if HS.score hs == G.maxScore then wonStyle else scoreStyle)+ , (" ", style0)+ , (twoCharNum (HS.maxRound hs) <> ":", style0)+ , let lev = HS.maxLevel hs in (showLevel lev, levelStyle lev)+ ] <>+ [ (" ", style0) ] <>+ [ (take 1 $ show e, equipStyle e) | e <- S.toList $ HS.equipment hs ]+ scoreX showName = min ((scrW - l) `div` 2) (scrW - l - 1 - aKeyL)+ where l = sum $ [length "99 99~ 99:C"]+ <> [11 | showName] <> [2 + length allEquipment]+ additionalKeys =+ [ " More keys:" ]+ <> [ "T: Hints" | T.TMeta `S.notMember` G.unseenBeats game ]+ <> [ "-: " <> "ASCII " <> (if ascii then "[x]" else "[ ]")+ , "Q: Exit" ]+ aKeyL = maximum $ length <$> additionalKeys++ let keysLine y = centre style0 y "Keys: cursors / WASD / HJKL; 0-9"++ drawTitle+ if HS.maxRound curHs > 1+ then do+ centre styleBold 3 "Game in progress:"+ drawHS False 4 HSAlive curHs+ centre styleBold 6 "Press Space to continue"+ else case G.prevHS game of+ Just prev -> do+ centre style0 3 "Last game:"+ let info | HS.score prev >= G.maxScore = HSWon+ | otherwise = HSDead+ drawHS False 4 info prev+ centre styleBold 6 "Press Space to start new game"+ Nothing -> centre styleBold 4 "Press Space to start"+ keysLine 7++ hss <- liftIO HSF.get+ unless (null hss) $ do+ let someNamed = any (isJust . HS.name) hss+ drawStyledStrs win (CP.CPos (scoreX someNamed - 1) 9) $+ [ ("Rank ", styleBold) ] <>+ [ (" Name ", CStyle cyan aBold) | someNamed ] <>+ [ ("Score ", scoreStyle)+ , ("Level ", style0)+ , ("Equip", style0) ]+ sequence_ [ drawHS someNamed (10+i) (HSRank $ 1+i) hs | (i,hs) <- zip [0..] hss ]++ sequence_ [ CU.drawStr win+ (CStyle (onBlue white) $ if n == 0 then aBold else a0)+ (CP.CPos (scrW - 2 - aKeyL) $ 10 + n) . take aKeyL $ s <> repeat ' '+ | (s,n) <- zip additionalKeys [0..]+ ]++tutBox :: T.Beat -> Maybe (CP.CPos, [Glyph])+tutBox = tutBox' where+ tutBox' (T.Movement p) = Just (boardOffset <> posCPosL p, [creatureGlyph Player])+ tutBox' (T.Trapped p) = Just (boardOffset <> posCPosL p, [creatureGlyph Player])+ tutBox' (T.SeeMonster p c) = Just (boardOffset <> posCPosL p, [creatureGlyph c])+ tutBox' (T.SeeExit wp) = Just (boardOffset <> wposCPos wp, [bold . exitChar $ P.exitDir wp])+ tutBox' (T.SeeItem p i) = Just (boardOffset <> posCPosR p, [itemGlyph i])+ tutBox' (T.SeePotion p) = Just (boardOffset <> posCPosR p, [itemGlyph Potion])+ tutBox' (T.SeeMiniPotion p) = Just (boardOffset <> posCPosR p, [itemGlyph MiniPotion])+ tutBox' (T.SeeScore p) = Just (boardOffset <> posCPosR p, [itemGlyph ScoreTreasure])+ tutBox' (T.SeeJunk p) = Just (boardOffset <> posCPosR p, [itemGlyph Junk])+ tutBox' (T.SeeGem p) = Just (boardOffset <> posCPosR p, [itemGlyph Gem])+ tutBox' T.CollectItem = Just (invOffset <> CP.CPos 0 1, [char '1'])+ tutBox' T.CollectGem = Just (invOffset <> CP.CPos 0 10, [Glyph '0' $ CStyle red aBold])+ tutBox' T.CollectScore = Just (statusOffset <> CP.CPos 20 0, (char <$> (" 1/" <> show G.maxScore)) <> [Glyph '~' scoreStyle])+ tutBox' (T.Hurt l ml) = Just (statusOffset <> CP.CPos 6 0, char <$> twoCharNum l <> "/" <> show ml)+ tutBox' T.Timer = Just (levelInfoOffset <> CP.CPos (G.initCreatureSides - 4) 0, char <$> "- ]")+ tutBox' T.SecondRound = Just (levelInfoOffset <> CP.CPos 0 2, char <$> "On exit:")+ tutBox' _ = Nothing+ boardOffset = CP.CPos 1 3+ invOffset = CP.CPos (1+w+2) 3+ statusOffset = CP.CPos 0 1+ afterBoard = 3 + max h (3 + length I.slots)+ levelInfoOffset = CP.CPos 1 (1 + afterBoard)++highlightTut :: T.Beat -> CU.UIM ()+highlightTut = maybe (pure ()) (uncurry CU.drawHighlightBoxChars) . tutBox
+ CursesUI.hs view
@@ -0,0 +1,167 @@+{-# LANGUAGE CPP #-}+{-# LANGUAGE LambdaCase #-}++module CursesUI where++import Control.Exception.Safe+import Control.Monad.State+import Data.Char (chr)+import Foreign.Ptr++import qualified Data.Map.Strict as M+import qualified UI.HSCurses.Curses as C++import CStyle++import qualified CPos as CP+import qualified KeyBindings as KB++data Window+ = MainWin+ | StatusWin+ | BoardWin+ | InvWin+ | EquipWin+ | LevelInfoWin+ | MessageWin+ | TutorialWin+ deriving (Eq,Ord,Enum,Bounded)+allWindows :: [Window]+allWindows = [minBound..maxBound]++data UIState = UIState+ { dispCPairs :: [C.Pair]+ , uiKeyBindings :: KB.KeyBindings+ , windows :: M.Map Window C.Window+ , asciiOnly :: Bool+ }+type UIM = StateT UIState IO+nullUIState :: UIState+nullUIState = UIState [] [] M.empty False++insWin :: Window -> C.Window -> UIM ()+insWin w cw = do+ modify $ \s -> s {windows = M.insert w cw $ windows s}+ wsetBkgrnd w++getWin :: Window -> UIM C.Window+getWin w = gets $ M.findWithDefault nullPtr w . windows++getBindings :: UIM KB.KeyBindings+getBindings = gets $ (<> KB.defaultBindings) . uiKeyBindings++charify :: C.Key -> Maybe Char+charify key = case key of+ C.KeyChar ch -> Just ch+ C.KeyBackspace -> Just '\b'+ C.KeyLeft -> Just '←'+ C.KeyRight -> Just '→'+ C.KeyDown -> Just '↓'+ C.KeyUp -> Just '↑'+ _ -> Nothing++handleEsc :: C.Key -> IO C.Key+handleEsc k@(C.KeyChar '\ESC') = do+ C.timeout 100+ cch <- C.getch+ C.timeout (-1)+ pure $ if cch == -1 then k+ else C.KeyChar $ chr $ fromIntegral cch+128+handleEsc k = pure k++-- From Curses.CursesHelper:+-- | Converts a list of 'Curses.Color' pairs (foreground color and+-- background color) into the curses representation 'Curses.Pair'.+colorsToPairs :: [(C.Color, C.Color)] -> IO [C.Pair]+colorsToPairs cs = do+ p <- C.colorPairs+ let nColors = length cs+ blackWhite = p < nColors+ if blackWhite then pure $ replicate nColors $ C.Pair 0+ -- print ("Terminal does not support enough colors. Number of " <>+ -- " colors requested: " <> show nColors <>+ -- ". Number of colors supported: " <> show p)+ else mapM toPairs (zip [1..] cs)+ where toPairs (n, (fg, bg)) = do+ let p = C.Pair n+ C.initPair p fg bg+ pure p++setBkgrnd :: UIM ()+setBkgrnd = do+ cpairs <- gets dispCPairs+ liftIO . C.bkgrndSet a0 $ cpairs !! white+ liftIO $ C.erase >> C.refresh++wsetBkgrnd :: Window -> UIM ()+-- >= hscurses-1.5.1 required for C.wbkgrndSet+#if MIN_VERSION_hscurses(1,5,1)+wsetBkgrnd w = do+ cpairs <- gets dispCPairs+ cw <- getWin w+ liftIO . C.wbkgrndSet cw a0 $ cpairs !! white+ liftIO $ C.werase cw >> C.wRefresh cw+#else+wsetBkgrnd _ = pure ()+#endif++wSetStyle :: Window -> CStyle -> UIM ()+wSetStyle w (CStyle col attr) = do+ cpairs <- gets dispCPairs+ cw <- getWin w+ liftIO $ C.wAttrSet cw (attr, cpairs!!col)+withStyle :: Window -> CStyle -> (UIM a -> UIM a)+withStyle w style m = wSetStyle w style >> (m <* wSetStyle w style0)++subCharAscii :: Bool -> Char -> Char+subCharAscii True = \case+ '·' -> '+'+ '┌' -> '+'+ '┐' -> '+'+ '└' -> '+'+ '┘' -> '+'+ '│' -> '|'+ '║' -> '}'+ '─' -> '-'+ '═' -> '='+ c -> c+subCharAscii False = id++drawHighlightBoxChars :: CP.CPos -> [Glyph] -> UIM ()+drawHighlightBoxChars (CP.CPos x y) gls = do+ -- hscurses doesn't expose mvwin, so manually recreate the window in the+ -- right position:+ wnoutRefresh TutorialWin+ liftIO . C.delWin =<< getWin TutorialWin+ let w = 2 + length gls+ insWin TutorialWin =<< liftIO (C.newWin 3 w (y-1) (x-1))+ ascii <- gets asciiOnly+ withStyle TutorialWin (CStyle magenta aBold) $ liftIO . drawBorder ascii (3,w) =<< getWin TutorialWin+ sequence_ [ drawGlyph TutorialWin (CP.CPos (1+n) 1) gl | (gl,n) <- zip gls [0..] ]+ where+ -- Draw border manually rather than using C.wBorder:+ -- default border characters are ugly on e.g. windows PuTTY,+ -- and trying to set C.Border to use box-drawing chars doesn't work.+ drawBorder :: Bool -> (Int,Int) -> C.Window -> IO ()+ drawBorder ascii (h,w) cw = do+ let add yy xx = C.mvWAddStr cw yy xx . (subCharAscii ascii <$>)+ add 0 0 $ '┌':replicate (w-2) '─' <> "┐"+ sequence_ [ add y' 0 "│" >> add y' (w-1) "│"+ | y' <- [1..h-2] ]+ -- |This throws an error due to moving cursor out of the window+ add (h-1) 0 ('└':replicate (w-2) '─' <> "┘")+ `catchIO` (\_ -> pure ())++drawStr :: Window -> CStyle -> CP.CPos -> String -> UIM ()+drawStr w style (CP.CPos x y) s = do+ ascii <- gets asciiOnly+ cw <- getWin w+ withStyle w style . liftIO $ C.mvWAddStr cw y x (subCharAscii ascii <$> s)++drawGlyph :: Window -> CP.CPos -> Glyph -> UIM ()+drawGlyph w p (Glyph ch style) = drawStr w style p $ ch:""++wErase, wRefresh, wnoutRefresh :: Window -> UIM ()+wErase w = liftIO . C.werase =<< getWin w+wRefresh w = liftIO . C.wRefresh =<< getWin w+wnoutRefresh w = liftIO . C.wnoutRefresh =<< getWin w
+ CursesUIMInstance.hs view
@@ -0,0 +1,106 @@+{-# OPTIONS_GHC -fno-warn-orphans #-}++{-# LANGUAGE FlexibleContexts #-}+{-# LANGUAGE FlexibleInstances #-}+{-# LANGUAGE TupleSections #-}++module CursesUIMInstance where++import Control.Monad.State+import Data.List ((\\))+import Data.Maybe++import qualified UI.HSCurses.Curses as C+import qualified UI.HSCurses.CursesHelper as CH++import CStyle+import CursesUI++import qualified Command as Cmd+import qualified CPos as CP+import qualified CursesDraw as CD+import qualified Game as G+import qualified Inventory as I+import qualified UIMonad as UIM++instance UIM.UIMonad UIM where+ runUI m = evalStateT m nullUIState+ initUI = do+ _ <- liftIO $ CH.start >> C.cursSet C.CursorInvisible+ cpairs <- liftIO . colorsToPairs $+ concat [ (,c) <$> cols+ | let cols =+ [ CH.white, CH.red, CH.green, CH.yellow+ , CH.blue, CH.magenta, CH.cyan, CH.black]+ , c <- [CH.black,CH.blue,CH.red,CH.yellow]+ ]+ modify $ \s -> s {dispCPairs = cpairs}+ setBkgrnd+ insWin StatusWin =<< liftIO (C.newWin 2 CD.scrW 0 0)+ insWin BoardWin =<< liftIO (C.newWin CD.h (CD.w+1) 3 1)+ insWin InvWin =<< liftIO (C.newWin (3 + length I.slots) 20 3 (1+CD.w+3))+ insWin EquipWin =<< liftIO (C.newWin (3 + length I.slots) 15 3 (1+CD.w+3+20))+ let afterBoard = 3 + max CD.h (3 + length I.slots)+ insWin LevelInfoWin =<< liftIO (C.newWin 3 CD.scrW (1 + afterBoard) 1)+ insWin MessageWin =<< liftIO (C.newWin 1 CD.scrW (1 + 3 + 1 + afterBoard) 0)+ insWin MainWin =<< liftIO (C.newWin CD.scrH CD.scrW 0 0)+ insWin TutorialWin =<< liftIO (C.newWin 3 3 0 50)+ pure True+ endUI = liftIO CH.end+ draw game = unlessSmall $ do+ drawState+ forM_ (allWindows \\ stateWins) wnoutRefresh+ forM_ stateWins wnoutRefresh+ liftIO C.update+ forM_ stateWins wErase+ where+ st = G.playState game+ stateWins = case st of+ G.RoundEnded -> [MainWin]+ G.Tutorialising b | isJust (CD.tutBox b) -> gameWindows <> [TutorialWin]+ _ -> gameWindows+ gameWindows = allWindows \\ [MainWin,TutorialWin]+ drawState = case st of+ G.RoundEnded -> CD.drawMainScreen game+ _ -> do+ let bd = G.board game+ forM_ (reverse $ G.transitions game) CD.drawTrans+ CD.drawBoard bd+ CD.drawInv (G.selectedSlot game) (G.preserveSlots game) (G.canGrab game) (G.inventory game) (G.powerOn game)+ CD.drawEquip $ G.equipment game+ CD.drawStatus game+ CD.drawLevelInfo bd+ CD.drawMessage game+ case st of+ G.Tutorialising b -> CD.highlightTut b+ _ -> pure ()+ unlessSmall m = do+ (h,w) <- liftIO C.scrSize+ if h < CD.scrH || w < CD.scrW then+ let s = "Terminal too small!"+ in if w < length s || h < 1 then pure ()+ else do+ liftIO $ C.erase >> C.refresh+ drawStr StatusWin style0 (CP.CPos 0 0) s+ wRefresh StatusWin+ else m+ suspend = do+ liftIO $ CH.suspend >> C.resetParams+ UIM.redraw+ redraw = liftIO $ C.endWin >> C.refresh+ setAsciiOnly a = modify $ \s -> s { asciiOnly = a }+ toggleAsciiOnly = modify $ \s -> s { asciiOnly = not (asciiOnly s) }++ setUIBinding ch cmd = modify $ \s -> s { uiKeyBindings = (ch,cmd) : uiKeyBindings s }++ getChRaw = (charify <$>) $ liftIO $ CH.getKey (pure ()) >>= handleEsc+ getInput = do+ let userResizeCode = 1337 -- XXX: chosen not to conflict with HSCurses codes+ key <- liftIO $ CH.getKey (C.ungetCh userResizeCode) >>= handleEsc+ if key == C.KeyUnknown userResizeCode+ then do+ _ <- liftIO C.scrSize+ pure [Cmd.Redraw]+ else case charify key of+ Just ch -> maybeToList . lookup ch <$> getBindings+ _ -> pure []
+ Equipment.hs view
@@ -0,0 +1,16 @@+module Equipment where++data Equipment+ = Bag+ | Charm+ | GrabHand+ | Key+ | Siphon+ deriving (Eq, Ord, Show, Enum, Bounded)++allEquipment :: [Equipment]+allEquipment = [minBound..maxBound]++equipmentStr :: Equipment -> String+equipmentStr GrabHand = "Grab hand"+equipmentStr e = show e
+ Exit.hs view
@@ -0,0 +1,10 @@+module Exit where++data Exit+ = Exit+ | KeyExit+ | Entrance+ | UnseenBoundary+ | SeenBoundary+ deriving (Eq,Ord)+
+ Game.hs view
@@ -0,0 +1,457 @@+{-# LANGUAGE CPP #-}+{-# LANGUAGE FlexibleContexts #-}+{-# LANGUAGE FlexibleInstances #-}+{-# LANGUAGE LambdaCase #-}+{-# LANGUAGE MultiParamTypeClasses #-}++module Game where++import Prelude hiding (round)++import Control.Monad.Random+import Control.Monad.State+import Control.Monad.Writer+import Data.Functor+import Data.Functor.Identity+import Data.Maybe++import qualified Data.IntMap.Strict as IM+import qualified Data.Map.Strict as M+import qualified Data.Set as S++import Creature+import Equipment+import Exit+import Group+import Item+import Rand+import Wall++import qualified Board as B+import qualified BoardConf as BC+import qualified Command as C+import qualified Highscore as HS+import qualified Inventory as I+import qualified Pos as P+import qualified Power as Pow+import qualified RollFrom as RF+import qualified Tutorial as T++data Game = Game+ { board :: B.Board+ , transitions :: [ B.Transition ]+ , inventory :: I.Inventory+ , equipment :: S.Set Equipment+ , selectedSlot :: Maybe I.Slot+ , score :: Int+ , life :: Int+ , maxLife :: Int+ , junk :: Int+ , level :: Int+ , round :: Int+ , roundItems :: [Item]+ , levels :: IM.IntMap BC.BoardConf+ , prev :: Maybe Game+ , unseenBeats :: S.Set T.Type+ , prevHS :: Maybe HS.Highscore+ , gen :: StdGen+ }++maxLevel, maxScore, initLife, charmBonus :: Int+maxLevel = 3+maxScore = 25+initLife = 5+charmBonus = 1++initCreatureSides, initWallSides :: Int+initCreatureSides = 36+initWallSides = 30++baseLevels :: IM.IntMap BC.BoardConf+baseLevels = IM.fromList+ [ (1, BC.BoardConf 1+ (RF.RollFrom initCreatureSides $ replicate 5 BasicMonster)+ (RF.RollFrom initWallSides $ replicate 6 Hedge))+ , (2, BC.BoardConf 2+ (RF.RollFrom initCreatureSides $ replicate 5 BasicMonster)+ (RF.RollFrom initWallSides $ replicate 6 BasicWall <> [Pillar]))+ , (3, BC.BoardConf 3+ (RF.RollFrom initCreatureSides $ replicate 5 BasicMonster)+ (RF.RollFrom initWallSides $ replicate 6 BasicWall <> [Window, Window]))+ ]++new :: MonadIO m => m Game+new = do+ g <- initStdGen+ pure $ Game { board = B.empty, transitions = [], inventory = I.empty, equipment = S.empty, selectedSlot = Nothing, score = 0, life = 0, maxLife = 0, junk = 0, level = 0, round = 0, roundItems = [], levels = baseLevels, prev = Nothing, unseenBeats = S.fromList T.allTypes, prevHS = Nothing, gen = g }++modBoard :: (B.Board -> B.Board) -> Game -> Game+modBoard f game = game { board = f $ board game }+setBoard :: B.Board -> Game -> Game+setBoard = modBoard . const++modScore, modLife, modMaxLife, modJunk, modLevel, modRound :: (Int -> Int) -> Game -> Game+modScore f game = game { score = f $ score game }+modLife f game = game { life = f $ life game }+modMaxLife f game = game { maxLife = f $ maxLife game }+modJunk f game = game { junk = f $ junk game }+modLevel f game = game { level = f $ level game }+modRound f game = game { round = f $ round game }+setScore, setLife, setMaxLife, setJunk, setLevel, setRound :: Int -> Game -> Game+setScore = modScore . const+setLife = modLife . const+setMaxLife = modMaxLife . const+setJunk = modJunk . const+setLevel = modLevel . const+setRound = modRound . const++setRoundItems :: [Item] -> Game -> Game+setRoundItems is game = game { roundItems = is }++modLevels :: (IM.IntMap BC.BoardConf -> IM.IntMap BC.BoardConf) -> Game -> Game+modLevels f game = game { levels = f $ levels game }++modPrev :: (Maybe Game -> Maybe Game) -> Game -> Game+modPrev f game = game { prev = f $ prev game }+setPrev :: Maybe Game -> Game -> Game+setPrev = modPrev . const++modLifeWithMax, modScoreWithMax :: (Int -> Int) -> Game -> Game+modLifeWithMax f game = modLife (min (maxLife game) . f) game+modScoreWithMax f = modScore $ min maxScore . f++modTransitions :: ([B.Transition] -> [B.Transition]) -> Game -> Game+modTransitions f game = game { transitions = f $ transitions game }+setTransitions :: [B.Transition] -> Game -> Game+setTransitions = modTransitions . const+pushTransition :: B.Transition -> Game -> Game+pushTransition = modTransitions . (:)++setSelectedSlot :: Maybe I.Slot -> Game -> Game+setSelectedSlot slot game = game { selectedSlot = slot }++modInventory :: (I.Inventory -> I.Inventory) -> Game -> Game+modInventory f game = game { inventory = f $ inventory game }+setInventory :: I.Inventory -> Game -> Game+setInventory = modInventory . const++modEquipment :: (S.Set Equipment -> S.Set Equipment) -> Game -> Game+modEquipment f game = game { equipment = f $ equipment game }+setEquipment :: S.Set Equipment -> Game -> Game+setEquipment = modEquipment . const++modUnseenBeats :: (S.Set T.Type -> S.Set T.Type) -> Game -> Game+modUnseenBeats f game = game { unseenBeats = f $ unseenBeats game }+setUnseenBeats :: S.Set T.Type -> Game -> Game+setUnseenBeats = modUnseenBeats . const++setPrevHS :: Maybe HS.Highscore -> Game -> Game+setPrevHS mhs game = game { prevHS = mhs }++hasEquip :: Equipment -> Game -> Bool+hasEquip e = (e `S.member`) . equipment++preserveSlots :: Game -> Int+preserveSlots game+ | hasEquip Bag game = 1+ | otherwise = 0++canGrab :: Game -> Bool+canGrab = hasEquip GrabHand++highscore :: Maybe HS.Username -> Game -> HS.Highscore+highscore name game = HS.Highscore+ { HS.score = score game+ , HS.maxRound = round game+ , HS.maxLevel = fix0 $ level game+ , HS.equipment = equipment game+ , HS.name = name+ }+ where+ fix0 0 = 3+ fix0 n = n++type T m = StateT Game m++runT :: MonadIO m => T m a -> m a+runT m = evalStateT m =<< new++nullGen :: StdGen+nullGen = mkStdGen 0++evalR :: MonadState Game m => Rand StdGen a -> m a+evalR m = do+ game <- get+ let (a,g) = runRand m $ gen game+ put $ game {gen = g}+ pure a++modifyR :: MonadState Game m => (Game -> Rand StdGen Game) -> m ()+modifyR f = do+ game <- get+ let (game',g) = runRand (f game) $ gen game+ put $ game' {gen = g}++modBoardM :: Monad m => (B.Board -> m B.Board) -> Game -> m Game+modBoardM f game = (`setBoard` game) <$> f (board game)++initGame, nextRound :: (MonadState Game m, MonadIO m) => m ()+initGame = do+ beats <- gets unseenBeats+ hs <- gets $ highscore Nothing+ put =<< new+ let mhs = if HS.maxRound hs > 0 then Just hs else Nothing+ modify $ setPrevHS mhs . setUnseenBeats beats+nextRound = do+ modify . modInventory . I.clearAllBut =<< gets preserveSlots+ modify $ modRound (+1) . setLevel 1 . setPrev Nothing+ charmed <- gets $ hasEquip Charm+ let l = initLife + if charmed then charmBonus else 0+ modify $ setLife l . setMaxLife l+ modify . setRoundItems =<< evalR (take 3 <$> shuffle findableTreasures)+ enterNewBoard True =<< evalR (randMemberUnsafe B.boundaryWPoss)+ endTurn++enterNewBoard :: MonadState Game m => Bool -> P.WPos -> m ()+enterNewBoard doRecharge e = do+ powers <- gets $ (if doRecharge then M.map Pow.recharge else id) . B.powers . board+ bc <- gets currentLevelBC+ diffs <- evalR $ BC.genDiffs bc+ is <- gets roundItems+ modify . setBoard $ (B.enterAt e $ B.new bc) { B.powers = powers, B.diffs = diffs, B.possItems = is}+ setFov+ where+ currentLevelBC game = fromMaybe BC.emptyBoardConf . (IM.!? level game) $ levels game+++setFov :: MonadState Game m => m ()+setFov = modifyR . modBoardM . B.setFov =<< gets (hasEquip Key)++addJunk :: MonadState Game m => m ()+addJunk = do+ modify (modJunk (+1))+ (gets enough >>=) . flip when $ do+ modify $ setJunk 0+ es <- gets equipment+ evalR (randMember (S.fromList allEquipment S.\\ es)) >>= \case+ Nothing -> modify $ modScoreWithMax (+1)+ Just e -> do+ modify . modEquipment $ S.insert e+ onAdd e+ where+ enough g = junk g > S.size (equipment g) + 1+ onAdd Charm = modify $ modMaxLife (+charmBonus)+ onAdd Siphon = modify . modBoard $ B.modPowers (M.map $ Pow.setOverUsable True)+ onAdd _ = pure ()++collect :: MonadState Game m => [Item] -> m ()+collect = mapM_ collect' where+ collect' Gem = modify . modBoard . B.addPower =<< gets (hasEquip Siphon)+ collect' ScoreTreasure = modify $ modScoreWithMax (+1)+ collect' Potion = modify $ modLifeWithMax (+4)+ collect' MiniPotion = modify $ modLifeWithMax (+2)+ collect' Junk = addJunk+ collect' (UmbrellaHandle _) = collect' (ItemInvItem Umbrella)+ collect' CameraBoxed = modify . modInventory $ snd . I.add (Camera initCameraCharge)+ collect' (RollingOrb _ _) = collect' (ItemInvItem Orb)+ collect' (ItemInvItem (Camera 0)) = pure ()+ collect' (ItemInvItem e) = modify . modInventory $ snd . I.add e++clearTrans :: MonadState Game m => m ()+clearTrans = modify $ setTransitions []++modBoardTellM :: MonadState Game m => (B.Board -> WriterT a m B.Board) -> m a+modBoardTellM f = do+ (bd,a) <- runWriterT . f =<< gets board+ modify (setBoard bd) $> a+modBoardTell :: MonadState Game m => (B.Board -> Writer a B.Board) -> m a+modBoardTell = modBoardTellM . (mapWriterT (pure . runIdentity) .)++exitLevel :: MonadState Game m => P.WPos -> m ()+exitLevel exitPos = do+ endLevel $ P.exitDir exitPos+ lev <- gets level+ when (lev <= maxLevel) $+ enterNewBoard False $ B.oppositeWPos exitPos+ where+ endLevel :: MonadState Game m => P.Dir -> m ()+ endLevel dir = do+ diffs <- gets $ B.diffs . board+ lev <- gets level+ modify . modLevels $ IM.adjust (BC.apply diffs dir) lev+ modify (modLevel $ (`mod` 4) . (+1))++movePlayer :: MonadState Game m => P.Dir -> m ()+movePlayer dir = do+ bd <- gets board+ mr <- modBoardTell $ B.movePlayers dir+ when (getAny . B.someAction $ mr) $ do+ modify $ modLifeWithMax (+ (-(getSum $ B.damage mr)))+ showAlerts bd $ B.alerts mr+ envAct+ mapM_ exitLevel $ B.exitings mr+ endTurn++showAlerts :: MonadState Game m => B.Board -> [B.Alert] -> m ()+showAlerts bd alerts = unless (null alerts) $ modify . pushTransition $ B.Transition bd alerts++useInvSlotInDir :: MonadState Game m => I.Slot -> P.Dir -> m ()+useInvSlotInDir slot dir =+ gets ((M.!? slot) . I.invItems . inventory) >>= \case+ Nothing -> (gets canGrab >>=) . flip when $ do+ is <- modBoardTell (B.grabItem dir)+ unless (null is) $ collect is >> envAct >> endTurn+ Just e -> do+ bd <- gets board+ case runWriterT $ B.tryUseInvItem e dir bd of+ Nothing -> pure ()+ Just (bd', alerts) -> do+ showAlerts bd alerts+ modify $ setBoard bd'+ modify . modInventory . I.modInvItems $ useUp slot+ envAct+ endTurn+ where+ useUp :: I.Slot -> M.Map I.Slot InvItem -> M.Map I.Slot InvItem+ useUp s inv+ | Just (Spraypaint n) <- inv M.!? s+ , n > 1 = M.insert s (Spraypaint $ n-1) inv+ | otherwise = M.delete s inv+++envAct :: MonadState Game m => m ()+envAct = do+ bd <- gets board+ modBoardTellM (mapWriterT evalR . B.npcsAct) >>= showAlerts bd+ bd' <- gets board+ modBoardTell B.doPhysics >>= showAlerts bd'+ collect =<< modBoardTell B.collectItems+ setFov+ -- | collect again, in case vision spawned something on our loc+ collect =<< modBoardTell B.collectItems++undoTurns :: Int+undoTurns = 5++endTurn :: MonadState Game m => m ()+endTurn = do+ undoCharges <- gets $ maybe 0 Pow.activatableTimes . (M.!? undoPos) . B.powers . board+ modify . eraseBefore $ undoTurns * undoCharges+ modify . setPrev . Just =<< get+ gets ((<=0) . life) >>= flip when (modify $ modBoard B.setPlayerDead)+ where+ eraseBefore n | n <= 0 = setPrev Nothing+ eraseBefore n = modPrev (eraseBefore (n-1) <$>)+ undoPos = P.Pos 2 2++powerOn :: Game -> Maybe Pow.Power+powerOn game | let bd = board game, p:_ <- B.playerPoss bd = B.powers bd M.!? p+powerOn _ = Nothing++activatePower :: MonadState Game m => m ()+activatePower = do+ bd <- gets board+ case True of+ _ | p:_ <- B.playerPoss bd+ , Just pow <- B.powers bd M.!? p+ , Pow.activatable pow+ -> do+ when (Pow.tp pow == Pow.Foresight) . modifyR $ modBoardM B.beginExpect+ -- |XXX: Be careful of the subtle interaction with the undo power+ -- when changing this.+ modify $ modBoard (B.modPowers $ M.alter (Pow.deplete =<<) p) . doPower (Pow.tp pow) p+ unless (Pow.tp pow == Pow.Undo) envAct+ endTurn+ _ -> pure ()+ where+ doPower Pow.Heal _ = modLifeWithMax (+2)+ doPower Pow.Smoke _ = modBoard $ B.incStatus B.Smoke (B.maxSmoke + 1)+ doPower Pow.Haste _ = modBoard $ B.incStatus B.Haste 8+ doPower Pow.Dazzle _ = modBoard $ B.incStatus B.Dazzled 5+ doPower Pow.Ghost _ = modBoard $ B.incStatus B.Ghost 6+ doPower Pow.Foresight _ = modBoard $ B.incStatus B.Foresight 11+ doPower Pow.Teleport p = modBoard $ B.setSafe True . B.modCreatures (M.delete p . M.insert (centre +^ centre +^ neg p) Player)+ doPower Pow.Undo _ = \game -> let (game',trans) = runWriter $ prevTurn undoTurns game in game' { transitions = reverse trans } where+ prevTurn :: Int -> Game -> Writer [B.Transition] Game+ prevTurn n g | n < 0 = pure g+ prevTurn n g = maybe (pure g) ((tell [B.Transition (board g) []] >>) . prevTurn (n-1)) $ prev g+ centre = P.Pos 2 2++data PlayState = Playing | Dead | RoundEnded | Won | Tutorialising T.Beat deriving Eq+playState :: Game -> PlayState+playState game+ | level game == 0 = RoundEnded+ | life game <= 0 = Dead+ | score game >= maxScore = Won+ | Just b <- S.lookupMin $ triggeredBeats game = Tutorialising b+ | otherwise = Playing++doCommand :: (MonadState Game m, MonadIO m) => C.Command -> m ()+doCommand c = gets playState >>= \case+ Dead -> case c of+ C.Accept -> initGame+ _ -> pure ()+ Won -> case c of+ C.Accept -> initGame+ _ -> pure ()+ RoundEnded -> case c of+ C.Accept -> nextRound+ C.SkipTutorial -> modify (setUnseenBeats $ S.fromList T.allTypes) >> nextRound+ _ -> pure ()+ Tutorialising b -> case c of+ C.Accept -> modify . modUnseenBeats . S.delete $ T.tp b+ C.SkipTutorial -> modify $ setUnseenBeats S.empty+ _ -> pure ()+ Playing -> case c of+ C.Dir dir -> do+ gets selectedSlot >>= \case+ Nothing -> movePlayer dir+ Just slot -> do+ modify $ setSelectedSlot Nothing+ useInvSlotInDir slot dir+ C.UseInv slot -> do+ gets selectedSlot >>= modify . \case+ Just s | s == slot -> setSelectedSlot Nothing+ Just s' -> modInventory (I.swap slot s') . setSelectedSlot Nothing+ Nothing -> setSelectedSlot $ Just slot+ C.UsePower -> activatePower+#ifdef DEBUG+ C.DebugAddPower -> modify . modBoard . B.addPower =<< gets (hasEquip Siphon)+ C.DebugAddJunk -> addJunk+ C.DebugAddItems -> collect findableTreasures+ C.DebugExit -> exitLevel =<< evalR (randElemUnsafe $ S.toList B.boundaryWPoss)+#endif+ _ -> pure ()++triggeredBeats :: Game -> S.Set T.Beat+triggeredBeats game = S.unions . S.map triggered $ unseenBeats game where+ triggered T.TMeta = S.singleton T.Meta+ triggered T.TMeta2 = S.singleton T.Meta2+ triggered T.TMovement | p:_ <- B.playerPoss bd = S.singleton $ T.Movement p+ triggered T.TTrapped | p:_ <- B.playerPoss bd+ , all (trappedDir p) P.dirs+ , any ((`M.member` B.walls bd) . P.wposInDir p) P.dirs+ = S.singleton $ T.Trapped p+ triggered T.TSeeMonster = uncurry T.SeeMonster `S.map` (S.fromList . M.assocs . M.filter isMonster $ B.creatures bd)+ triggered T.TSeeExit = T.SeeExit `S.map` M.keysSet (M.filter (== Exit) $ B.exits bd)+ triggered T.TSeeItem = uncurry T.SeeItem `S.map` (S.fromList . M.assocs . M.filter (`notElem` [Potion, MiniPotion, ScoreTreasure, Junk, Gem]) $ B.items bd)+ triggered T.TSeePotion = T.SeePotion `S.map` M.keysSet (M.filter (== Potion) $ B.items bd)+ triggered T.TSeeMiniPotion = T.SeeMiniPotion `S.map` M.keysSet (M.filter (== MiniPotion) $ B.items bd)+ triggered T.TSeeScore = T.SeeScore `S.map` M.keysSet (M.filter (== ScoreTreasure) $ B.items bd)+ triggered T.TSeeJunk = T.SeeJunk `S.map` M.keysSet (M.filter (== Junk) $ B.items bd)+ triggered T.TSeeGem = T.SeeGem `S.map` M.keysSet (M.filter (== Gem) $ B.items bd)+ triggered T.THurt | life game < maxLife game = sng $ T.Hurt (life game) (maxLife game)+ triggered T.TCollectItem | 1 `M.member` I.invItems (inventory game) = sng T.CollectItem+ triggered T.TCollectItem2 | 1 `M.member` I.invItems (inventory game) = sng T.CollectItem2+ triggered T.TCollectGem | p:_ <- B.playerPoss bd, p `M.member` B.powers bd = sng T.CollectGem+ triggered T.TCollectScore | score game == 1 = sng T.CollectScore+ triggered T.TTimer | (RF.sides . BC.creatureRoll $ B.conf bd) < initCreatureSides - 2 = sng T.Timer+ triggered T.TSecondRound | round game > 1 = sng T.SecondRound+ triggered T.TTutEnd | S.size (unseenBeats game) == 1 = sng T.TutEnd+ triggered _ = S.empty+ trappedDir p dir = or [ not $ B.inBounds p'+ , p' `M.member` B.creatures bd+ , P.wposInDir p dir `M.member` B.walls bd ]+ where p' = p +^ P.dirPos dir+ sng = S.singleton+ bd = board game
+ GameName.hs view
@@ -0,0 +1,4 @@+module GameName where++gameName :: String+gameName = "fearOfView"
+ Group.hs view
@@ -0,0 +1,14 @@+{-# LANGUAGE FlexibleInstances #-}+{-# LANGUAGE MultiParamTypeClasses #-}++module Group where++class Monoid g => Grp g where+ neg :: g -> g+ zero :: g+ zero = mempty++class Action a b where+ (+^) :: a -> b -> b+instance Monoid m => Action m m where+ (+^) = mappend
+ Highscore.hs view
@@ -0,0 +1,32 @@+module Highscore where++import Data.Function (on)+import Data.List (sort)++import qualified Data.Set as S++import Equipment++type Username = String++data Highscore = Highscore+ { score :: Int+ , maxRound :: Int+ , maxLevel :: Int+ , name :: Maybe Username+ , equipment :: S.Set Equipment+ } deriving Eq++instance Ord Highscore where+ (<=) = (<=) `on` (\hs -> (-score hs, maxRound hs, maxLevel hs))++type Highscores = [Highscore]++maxHighscores :: Int+maxHighscores = 10++add :: Highscore -> Highscores -> Highscores+add hs = take maxHighscores . sort . (hs:)++empty :: Highscores+empty = []
+ HighscoreFile.hs view
@@ -0,0 +1,31 @@+module HighscoreFile where++import Codec.Serialise+import Control.Exception.Safe+import Control.Monad+import Data.Either+import System.Directory+import System.FileLock (SharedExclusive (..), withFileLock)+import System.FilePath ((</>))++import GameName+import qualified Highscore as HS+import Serialise ()++getPath :: IO FilePath+getPath = do+ dir <- getXdgDirectory XdgData gameName+ createDirectoryIfMissing True dir+ pure $ dir </> "highscores"++add :: HS.Highscore -> IO ()+add hs = do+ path <- getPath+ withFileLock (path<>".lock") Exclusive $ \_ -> do+ hss <- (fromRight HS.empty <$>) . tryAny $ readFileDeserialise path+ void . tryAny . writeFileSerialise path $ HS.add hs hss++get :: IO HS.Highscores+get = do+ path <- getPath+ (fromRight HS.empty <$>) . tryAny . withFileLock (path<>".lock") Shared $ \_ -> readFileDeserialise path
+ Inventory.hs view
@@ -0,0 +1,38 @@+{-# LANGUAGE LambdaCase #-}++module Inventory where++import Data.List ((\\))+import qualified Data.Map.Strict as M+import Safe++import Item++type Slot = Int+newtype Inventory = Inventory { invItems :: M.Map Slot InvItem }++empty :: Inventory+empty = Inventory M.empty++null :: Inventory -> Bool+null (Inventory inv) = M.null inv++modInvItems :: (M.Map Slot InvItem -> M.Map Slot InvItem) -> Inventory -> Inventory+modInvItems f inv = inv { invItems = f $ invItems inv }++slots :: [Slot]+slots = [1..8]++swap :: Slot -> Slot -> Inventory -> Inventory+swap n m = modInvItems . M.mapKeys $ \case+ k | k == n -> m+ k | k == m -> n+ k -> k++add :: InvItem -> Inventory -> (Bool,Inventory)+add e (Inventory inv)+ | Just n <- headMay $ slots \\ M.keys inv = (True, Inventory $ M.insert n e inv)+ | otherwise = (False, Inventory inv)++clearAllBut :: Int -> Inventory -> Inventory+clearAllBut n = modInvItems $ M.fromList . zip [1..] . (snd <$>) . take n . M.toList
+ Item.hs view
@@ -0,0 +1,43 @@+module Item where++import qualified Pos as P++data Item+ = Gem+ | ScoreTreasure+ | Junk+ | UmbrellaHandle P.Dir+ | CameraBoxed+ | Potion+ | MiniPotion+ | RollingOrb { orbRollDir :: P.Dir, orbJustDropped :: Bool }+ | ItemInvItem InvItem+ deriving (Eq, Ord)++data InvItem+ = Cloak+ | Orb+ | Umbrella+ | Balloon Int+ | Flash+ | Camera Int+ | Tent+ | Spraypaint Int+ deriving (Eq, Ord, Show, Read)++initCameraCharge, initBalloonCharges, initSpraypaintCharges :: Int+initCameraCharge = 10+initBalloonCharges = 3+initSpraypaintCharges = 5++findableTreasures :: [Item]+findableTreasures =+ [ ItemInvItem Cloak+ , ItemInvItem Orb+ , ItemInvItem Umbrella+ , ItemInvItem (Balloon initBalloonCharges)+ , ItemInvItem Flash+ , ItemInvItem Tent+ , ItemInvItem (Spraypaint initSpraypaintCharges)+ , CameraBoxed+ ]
+ KeyBindings.hs view
@@ -0,0 +1,115 @@+module KeyBindings (KeyBindings, defaultBindings, findBindings, findBinding, showKey,+ showKeyChar, showKeyFriendly, showKeyFriendlyShort, dvorakViBindings) where++import Data.Bits (xor)+import Data.Char+import Data.List+import Data.Maybe++import qualified Command as C+import qualified Inventory as I+import qualified Pos as P++type KeyBindings = [ (Char,C.Command) ]++ctrl, unctrl, meta, unmeta :: Char -> Char+ctrl = toEnum . xor 64 . fromEnum+meta = toEnum . xor 128 . fromEnum+unctrl = ctrl+unmeta = meta++lowerToo :: KeyBindings -> KeyBindings+lowerToo = concatMap addLower+ where addLower b@(c, cmd) = [ b, (toLower c, cmd) ]++quitBindings, qwertyViBindings, wasdBindings, dvorakViBindings, cursorBindings, actionBindings, basicBindings, defaultBindings :: KeyBindings+quitBindings = lowerToo+ [ ('Q', C.Quit)+ , (ctrl '[', C.Quit)+ , (ctrl 'C', C.Quit) ]++qwertyViBindings = lowerToo+ [ ('H', C.Dir P.DLeft)+ , ('J', C.Dir P.DDown)+ , ('K', C.Dir P.DUp)+ , ('L', C.Dir P.DRight)+ ]++dvorakViBindings =+ [ ('h', C.Dir P.DLeft)+ , ('t', C.Dir P.DDown)+ , ('n', C.Dir P.DUp)+ , ('s', C.Dir P.DRight)+ ]++wasdBindings = lowerToo+ [ ('W', C.Dir P.DLeft)+ , ('S', C.Dir P.DDown)+ , ('W', C.Dir P.DUp)+ , ('D', C.Dir P.DRight)+ ]++cursorBindings =+ [ ('←', C.Dir P.DLeft)+ , ('↓', C.Dir P.DDown)+ , ('↑', C.Dir P.DUp)+ , ('→', C.Dir P.DRight)+ ]++actionBindings = [ (chr $ ord '1' + (slot-1), C.UseInv slot) | slot <- I.slots ]+ <> [ ('0', C.UsePower) ]++basicBindings =+ [ (' ', C.Accept)+ , ('\r', C.Accept)+ , ('\n', C.Accept)+ , ('\f', C.Redraw)+ , (ctrl 'Z', C.Suspend)+ , ('t', C.SkipTutorial)+ , ('T', C.SkipTutorial)+ , ('-', C.ToggleAscii)+ ]++debugBindings :: KeyBindings+debugBindings =+ [ ('P', C.DebugAddPower)+ , ('J', C.DebugAddJunk)+ , ('I', C.DebugAddItems)+ , ('E', C.DebugExit)+ ]++defaultBindings = quitBindings <> debugBindings <> wasdBindings <> qwertyViBindings <> cursorBindings <> actionBindings <> basicBindings++findBindings :: KeyBindings -> C.Command -> [Char]+findBindings bdgs cmd = nub+ $ [ ch | (ch,cmd') <- bdgs, cmd'==cmd ]++findBinding :: KeyBindings -> C.Command -> Maybe Char+findBinding = (listToMaybe.) . findBindings++showKey :: Char -> String+showKey ch+ | isAscii (unmeta ch) = 'M':'-':showKey (unmeta ch)+ | isPrint ch = [ch]+ | isPrint (unctrl ch) = '^':[unctrl ch]+ | otherwise = "[?]"++showKeyFriendly, showKeyFriendlyShort :: Char -> String+showKeyFriendly ' ' = "space"+showKeyFriendly '\r' = "return"+showKeyFriendly '\n' = "newline"+showKeyFriendly '\t' = "tab"+showKeyFriendly '\b' = "bksp"+showKeyFriendly ch = showKey ch++showKeyFriendlyShort '\r' = "ret"+showKeyFriendlyShort '\t' = "tab"+showKeyFriendlyShort '\b' = "bksp"+showKeyFriendlyShort ch = showKey ch++showKeyChar :: Char -> Char+showKeyChar ch+ | isAscii (unmeta ch) = '['+ | isPrint ch = ch+ | isPrint (unctrl ch) = '^'+ | otherwise = '?'
+ Main.hs view
@@ -0,0 +1,109 @@+{-# LANGUAGE CPP #-}+{-# LANGUAGE LambdaCase #-}+{-# LANGUAGE ScopedTypeVariables #-}++module Main where++import Codec.Serialise+import Control.Exception.Safe+import Control.Monad.Except+import Control.Monad.State+import Safe+import System.Console.GetOpt+import System.Directory+import System.Environment+import System.Exit+import System.FilePath ((</>))++import CursesUIMInstance ()+import GameName+import KeyBindings (dvorakViBindings)+import Serialise ()++import qualified Command as Cmd+import qualified CursesUI as CU+import qualified Game as G+import qualified Highscore as HS+import qualified HighscoreFile as HSF+import qualified UIMonad as UIM++version :: String+version = CURRENT_PACKAGE_VERSION++data Opt+ = StatePath FilePath+ | Username HS.Username+ | AsciiOnly+ | Dvorak+ | Help+ | Version+ deriving (Eq, Ord, Show)++options :: [OptDescr Opt]+options =+ [ Option ['s'] ["statefile"] (ReqArg StatePath "PATH") "Path to game state file"+ , Option ['n'] ["username"] (ReqArg Username "NAME") "Optional username for highscores"+ , Option ['a'] ["ascii"] (NoArg AsciiOnly) "Draw only ASCII characters"+ , Option ['d'] ["dvorak"] (NoArg Dvorak) "Use dvorak roguelike keys (htns)"+ , Option ['h'] ["help"] (NoArg Help) "Show usage information"+ , Option ['v'] ["version"] (NoArg Version) "Show version information"+ ]++usage :: String+usage = usageInfo header options+ where header = "Usage: " <> gameName <> " [OPTION...]"++parseArgs :: [String] -> IO ([Opt],[String])+parseArgs argv =+ case getOpt Permute options argv of+ (o,n,[]) -> return (o,n)+ (_,_,errs) -> ioError (userError (concat errs ++ usage))++main :: IO ()+main = do+ (opts,_) <- parseArgs =<< getArgs+ when (Help `elem` opts) $ putStr usage >> exitSuccess+ when (Version `elem` opts) $ putStrLn version >> exitSuccess+ statePath <- case headMay [ path | StatePath path <- opts ] of+ Just path -> pure path+ Nothing -> do+ dataDir <- getXdgDirectory XdgData gameName+ createDirectoryIfMissing True dataDir+ pure $ dataDir </> "gamestate"+ let ascii = AsciiOnly `elem` opts+ let dvorak = Dvorak `elem` opts+ let username = headMay [ name | Username name <- opts ]+ let doCUI :: CU.UIM () -> IO ()+ doCUI m = void (UIM.doUI m) `catch` (\QuitException -> exitSuccess)+ doCUI . G.runT $ do+ lift $ UIM.setAsciiOnly ascii+ when dvorak . lift $ sequence_ [ UIM.setUIBinding ch cmd | (ch,cmd) <- dvorakViBindings ]+ liftIO (tryAny $ readFileDeserialise statePath) >>= \case+ Right game -> put game+ Left _ -> G.initGame+ let mainLoop :: UIM.UIMonad uiM => G.T uiM ()+ mainLoop = do+ liftIO . writeFileSerialise statePath =<< get+ lift . UIM.draw =<< get+ G.clearTrans+ playSt <- gets G.playState+ let after = do+ playSt' <- gets G.playState+ when (playSt == G.Playing && playSt' `elem` [G.Dead, G.Won]) $+ liftIO . HSF.add =<< gets (G.highscore username)+ mainLoop+ runExceptT (mapM_ processCommand =<< (lift . lift) UIM.getInput) >>=+ either pure (const after)+ mainLoop+++data QuitException = QuitException deriving Show+instance Exception QuitException++processCommand :: UIM.UIMonad uiM => Cmd.Command -> ExceptT () (G.T uiM) ()+processCommand Cmd.Quit = throw QuitException+processCommand Cmd.ForceQuit = throw QuitException+processCommand Cmd.ToggleAscii = lift . lift $ UIM.toggleAsciiOnly+processCommand Cmd.Redraw = lift . lift $ UIM.redraw+processCommand Cmd.Suspend = lift . lift $ UIM.suspend+processCommand cmd = lift $ G.doCommand cmd
+ Pos.hs view
@@ -0,0 +1,100 @@+{-# LANGUAGE DeriveGeneric #-}+{-# LANGUAGE MultiParamTypeClasses #-}++module Pos where++import Data.Hashable+import GHC.Generics++import Group++-- | y increases upwards+data Pos = Pos {x :: Int, y :: Int} deriving (Eq, Ord, Show, Read, Generic)+instance Hashable Pos+instance Semigroup Pos where+ Pos x1 y1 <> Pos x2 y2 = Pos (x1+x2) (y1+y2)+instance Monoid Pos where+ mempty = Pos 0 0++instance Grp Pos where+ neg (Pos x' y') = Pos (-x') (-y')+ zero = Pos 0 0++-- | manhatten metric+sqDist :: Pos -> Pos -> Int+sqDist p p' = let Pos x' y' = p +^ neg p' in abs x' + abs y'++-- | euclidean metric, squared+distSquared :: Pos -> Pos -> Int+distSquared p p' = let Pos x' y' = p +^ neg p' in x'*x' + y'*y'++-- up or right+data WPos = WPos {pos :: Pos, up :: Bool} deriving (Eq, Ord)++instance Action Pos WPos where+ p +^ WPos p' up' = WPos (p <> p') up'++data Dir = DUp | DRight | DDown | DLeft deriving (Eq, Ord, Read, Show)+dirs :: [Dir]+dirs = [DUp, DRight, DDown, DLeft]++dirPos :: Dir -> Pos+dirPos DUp = Pos 0 1+dirPos DRight = Pos 1 0+dirPos DDown = Pos 0 (-1)+dirPos DLeft = Pos (-1) 0++posDir :: Pos -> Maybe Dir+posDir (Pos 0 1) = Just DUp+posDir (Pos 1 0) = Just DRight+posDir (Pos 0 (-1)) = Just DDown+posDir (Pos (-1) 0) = Just DLeft+posDir _ = Nothing++negDir, flipDirV, flipDirH, flipDirDiag :: Dir -> Dir+negDir = flipDirH . flipDirV+flipDirV DUp = DDown+flipDirV DDown = DUp+flipDirV d = d+flipDirH DRight = DLeft+flipDirH DLeft = DRight+flipDirH d = d+flipDirDiag DUp = DRight+flipDirDiag DRight = DUp+flipDirDiag DLeft = DDown+flipDirDiag DDown = DLeft++wposInDir :: Pos -> Dir -> WPos+wposInDir p dir =+ let p' = dirPos dir +^ p+ in case dir of+ DUp -> WPos p True+ DRight -> WPos p False+ DDown -> WPos p' True+ DLeft -> WPos p' False++posInDir :: WPos -> Dir -> Pos+posInDir (WPos p up') d+ | (up' && d == DUp) || (not up' && d == DRight) = p +^ dirPos d+ | otherwise = p++adjPoss :: WPos -> [Pos]+adjPoss (WPos p up') = [p, p +^ dirPos (if up' then DUp else DRight)]++dirsTowardsZero :: Pos -> [[Dir]]+dirsTowardsZero (Pos x' y')+ | x' < 0 = (flipDirH <$>) <$> dirsTowardsZero (Pos (-x') y')+ | y' < 0 = (flipDirV <$>) <$> dirsTowardsZero (Pos x' (-y'))+ | x' < y' = (flipDirDiag <$>) <$> dirsTowardsZero (Pos y' x')+ | x' == y' = [[DDown,DLeft],[DUp,DRight]]+ | x' > y' = [[DLeft]] <> (if y'>0 then [[DDown],[DUp]] else [[DDown,DUp]]) <> [[DRight]]+ | otherwise = [[]]++exitDir :: WPos -> Dir+exitDir (WPos (Pos _ y') True)+ | y' <= 0 = DDown+ | otherwise = DUp+exitDir (WPos (Pos x' _) False)+ | x' <= 0 = DLeft+ | otherwise = DRight+
+ Power.hs view
@@ -0,0 +1,47 @@+module Power where++-- XXX: If adding a power with a longer name, check still fits in inventory+-- window when we have >= 10 charges.+data PowerType+ = Heal+ | Dazzle+ | Smoke+ | Haste+ | Teleport+ | Undo+ | Ghost+ | Foresight+ deriving (Eq, Ord, Show)++data Power = Power+ { tp :: PowerType+ , charges :: Int+ , maxCharges :: Int+ , overUsable :: Bool+ }++setOverUsable :: Bool -> Power -> Power+setOverUsable b pow = pow { overUsable = b }++new :: PowerType -> Bool -> Power+new tp' = Power tp' 0 0++activatable :: Power -> Bool+activatable pow = charges pow > 0 || overUsable pow++activatableTimes :: Power -> Int+activatableTimes pow+ | overUsable pow = charges pow + maxCharges pow+ | otherwise = charges pow++upgrade, recharge :: Power -> Power+upgrade pow =+ -- |Capped at 99 so will fit in inventory window+ pow { maxCharges = min 99 $ maxCharges pow + 1, charges = min 99 $ charges pow + 1 }+recharge pow = pow {charges = maxCharges pow}++deplete :: Power -> Maybe Power+deplete pow+ | charges pow > 0 = Just $ pow { charges = charges pow - 1 }+ | maxCharges pow > 1 = Just $ pow { maxCharges = maxCharges pow - 1 }+ | otherwise = Nothing
+ README.md view
@@ -0,0 +1,14 @@+# Fear of View+A terminal broughlike game about manipulating vision.++Released under the AGPL, version 3 or later. See LICENSE.++++## Building+Dependencies:+* GHC and cabal: package `cabal-install` on Debian, `dev-haskell/cabal` on Gentoo, etc.+* ncurses++Run with `cabal run`.+Install with `cabal install`.
+ Rand.hs view
@@ -0,0 +1,24 @@+module Rand where++import Control.Monad.Random++import qualified Data.Set as S++-- | Argument must be non-empty+randElemUnsafe :: [a] -> Rand StdGen a+randElemUnsafe as = (as!!) <$> getRandomR (0, length as - 1)++randElem :: [a] -> Rand StdGen (Maybe a)+randElem [] = pure Nothing+randElem as = Just <$> randElemUnsafe as++-- | Argument must be non-empty+randMemberUnsafe :: S.Set a -> Rand StdGen a+randMemberUnsafe s = (S.toList s !!) <$> getRandomR (0,S.size s - 1)++randMember :: S.Set a -> Rand StdGen (Maybe a)+randMember s | S.null s = pure Nothing+randMember s = Just <$> randMemberUnsafe s++shuffle :: [a] -> Rand StdGen [a]+shuffle = liftRand . uniformShuffleList
+ RollFrom.hs view
@@ -0,0 +1,26 @@+module RollFrom where++import Control.Monad.Random+import Data.List+import Safe++data RollFrom a = RollFrom { sides :: Int, vals :: [a] }++empty :: (Eq a, Ord a) => RollFrom a+empty = RollFrom 0 []++modVals :: (Eq a, Ord a) => ([a] -> [a]) -> RollFrom a -> RollFrom a+modVals f from = from { vals = f $ vals from }+modSides :: (Int -> Int) -> RollFrom a -> RollFrom a+modSides f from = from { sides = f $ sides from }++roll :: (Eq a, Ord a) => RollFrom a -> Rand StdGen (Maybe a)+roll from = do+ n <- getRandomR (0, sides from - 1)+ pure $ vals from `atMay` n++add :: (Eq a, Ord a) => a -> RollFrom a -> RollFrom a+add a = modVals $ sort . (a :)++swap :: (Eq a, Ord a) => a -> a -> RollFrom a -> RollFrom a+swap a a' = add a' . modVals (delete a)
+ Serialise.hs view
@@ -0,0 +1,85 @@+{-# OPTIONS_GHC -fno-warn-orphans #-}++{-# LANGUAGE DeriveGeneric #-}+{-# LANGUAGE StandaloneDeriving #-}++module Serialise where++import Codec.Serialise+import GHC.Generics+import System.Random.Internal+import System.Random.SplitMix++import Creature+import Equipment+import Exit+import Item+import Power+import Wall++import qualified Board as B+import qualified BoardConf as BC+import qualified Game as G+import qualified Highscore as HS+import qualified Inventory as I+import qualified Pos as P+import qualified RollFrom as RF+import qualified Tutorial as T++instance Serialise P.Pos+deriving instance Generic P.WPos+instance Serialise P.WPos+deriving instance Generic P.Dir+instance Serialise P.Dir+deriving instance Generic Creature+instance Serialise Creature+deriving instance Generic Item+instance Serialise Item+deriving instance Generic Equipment+instance Serialise Equipment+deriving instance Generic Wall+instance Serialise Wall+deriving instance Generic Exit+instance Serialise Exit+deriving instance Generic PowerType+instance Serialise PowerType+deriving instance Generic Power+instance Serialise Power+deriving instance Generic a => Generic (RF.RollFrom a)+instance (Generic a, Serialise a) => Serialise (RF.RollFrom a)+deriving instance Generic BC.BoardConf+instance Serialise BC.BoardConf+deriving instance Generic BC.Diffable+instance Serialise BC.Diffable+deriving instance Generic a => Generic (BC.RollFromDiff a)+instance (Generic a, Serialise a) => Serialise (BC.RollFromDiff a)+deriving instance Generic B.Status+instance Serialise B.Status+deriving instance Generic B.Board+instance Serialise B.Board+deriving instance Generic B.Alert+instance Serialise B.Alert+deriving instance Generic B.Transition+instance Serialise B.Transition+deriving instance Generic InvItem+instance Serialise InvItem+deriving instance Generic I.Inventory+instance Serialise I.Inventory++deriving instance Generic T.Type+instance Serialise T.Type+deriving instance Generic T.Beat+instance Serialise T.Beat++instance Serialise SMGen where+ encode = encode . show+ decode = read <$> decode++deriving instance Generic StdGen+instance Serialise StdGen++deriving instance Generic G.Game+instance Serialise G.Game++deriving instance Generic HS.Highscore+instance Serialise HS.Highscore
+ Tutorial.hs view
@@ -0,0 +1,123 @@+module Tutorial where++import Creature+import Item++import qualified Pos as P++data Beat+ = Meta+ | Meta2+ | Movement P.Pos+ | Trapped P.Pos+ | Hurt Int Int+ | CollectItem+ | CollectItem2+ | CollectGem+ | CollectScore+ | SeeMonster P.Pos Creature+ | SeeItem P.Pos Item+ | SeePotion P.Pos+ | SeeMiniPotion P.Pos+ | SeeScore P.Pos+ | SeeJunk P.Pos+ | SeeGem P.Pos+ | SeeExit P.WPos+ | Timer+ | SecondRound+ | TutEnd+ deriving (Eq, Ord)++data Type+ = TMeta+ | TMeta2+ | TMovement+ | TTrapped+ | TSeeMonster+ | TSeeExit+ | TSeeItem+ | TSeePotion+ | TSeeMiniPotion+ | TSeeScore+ | TSeeJunk+ | TSeeGem+ | TCollectItem+ | TCollectItem2+ | TCollectGem+ | TCollectScore+ | THurt+ | TTimer+ | TSecondRound+ | TTutEnd+ deriving (Eq, Ord, Enum, Bounded, Show)++tp :: Beat -> Type+tp Meta = TMeta+tp Meta2 = TMeta2+tp (Movement _) = TMovement+tp (Trapped _) = TTrapped+tp (SeeMonster _ _) = TSeeMonster+tp (SeeExit _) = TSeeExit+tp (SeeItem _ _) = TSeeItem+tp (SeePotion _) = TSeePotion+tp (SeeMiniPotion _) = TSeeMiniPotion+tp (SeeScore _) = TSeeScore+tp (SeeJunk _) = TSeeJunk+tp (SeeGem _) = TSeeGem+tp CollectItem = TCollectItem+tp CollectItem2 = TCollectItem2+tp CollectGem = TCollectGem+tp CollectScore = TCollectScore+tp (Hurt _ _) = THurt+tp Timer = TTimer+tp SecondRound = TSecondRound+tp TutEnd = TTutEnd++allTypes :: [Type]+allTypes = [minBound..maxBound]++text :: Beat -> String+text = text' . tp+ where+ -- Not longer than this (with scrW = 60 and appending " [Spc/T]")+ -- "##################################################"+ text' TMeta =+ "Welcome. Press space, or T to disable game hints."+ text' TMeta2 =+ "These hints are just hints. Experiment to learn."+ text' TMovement =+ "Move using cursors / WASD / HJKL."+ text' TTrapped =+ "Trapped! You can't rest, but can walk into a wall."+ text' TSeeMonster =+ "That's something you'd rather not see..."+ text' TSeeExit =+ "You found the way out of here, at last."+ text' TSeeItem =+ "Why are things always in the last place you look?"+ text' TSeePotion =+ "That looks very refreshing."+ text' TSeeMiniPotion =+ "That looks quite refreshing."+ text' TSeeScore =+ "This is just what you're looking for."+ text' TSeeJunk =+ "A load of junk. Maybe you could salvage something."+ text' TSeeGem =+ "That looks powerful."+ text' TCollectItem =+ "An item! Hit 1 then a direction to try to use it;"+ text' TCollectItem2 =+ "experiment to learn how to use each kind of item."+ text' TCollectGem =+ "Press 0 to activate the power here."+ text' TCollectScore =+ "Enough of these, and you can get out of here!"+ text' THurt =+ "That hurt! Watch where you walk."+ text' TTimer =+ "It gets more dangerous here the longer you stay."+ text' TSecondRound =+ "Levels get harder based on which way you leave."+ text' TTutEnd =+ "That was the last hint. You're on your own now."
+ UIMonad.hs view
@@ -0,0 +1,26 @@+module UIMonad where++import Control.Exception.Safe+import Control.Monad.IO.Class++import qualified Command as Cmd+import qualified Game as G++class (Applicative m, MonadIO m, MonadMask m) => UIMonad m where+ runUI :: m a -> IO a+ initUI :: m Bool+ endUI :: m ()+ draw :: G.Game -> m ()+ getInput :: m [ Cmd.Command ]+ getChRaw :: m ( Maybe Char )+ suspend, redraw :: m ()++ setAsciiOnly :: Bool -> m ()+ toggleAsciiOnly :: m ()++ setUIBinding :: Char -> Cmd.Command -> m ()++ doUI :: m a -> IO (Maybe a)+ doUI m = runUI $ do+ ok <- initUI+ if ok then Just <$> m `finally` endUI else pure Nothing
+ Wall.hs view
@@ -0,0 +1,24 @@+module Wall where++import qualified Pos as P++data Wall+ = BasicWall+ | Pillar+ | Hedge+ | ThickHedge+ | Window+ | BrokenWindow+ | CloakWall P.Dir Int+ | UmbrellaWall P.Dir+ | TentWall+ deriving (Eq, Ord)++wallDestructionCost :: Wall -> Maybe Int+wallDestructionCost Hedge = Nothing+wallDestructionCost BrokenWindow = Nothing+wallDestructionCost (CloakWall _ _) = Nothing+wallDestructionCost Window = Just 0+wallDestructionCost TentWall = Just 0+wallDestructionCost (UmbrellaWall _) = Just 0+wallDestructionCost _ = Just 1
+ fearOfView.cabal view
@@ -0,0 +1,81 @@+cabal-version: 2.2+name: fearOfView+version: 0.1.0.0+license: AGPL-3.0-or-later+license-file: COPYING+maintainer: mbays@sdf.org+author: mbays+homepage: https://mbays.sdf.org/fov/+synopsis: A terminal broughlike game about manipulating vision +description:+ A constrained roguelike ("broughlike") game played on a 5x5 grid of cells+ which are regenerated when out of view. Designed for colour terminals,+ using the ncurses library.+category: Game+extra-source-files: CHANGELOG.md README.md fov-shot.png++source-repository head+ type: git+ location: https://thegonz.net/~fov/fearOfView.git++flag debug+ description: Enable debug keys+ default: False+ manual: True++executable fearOfView+ main-is: Main.hs+ pkgconfig-depends: ncursesw+ other-modules:+ AStar+ Board+ BoardConf+ Command+ Creature+ CPos+ CStyle+ CursesDraw+ CursesUI+ CursesUIMInstance+ Equipment+ Exit+ Inventory+ Game+ GameName+ Group+ Highscore+ HighscoreFile+ Item+ KeyBindings+ Pos+ Power+ Rand+ RollFrom+ UIMonad+ Serialise+ Tutorial+ Wall++ default-language: Haskell2010+ ghc-options: -Wall+ build-depends:+ base >=4.3 && <5,+ mtl >=2.2 && <2.4,+ safe >=0.3.18 && <0.4,+ containers >=0.4 && <0.9,+ directory >=1.2.3.0 && <1.4,+ filepath >=1.0 && <2.1,+ safe-exceptions >=0.1 && <0.2,+ hscurses >=1.4 && <1.6,+ MonadRandom >=0.6 && <0.7,+ splitmix >=0.1 && <0.2,+ random >=1.3 && <1.4,+ serialise >=0.2 && <0.3,+ bytestring >=0.10 && <0.13,+ hashable >=1.4 && <1.5,+ unordered-containers >=0.2 && <0.3,+ astar >=0.3 && <0.4,+ filelock >=0.1 && <0.2++ if flag(debug)+ cpp-options: -DDEBUG
+ fov-shot.png view
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