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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 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.++![Screenshot](fov-shot.png "Screenshot")++## 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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