packages feed

hoodie (empty) → 0.1.0.0

raw patch · 4 files changed

+1788/−0 lines, 4 filesdep +arraydep +astardep +basesetup-changed

Dependencies added: array, astar, base, containers, hfov, monad-loops, mtl, ncurses, random

Files

+ LICENSE view
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+ Main.hs view
@@ -0,0 +1,1078 @@+{-# LANGUAGE GeneralizedNewtypeDeriving #-}+module Main where++-- base, mtl, array, containers, random, monad-loops, ncurses, astar, hfov+import Control.Monad.State+import Data.Array.IArray+import Data.Array.IO+import Data.List (sortBy, find)+import Data.Ord (comparing)+import qualified Data.Set as Set+import Data.Maybe+import System.Random+import Control.Monad.Loops (iterateUntil)+import Data.Graph.AStar (aStar)+import UI.NCurses+import FOV++type Vector2    = (Int, Int)+type Room       = (Vector2, Vector2) -- xy, size+type LevelPart  = [(Vector2, Char)] -- update for array +-- change Level to include entities, dlvl, and narr, +-- then change dungeon to [dungeon] to allow many levels+type Level      = Array Vector2 Char+type Neighbours = Array Vector2 (Set.Set Vector2)++newtype GameT s m a = GameT (StateT s m a)+    deriving (Functor, Monad, MonadIO, MonadTrans, MonadState s)++type Game = GameT GameState Curses++runGame1 :: GameState -> Game a -> Curses GameState+runGame1 s (GameT f) = execStateT f s++io :: IO a -> Game a+io = liftIO++curses :: Curses a -> Game a+curses = lift++data Side = T | B | L | R -- room sides++data ItemType = Weapon -- ']'+              | Armor  -- '['+              | Potion -- '!'+              | Scroll -- '?'+              | Corpse -- '%'+              deriving (Eq, Show, Read)++data ItemEffect = None+                | Healing Int+                | Death+                | Teleport+                | Yuck+                deriving (Eq, Show, Read)++-- TODO: use this+data EntityStats = EntityStats+    { strength     :: Int+    , agility      :: Int+    , intelligence :: Int+    , beauty       :: Int+    } deriving (Eq, Show, Read)++data Item = Item+    { iType    :: ItemType+    , iName    :: String+    , iSpeed   :: Int+    , iDamage  :: Int+    , iDefence :: Int+    , iWeight  :: Int -- mass in grams+    , iEffect  :: ItemEffect+    } deriving (Eq, Show, Read)++data Inventory = Inventory+    { equWeapon :: Item+    , equArmor  :: Item+    , equMisc   :: Item+    , storedItems :: [Item]+    } deriving (Eq, Show, Read)++data Entity = Entity+    { pc       :: Bool+    , pos      :: Vector2+    , sym      :: Char+    , name     :: String+    , hp       :: (Int, Int)+    , inv      :: Inventory+    , weight   :: Int -- mass in grams+    , speed    :: Int+    , nextMove :: Int+    , seenL    :: Array Vector2 Bool -- ^what the player has seen of the level+    , seeingL  :: Array Vector2 Bool -- ^what the player *currently* sees+    } deriving (Eq, Show, Read)++data GameState = GameState+    { level    :: Level+    , entities :: [Entity]+    , items    :: [(Vector2, Item)]+    , msgs     :: [(Int, Bool, String)] -- ^ turn added, seen by player, message+    , turn     :: Int+    , pquit    :: Bool+    , narr     :: Neighbours+    , dlvl     :: Int+    } deriving (Eq, Show, Read)++-- | get the next actor and the rest+entityPQ :: [Entity] -> (Entity, [Entity])+entityPQ en = +  let (p:ren) = sortBy (comparing nextMove) en +  in (p, ren)++-- | get the player character and the rest+getPC :: [Entity] -> (Entity, [Entity])+getPC en = +  let l = sortBy (comparing pc) en+  in (last l, init l)++-- | check if the Entity is the player character+isPC :: Entity -> Bool+isPC = pc++-- empty level+emptyL :: Level+emptyL = listArray ((1,1), (80, 22)) (repeat ' ')++-- enemies don't use seenL/seeingL, so use this dummy array+nullA :: Array Vector2 Bool+nullA = listArray ((1,1), (2,2)) (repeat False)++testWeapons :: [Item]+testWeapons = [Item Weapon "Sword of Test +1" 100 4 0 1500 None+              ,Item Weapon "Shard of Glass" 150 2 0 300 None+              ,Item Weapon "Staff of Skepticism" 50 10 0 4000 None+              ]++testArmors :: [Item]+testArmors = [Item Armor "Tested Leather Armor" 100 0 1 5000 None+             ,Item Armor "Fancy Suit" 150 0 0 2000 None+             ,Item Armor "Power Armor mk2" 66 0 6 30000 None+             ]++testMisc :: [Item]+testMisc = [Item Scroll "Scroll of Modern Medicine" 100 0 0 100 (Healing 6)+           ,Item Potion "Potion of Alcohol" 100 0 0 700 (Healing (-1))+           ,Item Potion "Homeopathic Potion" 100 0 0 500 (Healing 0)+           ,Item Scroll "Scroll of Death" 100 0 0 100 Death+           ,Item Scroll "Book of Teleportation" 100 0 0 1000 Teleport+           ,Item Corpse "Rodent Corpse" 100 0 0 1000 Yuck+           ]++testEnemies :: [Entity]+testEnemies = +  [Entity False (0,0) 'L' "Lamar" (5,5) undefined 30000 50 0 nullA nullA+  ,Entity False (0,0) 'A' "Giant Ant" (7,7) undefined 10000 99 0 nullA nullA+  ,Entity False (0,0) 'm' "Mom" (8,8) undefined 60000 101 0 nullA nullA+  ,Entity False (0,0) 'b' "Bear" (13,13) undefined 120000 120 0 nullA nullA+  ,Entity False (0,0) 'd' "Dog" (3,3) undefined 8000 95 0 nullA nullA+  ,Entity False (0,0) 'a' "Armadillo" (1,1) undefined 1000 85 0 nullA nullA+  ]++testBoss :: Entity+testBoss = +  Entity False (0,0) 'G' "Dreadlord Gates" (32,32) +   undefined 75000 135 0 nullA nullA++testItems :: [Item]+testItems = testWeapons ++ testArmors ++ testMisc++randInv :: IO Inventory+randInv = do+  w <- randomElem testWeapons+  a <- randomElem testArmors+  m <- randomElem testMisc+  return Inventory { equWeapon = w+                   , equArmor  = a+                   , equMisc   = m+                   , storedItems = [] }++-- to save disk space, the neighbours array could be discarded here+-- and then rebuilt on load+save :: Game ()+save = get >>= io . writeFile "savefile" . show++load :: Game ()+load = io (readFile "saveFile") >>= io . readIO >>= put++mkPlayer :: Vector2 -> IO Entity+mkPlayer pos' = do+  pinv <- randInv+  return Entity +         { pc       = True+         , name     = "Player"+         , pos      = pos'+         , sym      = '@'+         , hp       = (20, 20)+         , inv      = pinv+         , weight   = 75000+         , speed    = 100+         , nextMove = 0+         , seenL    = listArray ((1,1), (80,22)) (repeat False)+         , seeingL  = listArray ((1,1), (80,22)) (repeat False)+         }++mkEnemiesOnLevel :: Int -- number of enemies+                 -> Int -- nextMove of enemies, set to the nextMove of the player+                 -- when descending the dungeon+                 -> Level +                 -> IO [Entity]+mkEnemiesOnLevel dl nm l = do+  en <- randomRIO (1 * dl, 3 * dl) -- amount of enemies+  es <- randFloors l en            -- positions+  ei <- replicateM en randInv      -- inventories+  em <- replicateM en (randomElem testEnemies) -- random enemies+  ep <- randFloor l                -- position of boss, maybe+  bi <- randInv                    -- inventory of boss, maybe+  return $ +    -- add the boss on the fifth level+    [testBoss { pos = ep, inv = bi, nextMove = nm } | dl == 5] ++ +    -- add normal enemies+    zipWith3 (\e p i -> e { pos = p, inv = i, nextMove = nm }) em es ei++mkItemsOnLevel :: Level -> IO [(Vector2, Item)]+mkItemsOnLevel l = do+  i  <- randomRIO (3,9)+  is <- replicateM i (randomElem testItems)+  ip <- randFloors l i+  return (zip ip is)++-- | Creates a brand-new, fully filled Game.+mkDungeonLevel :: Game ()+mkDungeonLevel = do+  l  <- io $ mkRandRooms (80, 22) -- dungeon, or level+  p  <- io $ randFloor l          -- player position+  ep <- io $ randFloor l          -- exit position+  is <- io $ mkItemsOnLevel l+  p' <- io $ mkPlayer p           -- player position+  entities' <- io $ mkEnemiesOnLevel 1 0 l+  put GameState+    { entities = p' : entities' +    , items    = is+    , level    = l // [(ep, '>')]+    , msgs     = [(0, False, "Welcome to hoodie! (press ? for help)")]+    , turn     = 0+    , pquit    = False+    , narr     = mkNeighbourArray l ".⋅+#SDk"+    , dlvl     = 1+    }++-- | changes all the things that need the change between floors+descendLevel :: Game ()+descendLevel = do+  g <- get+  let (p,_) = getPC (entities g) -- get player+  l  <- io $ mkRandRooms (80, 22)+  pp <- io $ randFloor l -- new player position+  ep <- io $ randFloor l -- exit position+  is <- io $ mkItemsOnLevel l+  let dlvl' = dlvl g + 1+      p'    = p { pos     = pp+                , seenL   = listArray ((1,1), (80,22)) (repeat False)+                , seeingL = listArray ((1,1), (80,22)) (repeat False)+                }+  entities' <- io $ mkEnemiesOnLevel dlvl' (nextMove p + 1) l+  put $ g+    { entities = p' : entities' +                 -- level 5 is the last level+    , level    = if dlvl' == 5 then l else l // [(ep, '>')]+    , narr     = mkNeighbourArray l ".⋅+#SDk"+    , items    = is+    , dlvl     = dlvl'+    }++-- | make a random pair within given bounds+randomV2 :: (Vector2, Vector2) -> IO Vector2+randomV2 ((x1, y1), (x2, y2)) = do+  x <- randomRIO (x1, x2)+  y <- randomRIO (y1, y2)+  return (x,y)++isFloor :: Level -> Vector2 -> Bool+isFloor l p = l ! p `elem` ".⋅"++-- | find a random part of the level that's walkable+randFloor :: Level -> IO Vector2+randFloor l = iterateUntil (isFloor l) (randomV2 (bounds l))++-- | find n non-repeating random positions that are walkable+randFloors :: Level -> Int -> IO [Vector2]+randFloors l n =+  flip execStateT [] $+    replicateM_ n $ do+      ps' <- get+      xy  <- iterateUntil (`notElem` ps') (liftIO $ randFloor l)+      modify (xy:)++-- | check if two rooms overlap+roomOverlap :: Room -> Room -> Bool+roomOverlap ((x1, y1), (sx1, sy1)) ((x2, y2), (sx2, sy2)) =+  not (x1 > x2 + sx2 + 1+     ||y1 > y2 + sy2 + 1+     ||x2 > x1 + sx1 + 1+     ||y2 > y2 + sy1 + 1)++-- | check if the given room overlaps any of the rooms in the list+roomOverlapAny :: Room -> [Room] -> Bool+roomOverlapAny r = any (roomOverlap r)++-- | create a room without checking if it's within level bounds+createRoom :: Vector2 -> IO Room+createRoom (sx, sy) = do+  -- all rooms need to be at least 2 tiles away from the level bounds+  -- 1 tile to make room for any paths, and +1 tile because FOV crashes+  -- if it tries to look at nothingness.+  x  <- randomRIO (3, sx - 3)+  y  <- randomRIO (3, sy - 3)+  rx <- randomRIO (2, sx `div` 2)+  ry <- randomRIO (2, sy `div` 2)+  return ((x, y), (rx, ry))++-- | check if a room is within (x2, y2) bounds+goodRoom :: Vector2 -> Room -> Bool+goodRoom (sx, sy) ((x, y), (rx, ry)) = x + rx < sx - 3 && y + ry < sy - 3++-- | try really hard to make a servicable dungeon+mkRandRooms :: Vector2 -> IO Level+mkRandRooms lbounds = do+  -- try 1000 times to create good non-overlapping rooms+  rooms <- flip execStateT [] $+    replicateM_ 1000 $ do+      rooms <- get+      r <- iterateUntil (goodRoom lbounds) (liftIO (createRoom lbounds))+      unless (r `roomOverlapAny` rooms) (modify (r:))++  when (null rooms)+    (error "dungeon generator mkRandRooms didn't make any rooms")++  let room_lps = mkRooms rooms :: LevelPart+      narrP    = mkNeighbourArray (emptyL // room_lps) " "++  paths1 <- connectRandomRoomToAll narrP rooms+  paths2 <- connectRandomRooms narrP rooms (length rooms `div` 2)++  return $ emptyL // (room_lps ++ paths1 ++ paths2)++-- | connect a random room from the list to all rooms. Cheap way to+-- ensure that all rooms are connected.+connectRandomRoomToAll :: Neighbours -> [Room] -> IO LevelPart+connectRandomRoomToAll narrP rooms = do+  rc <- randomElem rooms+  concat `fmap` catMaybes `fmap` forM rooms (\r ->+    if r /= rc+      then connectRooms narrP r rc+      else return Nothing)++-- | make n random connections between rooms+connectRandomRooms :: Neighbours -> [Room] -> Int -> IO LevelPart+connectRandomRooms narrP rooms n =+  concat `fmap` catMaybes `fmap` replicateM n+    (do r1 <- randomElem rooms+        r2 <- randomElem rooms+        if r1 /= r2 then connectRooms narrP r1 r2+                    else return Nothing)++-- | connect two rooms, using corridors generated by A* pathfinding.+-- Randomly picks a side, so all rooms must have one tile free space+-- around them.+connectRooms :: Neighbours -> Room -> Room -> IO (Maybe LevelPart)+connectRooms narrP r1 r2 = do+  side1 <- randomRIO (1, 4::Int)+  side2 <- randomRIO (1, 4::Int)+  let (f1, r1p') =+        case side1 of+         1 -> (above, roomSideR r1 T)+         2 -> (below, roomSideR r1 B)+         3 -> (left,  roomSideR r1 L)+         4 -> (right, roomSideR r1 R)+         _ -> error "wait, what?"+      (f2, r2p') =+        case side2 of+         1 -> (above, roomSideR r2 T)+         2 -> (below, roomSideR r2 B)+         3 -> (left,  roomSideR r2 L)+         4 -> (right, roomSideR r2 R)+         _ -> error "you're drunk; go home"+  r1p <- r1p'+  r2p <- r2p'+  return $ mkPath narrP r1p r2p f1 f2++-- | produce a random tile location from given side of the given room+roomSideR :: Room -> Side -> IO Vector2+roomSideR ((x1, y1), (sx, sy)) s =+  case s of+    T -> randomRIO (x1+1, x1+sx-1) >>= \x -> return (x, y1)+    B -> randomRIO (x1+1, x1+sx-1) >>= \x -> return (x, y1+sy)+    R -> randomRIO (y1+1, y1+sy-1) >>= \y -> return (x1+sx, y)+    L -> randomRIO (y1+1, y1+sy-1) >>= \y -> return (x1, y)++-- utils for Data.Graph.AStar+-- | distance between two level points (taxi metric)+distance :: Vector2 -> Vector2 -> Int+distance (a1,a2) (b1, b2) =+    (b1 - a1) + (b2 - a2)++maybeLookup :: Level -> Vector2 -> Maybe Char+maybeLookup l p@(x,y) =+  let ((x1, y1), (x2, y2)) = bounds l+   in if x > x2 || x < x1 || y > y2 || y < y1+       then Just (l ! p)+       else Nothing++-- | create a array of the sets of neighbours for each tile+mkNeighbourArray :: Level -> String -> Neighbours+mkNeighbourArray l tt =+  let (a@(x1,y1), b@(x2,y2)) = bounds l+   in listArray (a, b) [setOfNeighbours l tt (x,y) |+                        x <- [x1..x2],+                        y <- [y1..y2]]++-- | create a set of all neighbours of a point that are walkable+setOfNeighbours :: Level -> String -> Vector2 -> Set.Set Vector2+setOfNeighbours l tt p =+  Set.fromList+  . map fst+  . filter (\(p',_) -> l ! p' `elem` tt)+  . filter (\(_,m) -> isNothing m) $+  [ (above p, l `maybeLookup` above p)+  , (below p, l `maybeLookup` below p)+  , (right p, l `maybeLookup` right p)+  , (left  p, l `maybeLookup` left p)]++-- | aStar with defaults+simpleAStar :: Neighbours+            -> Vector2+            -> Vector2+            -> Maybe [Vector2]+simpleAStar narrP start goal =+   let adjdist _ _ = 1+       nset p = narrP ! p+       dist = distance goal+   in aStar nset adjdist dist (==goal) start++-- | make a path between two rooms+mkPath :: Neighbours+       -> Vector2   -- ^ from+       -> Vector2   -- ^ to+       -> (Vector2 -> Vector2)+       -- pass above/below/right/left here, because if we're making+       -- a path from a room, the first tile and last tiles are+       -- impassable walls+       -> (Vector2 -> Vector2)+       -> Maybe LevelPart+mkPath narrP p1 p2 f1 f2 = do+  p' <- simpleAStar narrP (f1 p1) (f2 p2)+  return $ zip p' (repeat '#') ++ [(f1 p1, '#'), (p1,'+'), (p2,'+')]++-- level construction+mkHwall :: Char -> Int -> Vector2 -> LevelPart+mkHwall ch len (x,y) = zip (zip [x..(x-1+len)] (repeat y)) (repeat ch)++mkVwall :: Char -> Int -> Vector2 -> LevelPart+mkVwall ch len (x,y) = zip (zip (repeat x) [y..(y-1+len)]) (repeat ch)++-- borders:+-- ┘ ┐ ┌ └ │ ─ ├  ┬  ┤  ┴  ┼ ╭ ╮ ╯ ╰+-- ═ ║ ╒ ╓ ╔ ╕ ╖ ╗ ╘ ╙ ╚ ╛ ╜ ╝ ╞ ╟+-- ╠ ╡ ╢ ╣ ╤ ╥ ╦ ╧ ╨ ╩ ╪ ╫ ╬+mkRoom :: Room -> LevelPart+mkRoom ((x1, y1), (sx, sy)) = concat+  -- floors+  [[((x,y), '⋅') | y <- [y1..(y1+sy)], x <- [x1..(x1+sx)]]+  -- walls+  ,mkHwall '═' sx (x1, y1)+  ,mkHwall '═' sx (x1, y1 + sy)+  ,mkVwall '║' (sy+1) (x1, y1)+  ,mkVwall '║' (sy+1) (x1 + sx, y1)+  -- corners+  ,[((x1, y1),    '╔'), ((x1+sx, y1+sy), '╝')+  ,((x1,  y1+sy), '╚'), ((x1+sx, y1),    '╗')]]++mkRooms :: [Room] -> LevelPart+mkRooms = concatMap mkRoom++walkableL :: Level -> Vector2 -> Bool+walkableL l p@(x,y) =+  let ((x1,y1), (x2,y2)) = bounds l+   in (x < x2 || x > x1 || y < y2 || y > y1) && (l ! p `elem` ".⋅+#SDk>")++-- TODO: this needs to be fixed to account for messages over 75 chars+displayMessageLog :: Game ()+displayMessageLog = do+  g <- get+  let ((x1,_), (x2,y2)) = bounds (level g)+  curses $ draw $ do+    clear (bounds (level g))+    drawStringAt (1,1) "Message log: ('p' to return)"+    forM_ (zip [3..] (take (y2 - 5) (msgs g))) $ \(n,(t,_,m)) ->+      drawStringAt (x1, n) $ take (x2 - 5) "[" ++ show t ++ "] " ++ m+  _ <- curses $ waitForChrs "p"+  curses $ draw (clear (bounds (level g)))++helpString :: [String]+helpString = ["Hello, hoodie here (press ? again to return)"+             ,""+             ,"Move with the Vi keys: hijkyubn"+             ,"Attack by moving into enemies"+             ,"Wait for a turn by pressing ."+             ,"i to look at your inventory"+             ,"a to apply your misc item"+             ,", to pick up items below you"+             ,"Descend to the next level with > when you are on stairs"+             ,"Press p to display the message log,"+             ,""+             ,"q to quit, coward."]++displayHelp :: Game ()+displayHelp = do+  g <- get+  curses $ draw $ do+    clear (bounds (level g))+    forM_ [1..length helpString] $ \y ->+      drawStringAt (1, y) $ center 80 (helpString !! (y-1))+  _ <- curses $ waitForChrs "?"+  curses $ draw (clear (bounds (level g)))++displayPlayerInventory :: Game ()+displayPlayerInventory = do+  p <- (fst . getPC) `fmap` gets entities+  addMessage $ "Inventory: W: " +                      ++ iName (equWeapon (inv p)) +++               " A: " ++ iName (equArmor (inv p)) +++               " M: " ++ iName (equMisc (inv p)) ++withReverse :: Update () -> Update ()+withReverse upact = do+  setAttribute AttributeReverse True+  upact+  setAttribute AttributeReverse False++itemSym :: Item -> Char+itemSym i = case iType i of+  Weapon -> ']'+  Armor  -> '['+  Potion -> '!'+  Scroll -> '?'+  Corpse -> '%'++drawEverything :: Game ()+drawEverything  = do+  g  <- get+  l  <- gets level+  let (p, en') = getPC (entities g)+      seen     = seenL p+      seeing   = seeingL p++  curses $ draw $ do+    clear (bounds l)+    -- draw level+    forM_ (indices l) $ \i -> do +      when (seen ! i) (drawStringAt i [l ! i])+      when (seeing ! i) (withReverse (drawStringAt i [l ! i]))+    -- draw items+    forM_ (items g) $ \(ip,i) -> +      when (seeing ! ip) (drawStringAt ip [itemSym i])+    -- draw enemies+    forM_ en' $ \e ->+      when (seeing ! pos e) (drawStringAt (pos e) [sym e])+    -- draw player+    withReverse $ drawStringAt (pos p) "@"+    -- concat unseen messages and draw them+    let dms = concat $ reverse $ map (\(_,_,m) -> m++" ") $ +                takeWhile (\(_,b,_) -> not b) (msgs g)+    unless (null dms) $+      withReverse $ drawStringAt (1,1) dms+    -- draw a statusbar, displaying time, speed, dungeon level, and hp+    withReverse $ drawStringAt (1, 24) $+      "Time: " ++ show (nextMove p) ++ " Speed: " ++ show (speed p) +      ++ " DL: " ++ show (dlvl g) ++ " HP: " ++ show (fst (hp p)) +      ++ "/" ++ show (snd (hp p))++above, below, right, left :: Vector2 -> Vector2+above (x, y) = (x, y - 1)+below (x, y) = (x, y + 1)+right (x, y) = (x + 1, y)+left  (x, y) = (x - 1, y)++aboveleft, aboveright, belowleft, belowright :: Vector2 -> Vector2+aboveleft  (x, y) = (x - 1, y - 1)+aboveright (x, y) = (x + 1, y - 1)+belowleft  (x, y) = (x - 1, y + 1)+belowright (x, y) = (x + 1, y + 1)++-- | maps directional keys to movement functions+keyToDir :: Char -> Vector2 -> Vector2+keyToDir c = +  case c of+    'k' -> above+    'j' -> below+    'l' -> right+    'h' -> left+    'y' -> aboveleft+    'u' -> aboveright+    'b' -> belowleft+    'n' -> belowright+    '.' -> id+    _   -> error "movePlayer: controls misconfigured"++-- | Move the player, fail to move the player, rest, or attack an entity+movePlayer :: Char -> Game ()+movePlayer c = do+  l  <- gets level+  en <- gets entities+  is <- gets items+  let (p,en') = getPC en+      -- position player wants to move to+      newp    = keyToDir c (pos p)+      +  -- is there someone there?+  case en' `getEntityAt` newp of+      -- we're moving into an enemy+      Just e -> attackEntity p e+      -- or not+      Nothing ->+        if l `walkableL` newp+          then do+            let i = newp `lookup` is+            when (isJust i) $ addMessage $ "You see here the "++iName (fromJust i)+            p `moveEntityTo` newp+          else addMessage "You bump into an obstacle!"++modifyEntityAt :: [Entity] -> Vector2 -> (Entity -> Entity) -> [Entity]+modifyEntityAt es p f =+  map (\e -> if e == fromJust (es `getEntityAt` p) then f e else e) es++modifyEntityHp :: Int -> Entity -> Entity+modifyEntityHp n e = +  let (hp', maxhp') = hp e+      newhp = min maxhp' (hp' + n)+  in e { hp = (newhp, maxhp') }++removeEntityAt :: [Entity] -> Vector2 -> [Entity]+removeEntityAt es p = filter (\e -> pos e /= p) es++getEntityAt :: [Entity] -> Vector2 -> Maybe Entity+getEntityAt es p = find (\e -> pos e == p) es++anyEntityAt :: [Entity] -> Vector2 -> Bool+anyEntityAt es p = p `elem` map pos es++addMessage :: String -> Game ()+addMessage m = do+  g <- get+  put $ g { msgs = (turn g, False, m) : msgs g }++descend :: Game ()+descend = do+  g <- get+  if level g ! pos (fst (getPC (entities g))) == '>'+     then do+       curses $ draw $ clear (bounds (level g))+       descendLevel+       addMessage "You descend into the next level!"+     else addMessage "There are no stairs here!"++-- | merge the old "seen" array with the new "seeing" array+-- to produce an updated "seen" array+updateSeen :: Array Vector2 Bool+           -> Array Vector2 Bool+           -> IO (Array Vector2 Bool)+updateSeen old_seen new_seeing = do+  u_n_s <- thaw new_seeing :: IO (IOArray Vector2 Bool)+  upds <- filter snd `fmap` getAssocs u_n_s+  return $ old_seen // upds++-- | update the "seen" and "seeing" arrays+updateVision' :: GameState -> IO GameState+updateVision' g = do+  let l       = level g+      (p,en') = getPC (entities g)+      pp      = pos p+      seen    = seenL p+  +  (seeing',seen') <- do+    s <- ioInit+    newSeeing <- newArray (bounds l) False :: IO (IOUArray Vector2 Bool)++    let lightPoint x y = writeArray newSeeing (x, y) True+        isOpaque x y   = return (l ! (x, y) `elem` " ═║╔╝╚╗")++    -- use FOV's circle to write into the newSeeing array+    circle s pp 5 lightPoint isOpaque+    newSeeing' <- freeze newSeeing :: IO (Array Vector2 Bool)+    newSeen' <- updateSeen seen newSeeing'+    return (newSeeing', newSeen')++  let np = p { seenL = seen', seeingL = seeing' }+      g' = g { entities = np:en' }++  return g'++getGoodCh :: Game Char+getGoodCh = curses $ waitForChrs "?hjklyubnqsdpria.,>" ++setQuit :: Game ()+setQuit = do +  g <- get+  put $ g { pquit = True }++-- | Checks if the player is dead and quits if they are.+isPlayerDead :: Game ()+isPlayerDead = do+  en <- gets entities +  let php = fst . hp .fst . getPC $ en+  when (php <= 0) $ do+    addMessage "Oh no! You are dead!"+    setQuit++-- | Turn or time is a measure of how long the player has been in the dungeon.+-- An entity with 100 speed and 100 speed armor takes 10 "time" to move one+-- square. Higher speed = less time taken.+setTurn :: Game ()+setTurn = do+  g <- get+  let p = fst . getPC $ entities g+  put $ g { turn = nextMove p }+  +-- | This is the main update function, updating one entity per call. The+-- entity to be updated is the one with the lowest nextMove value. When the+-- entity perform a task (including nothing at all), the time cost of the task+-- is added to its nextMove. "turn" is used for the lack of a better word.+gameTurn :: Game ()+gameTurn = do+  processNegativeHpEntities+  g <- get+  let en@(e, _) = entityPQ (entities g)+  if isPC e +    then do+      setTurn+      drawEverything+      ageMessages+      c <- getGoodCh+      case c of +        'q' -> setQuit+        'p' -> displayMessageLog+        '?' -> displayHelp+        ',' -> playerPickupItem+        'a' -> entityApplyItem e+        'i' -> displayPlayerInventory+        's' -> save+        'd' -> load+        'r' -> mkDungeonLevel >> updateVision+        '>' -> descend >> updateVision+        _   -> movePlayer c >> updateVision+    else processEnemies en+  isPlayerDead+  +modifyEntity :: Entity -> (Entity -> Entity) -> Game ()+modifyEntity e f = do+  g  <- get+  en <- gets entities+  put $ g { entities = map (\e' -> if e' == e then f e' else e') en }++-- |    The time needed to perform an action is:+--+--                        1000+--       --------------------------------------+--       (speed of entity + speed of item used)       +--         ----------------------------------+--                         2+--+-- or equivalently: 2000 / (speed of entity + speed of item used)+--+-- for moving around, the item speed used is that of the equipped armor+itemUseCost :: Entity -> Item -> Int+itemUseCost e i = 2000 `div` (speed e + iSpeed i)++-- TODO: consume item or item charge on use+-- | Use your misc item to do something+entityApplyItem :: Entity -> Game ()+entityApplyItem e = do+  g <- get+  let (p, _) = getPC (entities g)+      pm     = equMisc (inv e)+      verb   = case iType pm of+                 Potion -> "drink"+                 Scroll -> "read"+                 Corpse -> "squeeze"+                 _      -> "use"+      useMsg = +        if e == p+           then "You " ++ verb ++ " the " ++ iName pm ++ "!"+           -- don't bother using verbs for others :)+           else name e ++ " uses the " ++ iName pm ++ "!"+  case iEffect pm of+    None      -> +      return ()+    Healing n -> do+      addMessage useMsg+      modifyEntity e ( modifyEntityHp n +                     . addEntityTime (itemUseCost e pm))+    Death     -> do+      -- always add useMsg+      addMessage useMsg+      -- only add these when the player uses items+      when (e == p) $ addMessage "You feel stupid!"+      modifyEntity e ( modifyEntityHp (-999))+    Teleport  -> do+      addMessage useMsg+      newp <- io $ randFloor (level g)+      modifyEntity e (modifyEntityPos newp)+      addMessage "Woosh!"+      updateVision+    Yuck      -> do+      addMessage useMsg+      when (e == p) $ addMessage "Yuck!"+      +-- | Pick up an item, if there is one below the player.+playerPickupItem :: Game ()+playerPickupItem = do+  g <- get+      -- items on the floor+  let is      = items g+      -- player and friends+      (p, en) = getPC (entities g)+      -- current inventory+      cinv    = inv p+  -- is there an item below us?+  case pos p `lookup` is of+    Nothing -> +       addMessage "There's nothing here to pick up!"+    Just i  -> do +          -- make a new inventory based on the type of the item+      let newinv = case iType i of+           Weapon -> cinv { equWeapon = i }+           Armor  -> cinv { equArmor  = i }+           _      -> cinv { equMisc   = i }+          -- item we're dropping from the player's inventory+          dropped = case iType i of+           Weapon -> equWeapon (inv p)+           Armor  -> equArmor  (inv p)+           _      -> equMisc   (inv p)+      -- commit new inventory, remove the item from the floor+      -- and add the dropped item to the floor at the player's feet+      put $ g { entities = p { inv = newinv } : en +              , items    = (pos p, dropped) : filter (/= (pos p, i)) is +              }+      -- picking stuff up takes time+      modifyEntity p (addEntityTime (itemUseCost p i))+      -- add message+      addMessage $ "You pick up the " ++ iName i ++ "!"++-- | After one turn, set messages to viewed so they don't display any more+ageMessages :: Game ()+ageMessages = do+  g <- get+  put $ g { msgs = map (\(t,_,m) -> (t, True, m)) (msgs g) }++updateVision :: Game ()+updateVision = get >>= io . updateVision' >>= put++-- | Checks if the Entity current hp <= 0.3 of max+panicEntityAI :: Entity -> Bool+panicEntityAI e = +  let (cHp, mHp) = hp e+      hpRatio = fromIntegral cHp / fromIntegral mHp :: Double+  in hpRatio <= 0.3++processEnemies :: (Entity, [Entity]) -> Game ()+processEnemies (e, en) = do+  let p = (fst . getPC) en+  if panicEntityAI e+     -- if the entity has low hp then use its misc item+     then entityApplyItem e+     else +       -- if the enemy is next to the player, attack, otherwise+       -- move closer to the player+       if pos e `nextTo` pos p+         then e `attackEntity` p+         else moveEntityAI en e++-- | subtract damage from defender, add time spent to the attacker, and+-- add messages +attackEntity :: Entity -- attacker+             -> Entity -- defender+             -> Game ()+attackEntity atk def = do+  let -- inventories of the attacker and defender+      aw = equWeapon (inv atk)+      da = equArmor  (inv def)+      -- damage done from attacker to defender is attacker's weapon attack+      -- value minus defender's armor's defend value+      dmg = max 0 (iDamage aw - iDefence da)+  -- add messages+  when (isPC def) $ addMessage $ "The " ++ name atk ++ " hits you!"+  when (isPC atk) $ addMessage $ "You hit the " ++ name def ++ "!"+  unless (isPC def || isPC atk) $+    addMessage $ "The " ++ name atk ++ "hits the " ++ name def ++ "!"+  -- damage the defender+  modifyEntity def (modifyEntityHp (-dmg))+  -- add attack cost to the attacker+  modifyEntity atk (addEntityTime (itemUseCost atk aw))++-- | remove entities that have <= 0 current hitpoints and add messages about+-- their deaths+processNegativeHpEntities :: Game ()+processNegativeHpEntities = do+  g <- get+  let died = filter (\e -> fst (hp e) <= 0) (entities g)+  unless (null died) $+           -- death messages+    do let dms  = map (\e -> name e ++ " dies!") died+           -- entities that are still alive+           new  = filter (`notElem` died) (entities g)+           -- create corpses to drop at the positions where+           -- the entities died+           corpses = map (\e -> (pos e, entityToCorpse e)) died+       -- add messages+       mapM_ addMessage dms+       g' <- get+       put $ g' { entities = new, items = corpses ++ items g' }++entityToCorpse :: Entity -> Item+entityToCorpse e =+  Item { iType    = Corpse+       , iName    = name e ++ " corpse"+       , iSpeed   = 100+       , iDamage  = 0+       , iDefence = 0+       , iWeight  = weight e+       , iEffect  = Yuck+       }++-- | cartesian distance function+cartDistance :: Vector2 -> Vector2 -> Double+cartDistance (x1, y1) (x2, y2) =+  sqrt $ fromIntegral $ (x2-x1)^(2::Int) + (y2-y1)^(2::Int)++-- | all the directions you could ever possibly want to move in to including none+directions :: [Vector2 -> Vector2]+directions =+    [id, above, below, right, left+    ,aboveright, aboveleft+    ,belowright, belowleft]++-- | calculate the distances between two points if you were to move the+-- *first* point in all possible directions+distances :: Vector2 -> Vector2 -> [Double]+distances a b =+  map (\f -> cartDistance (f a) b) directions++-- | Check if a is next to b+nextTo :: Vector2 -> Vector2 -> Bool+nextTo a b = any (\f -> a == f b) directions++modifyEntityPos :: Vector2 -> Entity -> Entity+modifyEntityPos new e = e { pos = new }++addEntityTime :: Int -> Entity -> Entity+addEntityTime n e = e { nextMove = nextMove e + n }++moveEntityTo :: Entity -> Vector2 -> Game ()+moveEntityTo e newp =+  modifyEntity e ( modifyEntityPos newp+                 . addEntityTime (itemUseCost e (equArmor (inv e)))+                 )++-- | make a list of functions sorted by the distance that they would bring+-- the enemy to if it moved in that direction, then select the first good one+moveEntityAI :: [Entity]  -- rest of the enemies+             -> Entity    -- the entity we're moving+             -> Game () +moveEntityAI en' e = do+  l  <- gets level+  en <- gets entities+      -- player position+  let pp = pos (fst (getPC en))+      -- entity position+      ep = pos e+      -- sort the movement functions by the distance that they would+      -- bring the enemy to if it moved into that direction+      sorted_funs = map snd $ sortBy (comparing fst)+                     (zip (distances ep pp) directions)+      -- is this tile a good move?+      goodmove ne = (l `walkableL` ne -- is the tile traversable?+                  -- is there an enemy on it?+                  && not (en' `anyEntityAt` ne))+                  -- we can also just stand still+                  && ne /= pp+      -- get the first function that's a good move. Since they're sorted+      -- by ascending distance, it's the optimal move. There is always+      -- at least one element of this list - id.+      bestfunc = head $ dropWhile (\f -> not (goodmove (f ep))) sorted_funs+      +  -- enemies have a detection radius of 10, if the player is outside+  -- it then just stand still+  e `moveEntityTo` (if cartDistance ep pp < 10 then bestfunc ep else ep)++quitCond :: Game Bool+quitCond = liftM pquit get++runGame :: Game Bool    -- ^ end condition+        -> Game ()      -- ^ update function+        -> IO GameState -- ^ end state+runGame predf logicf = do+  let loop' = do+        doquit <- predf+        if doquit+          then get+          else logicf >> loop'+  runCurses $ do+    setEcho False+    _ <- setCursorMode CursorInvisible+    runGame1 undefined $ do+      mkDungeonLevel+      updateVision+      loop'++main :: IO ()+main = do+  g <- runGame quitCond gameTurn+  mapM_ print (reverse (msgs g))++-- FOV init+ioInit :: IO Settings+ioInit = do+  settings <- newSettings+  setShape settings Circle+  setOpaqueApply settings True+  return settings++-- ncurses stuff+draw :: Update () -> Curses ()+draw ioact = do+  w <- defaultWindow+  updateWindow w ioact+  render++clear :: (Vector2, Vector2) -> Update ()+clear ((x1, y1), (x2, y2)) =+   let cs = replicate (x2-x1) ' '+    in forM_ [y1..y2+2] $ \y ->+        drawStringAt (x1, y) cs++waitForChrs :: String -> Curses Char+waitForChrs cs = loop' where+  loop' = do+    w  <- defaultWindow+    ev <- getEvent w Nothing+    case ev of+      Nothing -> loop'+      Just (EventCharacter c) -> if c `elem` cs then return c else loop'+      _ -> loop'++drawStringAt :: Vector2 -> String -> Update ()+drawStringAt (x, y) s = do+  moveCursor' (y - 1, x - 1)+  drawString s++screenSize' :: Curses Vector2+screenSize' = screenSize >>= \(y, x) ->+  return (fromIntegral y, fromIntegral x)++moveCursor' :: Vector2 -> Update ()+moveCursor' (y, x) = moveCursor (fromIntegral y) (fromIntegral x)++-- misc stuff+swap :: (a, b) -> (b, a)+swap    (a, b) =  (b, a)++replaceElem :: [a] -> a -> Int -> [a]+replaceElem es e n = take n es ++ e : drop (n + 1) es++randomElem :: [a] -> IO a+randomElem xs = (xs !!) `fmap` randomRIO (0, length xs - 1)++center :: Int -> String -> String+center n xs = +  let padding = replicate ((n - length xs) `div` 2) ' '+  in padding ++ xs ++ padding
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ hoodie.cabal view
@@ -0,0 +1,33 @@+-- Initial hoodie.cabal generated by cabal init.  For further +-- documentation, see http://haskell.org/cabal/users-guide/++name:                hoodie+version:             0.1.0.0+synopsis:            A small, toy roguelike+description:         A small roguelike; perhaps 10% of a real one. In development+license:             GPL-3+license-file:        LICENSE+author:              Denis Volk+maintainer:          denis.volk@gmail.com+-- copyright:           +category:            Game+build-type:          Simple+cabal-version:       >=1.8++source-repository head+  type:     git+  location: https://github.com/dvolk/hoodie++executable hoodie+  main-is:             Main.hs+  -- other-modules:       +  build-depends:       base ==4.6.*+                     , mtl ==2.1.*+                     , array ==0.4.*+                     , containers ==0.5.*+                     , random ==1.0.*+                     , monad-loops ==0.4.*+                     , astar ==0.2.*+                     , ncurses ==0.2.*+                     , hfov ==1.0.*+  GHC-Options: -Wall