intricacy-0.3.3: InteractUtil.hs
-- This file is part of Intricacy
-- Copyright (C) 2013 Martin Bays <mbays@sdf.org>
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of version 3 of the GNU General Public License as
-- published by the Free Software Foundation.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see http://www.gnu.org/licenses/.
module InteractUtil where
import Control.Monad.State
import Control.Applicative
import qualified Data.Vector as Vector
import qualified Data.Map as Map
import Data.Map (Map)
import Control.Monad.Writer
import Control.Monad.Trans.Error
import Control.Monad.Trans.Maybe
import Data.Maybe
import Data.Char
import Data.List
import System.Directory
import Data.Array
import Data.Function (on)
import Hex
import Command
import Physics
import Mundanities
import GameStateTypes
import EditGameState
import Frame
import Lock
import Protocol
import Metagame
import MainState
import InputMode
checkWon :: UIMonad uiM => StateT MainState uiM ()
checkWon = do
st <- gets psCurrentState
frame <- gets psFrame
when (checkSolved (frame,st)) $ do
modify $ \ps -> ps {psSolved = True}
lift $ drawMessage "Unlocked!"
{-
pms <- (reverse.(map snd)) `liftM` gets psGameStateMoveStack
let wfname = fromMaybe "unnamed.lock" fname
liftIO $ writeFile (wfname++".solution") $ show pms
liftIO $ B.writeFile (wfname++".solution.bin") $ Bin.encode $ pms
-}
doForce force = do
st:_ <- gets esGameStateStack
let (st',alerts) = runWriter $ resolveForces
(Vector.singleton (ForceChoice [force])) Vector.empty
(\_ _->False) st
lift (drawAlerts alerts) >> pushEState st'
drawTile pos tile painting = do
modify $ \es -> es {selectedPiece = Nothing}
lastMP <- gets lastModPos
modifyEState $ modTile tile pos lastMP painting
modify $ \es -> es {lastModPos = pos}
paintTilePath tile from to = if from == to
then modify $ \es -> es {lastModPos = to}
else let from' = (hexVec2HexDirOrZero $ to<->from) <+> from
in drawTile from' tile True >> paintTilePath tile from' to
pushEState :: UIMonad uiM => GameState -> StateT MainState uiM ()
pushEState st = do
st':sts <- gets esGameStateStack
when (st' /= st) $ modify $ \es -> es {esGameStateStack = st:st':sts, esUndoneStack = []}
pushPState :: UIMonad uiM => (GameState,PlayerMove) -> StateT MainState uiM ()
pushPState (st,pm) = do
st' <- gets psCurrentState
stms <- gets psGameStateMoveStack
when (st' /= st) $ modify $ \ps -> ps {psCurrentState = st,
psGameStateMoveStack = (st',pm):stms, psUndoneStack = []}
modifyEState :: UIMonad uiM => (GameState -> GameState) -> StateT MainState uiM ()
modifyEState f = do
st:_ <- gets esGameStateStack
pushEState $ f st
doPhysicsTick :: UIMonad uiM => PlayerMove -> GameState -> uiM (GameState, [Alert])
doPhysicsTick pm st =
let r@(st',alerts) = runWriter $ physicsTick pm st in
drawAlerts alerts >> return r
nextLock :: Bool -> FilePath -> IO FilePath
nextLock newer path = do
lockdir <- confFilePath "locks"
time <- (Just <$> (fullLockPath path >>= getModificationTime))
`catchIO` const (return Nothing)
paths <- getDirContentsRec lockdir
maybe path (drop (length lockdir + 1) . fst) . listToMaybe .
(if newer then id else reverse) . sortBy (compare `on` snd) .
filter (maybe (const True)
(\x y -> (if newer then (<) else (>)) x (snd y)) time) <$>
(\p -> (,) p <$> getModificationTime p) `mapM` paths
setLockPath path = do
lock <- liftIO $ fullLockPath path >>= readLock
modify $ \ms -> ms {curLockPath = path, curLock = lock}
declare undecl@(Undeclared soln ls al) = do
ourName <- mgetOurName
ourUInfo <- mgetUInfo ourName
idx <- askLockIndex "Secure behind which lock?"
"You first need to place a lock to secure your solution behind."
(\i -> isJust $ userLocks ourUInfo ! i)
guard $ isJust $ userLocks ourUInfo ! idx
lift $ do
curServerActionAsync $ DeclareSolution soln ls al idx
-- rather than recurse through the tree to find what scores may have
-- changed as a result of this declaration, or leave it to timeouts
-- and explicit refreshes to reveal it, we just invalidate all UInfos.
invalidateAllUInfo
refreshUInfoUI
jumpMark :: UIMonad uiM => Char -> StateT MainState uiM ()
jumpMark ch = do
mst <- get
void.runMaybeT $ case ms2im mst of
IMEdit -> do
st <- MaybeT $ return $ ch `Map.lookup` esMarks mst
lift $ setMark '\'' >> pushEState st
IMPlay -> do
mst' <- MaybeT $ return $ ch `Map.lookup` psMarks mst
put mst' { psMarks = Map.insert '\'' mst $ psMarks mst }
IMReplay -> do
mst' <- MaybeT $ return $ ch `Map.lookup` rsMarks mst
put mst' { rsMarks = Map.insert '\'' mst $ rsMarks mst }
_ -> return ()
setMark :: (Monad m) => Char -> StateT MainState m ()
setMark ch = get >>= \mst -> case mst of
-- ugh... remind me why I'm not using lens?
EditState { esMarks = marks, esGameStateStack = (st:_) } ->
put $ mst { esMarks = Map.insert ch st marks }
PlayState {} -> put $ mst { psMarks = Map.insert ch mst $ psMarks mst }
ReplayState {} -> put $ mst { rsMarks = Map.insert ch mst $ rsMarks mst }
_ -> return ()
askLockIndex prompt failMessage pred = do
let ok = filter pred [0,1,2]
case length ok of
0 -> (lift.lift) (drawError failMessage) >> mzero
1 -> return $ head ok
_ -> ask ok
where
ask ok = do
let prompt' = prompt ++ " [" ++ intersperse ',' (map lockIndexChar ok) ++ "]"
idx <- MaybeT $ lift $ join . (((charLockIndex<$>).listToMaybe)<$>) <$>
textInput prompt' 1 False True Nothing Nothing
if idx `elem` ok then return idx else ask ok
confirmOrBail prompt = (guard =<<) $ lift.lift $ confirm prompt
confirm :: UIMonad uiM => String -> uiM Bool
confirm prompt = do
drawMessage $ prompt ++ " [y/N]"
setYNButtons
waitConfirm <* drawMessage ""
where
waitConfirm = do
cmds <- getInput IMTextInput
case msum $ map ansOfCmd cmds of
Just answer -> return answer
Nothing -> waitConfirm
ansOfCmd (CmdInputChar 'y') = Just True
ansOfCmd (CmdInputChar 'Y') = Just True
ansOfCmd CmdRedraw = Nothing
ansOfCmd CmdRefresh = Nothing
ansOfCmd CmdUnselect = Nothing
ansOfCmd _ = Just False
-- | TODO: draw cursor
textInput :: UIMonad uiM => String -> Int -> Bool -> Bool -> Maybe [String] -> Maybe String -> uiM (Maybe String)
textInput prompt maxlen hidden endOnMax mposss init = getText (fromMaybe "" init, Nothing) <* drawMessage ""
where
getText :: UIMonad uiM => (String, Maybe String) -> uiM (Maybe String)
getText (s,mstem) = do
drawMessage $ prompt ++ " " ++ if hidden then replicate (length s) '*' else s
if endOnMax && isNothing mstem && maxlen <= length s
then return $ Just $ take maxlen s
else do
cmds <- getInput IMTextInput
case foldM applyCmd (s,mstem) cmds of
Left False -> return Nothing
Left True -> return $ Just s
Right (s',mstem') -> getText (s',mstem')
where
applyCmd (s,mstem) (CmdInputChar c) = case c of
'\ESC' -> Left False
'\a' -> Left False -- ^G
'\ETX' -> Left False -- ^C
'\n' -> Left True
'\r' -> Left True
'\NAK' -> Right ("",Nothing) -- ^U
'\b' -> Right $ (take (length s - 1) s, Nothing)
'\DEL' -> Right $ (take (length s - 1) s, Nothing)
'\t' -> case mposss of
Nothing -> Right (s,mstem)
Just possibilities -> case mstem of
Nothing -> let
completions = filter (completes s) possibilities
pref = if null completions then s else
let c = head completions
in head [ c' | n <- reverse [0..length c],
let c'=take n c, all (completes c') completions ]
in Right (pref,Just pref)
Just stem -> let
completions = filter (completes stem) possibilities
later = filter (>s) completions
s' | null completions = s
| null later = head completions
| otherwise = minimum later
in Right (s',mstem)
_ -> Right $ if isPrint c
then ((if length s >= maxlen then id else (++[c])) s, Nothing)
else (s,mstem)
applyCmd x (CmdInputSelLock idx) =
Right $ ([lockIndexChar idx], Nothing)
applyCmd x (CmdInputSelUndecl (Undeclared _ _ (ActiveLock name idx))) =
Right $ (name++[':',lockIndexChar idx], Nothing)
applyCmd x (CmdInputCodename name) =
Right $ (name, Nothing)
applyCmd x CmdRedraw = Right x
applyCmd x CmdRefresh = Right x
applyCmd x CmdUnselect = Right x
applyCmd _ _ = Left False
completes s s' = take (length s) s' == s