intricacy-0.5.7.2: 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, or any later version.
--
-- 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.Map as Map
import Data.Map (Map)
import Control.Monad.Writer
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
import Util
checkWon :: UIMonad uiM => MainStateT uiM ()
checkWon = do
st <- gets psCurrentState
frame <- gets psFrame
wasSolved <- gets psSolved
let solved = checkSolved (frame,st)
when (solved /= wasSolved) $ do
modify $ \ps -> ps {psSolved = solved}
obdg <- lift $ getUIBinding IMPlay CmdOpen
lift $ if solved then do
drawMessage $ "Unlocked! '"++obdg++"' to open."
reportAlerts st [AlertUnlocked]
else drawMessage ""
doForce force = do
st:_ <- gets esGameStateStack
let (st',alerts) = runWriter $ resolveSinglePlForce force st
lift (reportAlerts st' 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 -> MainStateT uiM ()
pushEState st = do
st':sts <- gets esGameStateStack
when (st' /= st) $ modify $ \es -> es {esGameStateStack = st:st':sts, esUndoneStack = []}
pushPState :: UIMonad uiM => (GameState,PlayerMove) -> MainStateT 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) -> MainStateT 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
reportAlerts st' 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 :: UIMonad uiM => FilePath -> MainStateT uiM ()
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
pbdg <- lift.lift $ getUIBinding IMMeta $ CmdPlaceLock Nothing
idx <- askLockIndex "Secure behind which lock?"
("You first need to place ('"++pbdg++"') a lock to secure your solution behind.")
(\i -> isJust $ userLocks ourUInfo ! i)
guard $ isJust $ userLocks ourUInfo ! idx
lift $ curServerActionAsyncThenInvalidate
(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.
(Just AllCodenames)
startMark = '^'
jumpMark :: UIMonad uiM => Char -> MainStateT uiM ()
jumpMark ch = do
mst <- get
void.runMaybeT $ case ms2im mst of
IMEdit -> do
st <- liftMaybe $ ch `Map.lookup` esMarks mst
lift $ setMark True '\'' >> pushEState st
IMPlay -> do
mst' <- liftMaybe $ ch `Map.lookup` psMarks mst
put mst' { psMarks = Map.insert '\'' mst $ psMarks mst }
IMReplay -> do
mst' <- liftMaybe $ ch `Map.lookup` rsMarks mst
put mst' { rsMarks = Map.insert '\'' mst $ rsMarks mst }
_ -> return ()
setMark :: (Monad m) => Bool -> Char -> MainStateT m ()
setMark overwrite ch = get >>= \mst -> case mst of
-- ugh... remind me why I'm not using lens?
EditState { esMarks = marks, esGameStateStack = (st:_) } ->
put $ mst { esMarks = insertMark ch st marks }
PlayState {} -> put $ mst { psMarks = insertMark ch mst $ psMarks mst }
ReplayState {} -> put $ mst { rsMarks = insertMark ch mst $ rsMarks mst }
_ -> return ()
where insertMark = Map.insertWith $ \new old -> if overwrite then new else old
askLockIndex :: UIMonad uiM => [Char] -> String -> (Int -> Bool) -> MaybeT (MainStateT uiM) Int
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 :: UIMonad uiM => String -> MaybeT (MainStateT uiM) ()
confirmOrBail prompt = (guard =<<) $ lift.lift $ confirm prompt
confirm :: UIMonad uiM => String -> uiM Bool
confirm prompt = do
drawPrompt False $ prompt ++ " [y/N] "
setYNButtons
waitConfirm <* endPrompt
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 = Just False
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) <* endPrompt
where
getText :: UIMonad uiM => (String, Maybe String) -> uiM (Maybe String)
getText (s,mstem) = do
drawPrompt (length s == maxlen) $ 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 CmdRefresh = Right x
applyCmd x CmdUnselect = Right x
applyCmd _ _ = Left False
completes s s' = take (length s) s' == s