swarm-0.2.0.0: src/Swarm/TUI/Model.hs
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE QuasiQuotes #-}
{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE ViewPatterns #-}
-- |
-- Module : Swarm.TUI.Model
-- Copyright : Brent Yorgey
-- Maintainer : byorgey@gmail.com
--
-- SPDX-License-Identifier: BSD-3-Clause
--
-- Application state for the @brick@-based Swarm TUI.
module Swarm.TUI.Model (
-- * Custom UI label types
-- $uilabel
AppEvent (..),
Name (..),
-- * Menus and dialogs
ModalType (..),
ButtonSelection (..),
Modal (..),
modalType,
modalDialog,
MainMenuEntry (..),
mainMenu,
Menu (..),
_NewGameMenu,
mkScenarioList,
mkNewGameMenu,
-- * UI state
-- ** REPL
REPLHistItem (..),
replItemText,
isREPLEntry,
getREPLEntry,
REPLHistory,
replIndex,
replLength,
replSeq,
newREPLHistory,
addREPLItem,
restartREPLHistory,
getLatestREPLHistoryItems,
moveReplHistIndex,
getCurrentItemText,
replIndexIsAtInput,
TimeDir (..),
-- ** Prompt utils
REPLPrompt (..),
removeEntry,
-- ** Inventory
InventoryListEntry (..),
_Separator,
_InventoryEntry,
_InstalledEntry,
-- ** UI Model
UIState,
uiMenu,
uiPlaying,
uiCheatMode,
uiFocusRing,
uiWorldCursor,
uiREPL,
uiInventory,
uiInventorySort,
uiMoreInfoTop,
uiMoreInfoBot,
uiScrollToEnd,
uiError,
uiModal,
uiGoal,
lgTicksPerSecond,
lastFrameTime,
accumulatedTime,
tickCount,
frameCount,
frameTickCount,
lastInfoTime,
uiShowFPS,
uiShowZero,
uiShowRobots,
uiHideRobotsUntil,
uiInventoryShouldUpdate,
uiTPF,
uiFPS,
scenarioRef,
appData,
-- *** REPL Panel Model
REPLState,
replPromptType,
replPromptEditor,
replPromptText,
replValid,
replLast,
replType,
replHistory,
newREPLEditor,
-- ** Initialization
initFocusRing,
defaultPrompt,
initREPLState,
initLgTicksPerSecond,
initUIState,
lastEntry,
-- ** Updating
populateInventoryList,
infoScroll,
modalScroll,
-- * Runtime state
RuntimeState,
webPort,
upstreamRelease,
eventLog,
logEvent,
-- * App state
AppState,
gameState,
uiState,
runtimeState,
-- ** Initialization
AppOpts (..),
initAppState,
startGame,
restartGame,
scenarioToAppState,
Seed,
-- ** Utility
topContext,
focusedItem,
focusedEntity,
nextScenario,
initRuntimeState,
) where
import Brick
import Brick.Focus
import Brick.Widgets.Dialog (Dialog)
import Brick.Widgets.Edit (Editor, applyEdit, editorText, getEditContents)
import Brick.Widgets.List qualified as BL
import Control.Applicative (Applicative (liftA2), (<|>))
import Control.Lens hiding (from, (<.>))
import Control.Monad.Except
import Control.Monad.State
import Data.Bits (FiniteBits (finiteBitSize))
import Data.Foldable (toList)
import Data.List (findIndex)
import Data.List.NonEmpty (NonEmpty (..))
import Data.List.NonEmpty qualified as NE
import Data.Map (Map)
import Data.Map qualified as M
import Data.Maybe (fromMaybe, isJust)
import Data.Sequence (Seq)
import Data.Sequence qualified as Seq
import Data.Text (Text)
import Data.Text qualified as T
import Data.Text.Zipper qualified as TZ
import Data.Time (getZonedTime)
import Data.Vector qualified as V
import GitHash (GitInfo)
import Linear (zero)
import Network.Wai.Handler.Warp (Port)
import Swarm.Game.Entity as E
import Swarm.Game.Robot
import Swarm.Game.Scenario (loadScenario)
import Swarm.Game.ScenarioInfo (
ScenarioCollection,
ScenarioInfo (..),
ScenarioInfoPair,
ScenarioItem (..),
ScenarioStatus (..),
normalizeScenarioPath,
scMap,
scenarioCollectionToList,
scenarioItemByPath,
scenarioPath,
scenarioSolution,
scenarioStatus,
_SISingle,
)
import Swarm.Game.State
import Swarm.Game.World qualified as W
import Swarm.Language.Types
import Swarm.TUI.Inventory.Sorting
import Swarm.Util
import Swarm.Version (NewReleaseFailure (NoMainUpstreamRelease))
import System.Clock
import System.FilePath (dropTrailingPathSeparator, splitPath, takeFileName)
import Witch (into)
------------------------------------------------------------
-- Custom UI label types
------------------------------------------------------------
-- $uilabel These types are used as parameters to various @brick@
-- types.
-- | 'Swarm.TUI.Model.AppEvent' represents a type for custom event types our app can
-- receive. At the moment, we only have one custom event, but it's
-- very important: a separate thread sends 'Frame' events as fast as
-- it can, telling the TUI to render a new frame.
data AppEvent
= Frame
| UpstreamVersion (Either NewReleaseFailure String)
deriving (Show)
-- | 'Name' represents names to uniquely identify various components
-- of the UI, such as forms, panels, caches, extents, and lists.
data Name
= -- | The panel containing the REPL.
REPLPanel
| -- | The panel containing the world view.
WorldPanel
| -- | The panel showing robot info and inventory on the top left.
RobotPanel
| -- | The info panel on the bottom left.
InfoPanel
| -- | The REPL input form.
REPLInput
| -- | The render cache for the world view.
WorldCache
| -- | The cached extent for the world view.
WorldExtent
| -- | The list of inventory items for the currently
-- focused robot.
InventoryList
| -- | The inventory item position in the InventoryList.
InventoryListItem Int
| -- | The list of main menu choices.
MenuList
| -- | The list of scenario choices.
ScenarioList
| -- | The scrollable viewport for the info panel.
InfoViewport
| -- | The scrollable viewport for any modal dialog.
ModalViewport
deriving (Eq, Ord, Show, Read)
infoScroll :: ViewportScroll Name
infoScroll = viewportScroll InfoViewport
modalScroll :: ViewportScroll Name
modalScroll = viewportScroll ModalViewport
------------------------------------------------------------
-- REPL History
------------------------------------------------------------
-- | An item in the REPL history.
data REPLHistItem
= -- | Something entered by the user.
REPLEntry Text
| -- | A response printed by the system.
REPLOutput Text
deriving (Eq, Ord, Show, Read)
-- | Useful helper function to only get user input text.
getREPLEntry :: REPLHistItem -> Maybe Text
getREPLEntry = \case
REPLEntry t -> Just t
_ -> Nothing
-- | Useful helper function to filter out REPL output.
isREPLEntry :: REPLHistItem -> Bool
isREPLEntry = isJust . getREPLEntry
-- | Get the text of REPL input/output.
replItemText :: REPLHistItem -> Text
replItemText = \case
REPLEntry t -> t
REPLOutput t -> t
-- | History of the REPL with indices (0 is first entry) to the current
-- line and to the first entry since loading saved history.
-- We also (ab)use the length of the REPL as the index of current
-- input line, since that number is one past the index of last entry.
data REPLHistory = REPLHistory
{ _replSeq :: Seq REPLHistItem
, _replIndex :: Int
, _replStart :: Int
}
makeLensesWith (lensRules & generateSignatures .~ False) ''REPLHistory
-- | Sequence of REPL inputs and outputs, oldest entry is leftmost.
replSeq :: Lens' REPLHistory (Seq REPLHistItem)
-- | The current index in the REPL history (if the user is going back
-- through the history using up/down keys).
replIndex :: Lens' REPLHistory Int
-- | The index of the first entry since loading saved history.
--
-- It will be set on load and reset on save (happens during exit).
replStart :: Lens' REPLHistory Int
-- | Create new REPL history (i.e. from loaded history file lines).
newREPLHistory :: [REPLHistItem] -> REPLHistory
newREPLHistory xs =
let s = Seq.fromList xs
in REPLHistory
{ _replSeq = s
, _replStart = length s
, _replIndex = length s
}
-- | Point the start of REPL history after current last line. See 'replStart'.
restartREPLHistory :: REPLHistory -> REPLHistory
restartREPLHistory h = h & replStart .~ replLength h
-- | Current number lines of the REPL history - (ab)used as index of input buffer.
replLength :: REPLHistory -> Int
replLength = length . _replSeq
-- | Add new REPL input - the index must have been pointing one past
-- the last element already, so we increment it to keep it that way.
addREPLItem :: REPLHistItem -> REPLHistory -> REPLHistory
addREPLItem t h =
h
& replSeq %~ (|> t)
& replIndex .~ 1 + replLength h
-- | Get the latest N items in history, starting with the oldest one.
--
-- This is used to show previous REPL lines in UI, so we need the items
-- sorted in the order they were entered and will be drawn top to bottom.
getLatestREPLHistoryItems :: Int -> REPLHistory -> [REPLHistItem]
getLatestREPLHistoryItems n h = toList latestN
where
latestN = Seq.drop oldestIndex $ h ^. replSeq
oldestIndex = max (h ^. replStart) $ length (h ^. replSeq) - n
data TimeDir = Newer | Older deriving (Eq, Ord, Show)
moveReplHistIndex :: TimeDir -> Text -> REPLHistory -> REPLHistory
moveReplHistIndex d lastEntered history = history & replIndex .~ newIndex
where
historyLen = replLength history
curText = fromMaybe lastEntered $ getCurrentItemText history
curIndex = history ^. replIndex
entries = history ^. replSeq
-- split repl at index
(olderP, newer) = Seq.splitAt curIndex entries
-- find first different entry in direction
notSameEntry = \case
REPLEntry t -> t /= curText
_ -> False
newIndex = case d of
Newer -> maybe historyLen (curIndex +) $ Seq.findIndexL notSameEntry newer
Older -> fromMaybe curIndex $ Seq.findIndexR notSameEntry olderP
getCurrentItemText :: REPLHistory -> Maybe Text
getCurrentItemText history = replItemText <$> Seq.lookup (history ^. replIndex) (history ^. replSeq)
replIndexIsAtInput :: REPLHistory -> Bool
replIndexIsAtInput repl = repl ^. replIndex == replLength repl
-- | Given some text, removes the REPLEntry within REPLHistory which is equal to that.
-- This is used when the user enters in search mode and want to traverse the history.
-- If a command has been used many times, the history will be populated with it causing
-- the effect that search command always finds the same command.
removeEntry :: Text -> REPLHistory -> REPLHistory
removeEntry foundtext hist = hist & replSeq %~ Seq.filter (/= REPLEntry foundtext)
-- | Get the last REPLEntry in REPLHistory matching the given text
lastEntry :: Text -> REPLHistory -> Maybe Text
lastEntry t h =
case Seq.viewr $ Seq.filter matchEntry $ h ^. replSeq of
Seq.EmptyR -> Nothing
_ Seq.:> a -> Just (replItemText a)
where
matchesText histItem = t `T.isInfixOf` replItemText histItem
matchEntry = liftA2 (&&) matchesText isREPLEntry
------------------------------------------------------------
-- REPL
------------------------------------------------------------
-- | This data type tells us how to interpret the text typed
-- by the player at the prompt (which is stored in Editor).
data REPLPrompt
= -- | Interpret the prompt text as a regular command.
-- The list is for potential completions, which we can
-- cycle through by hitting Tab repeatedly
CmdPrompt [Text]
| -- | Interpret the prompt text as "search this text in history"
SearchPrompt REPLHistory
defaultPrompt :: REPLPrompt
defaultPrompt = CmdPrompt []
data REPLState = REPLState
{ _replPromptType :: REPLPrompt
, _replPromptEditor :: Editor Text Name
, _replValid :: Bool
, _replLast :: Text
, _replType :: Maybe Polytype
, _replHistory :: REPLHistory
}
newREPLEditor :: Text -> Editor Text Name
newREPLEditor t = applyEdit gotoEnd $ editorText REPLInput (Just 1) t
where
ls = T.lines t
pos = (length ls - 1, T.length (last ls))
gotoEnd = if null ls then id else TZ.moveCursor pos
initREPLState :: REPLHistory -> REPLState
initREPLState = REPLState defaultPrompt (newREPLEditor "") True "" Nothing
makeLensesWith (lensRules & generateSignatures .~ False) ''REPLState
-- | The way we interpret text typed by the player in the REPL prompt.
replPromptType :: Lens' REPLState REPLPrompt
-- | The prompt where the user can type input at the REPL.
replPromptEditor :: Lens' REPLState (Editor Text Name)
-- | Convinience lens to get text from editor and replace it with new
-- one that has the provided text.
replPromptText :: Lens' REPLState Text
replPromptText = lens g s
where
g r = r ^. replPromptEditor . to getEditContents . to T.concat
s r t = r & replPromptEditor .~ newREPLEditor t
-- | Whether the prompt text is a valid 'Term'.
replValid :: Lens' REPLState Bool
-- | The type of the current REPL input which should be displayed to
-- the user (if any).
replType :: Lens' REPLState (Maybe Polytype)
-- | The last thing the user has typed which isn't part of the history.
-- This is used to restore the repl form after the user visited the history.
replLast :: Lens' REPLState Text
-- | History of things the user has typed at the REPL, interleaved
-- with outputs the system has generated.
replHistory :: Lens' REPLState REPLHistory
------------------------------------------------------------
-- Menus and dialogs
------------------------------------------------------------
data ModalType
= HelpModal
| RecipesModal
| CommandsModal
| MessagesModal
| RobotsModal
| WinModal
| QuitModal
| KeepPlayingModal
| DescriptionModal Entity
| GoalModal [Text]
deriving (Eq, Show)
data ButtonSelection = CancelButton | KeepPlayingButton | StartOverButton Seed ScenarioInfoPair | QuitButton | NextButton ScenarioInfoPair
data Modal = Modal
{ _modalType :: ModalType
, _modalDialog :: Dialog ButtonSelection
}
makeLenses ''Modal
data MainMenuEntry = NewGame | Tutorial | Messages | About | Quit
deriving (Eq, Ord, Show, Read, Bounded, Enum)
data Menu
= NoMenu -- We started playing directly from command line, no menu to show
| MainMenu (BL.List Name MainMenuEntry)
| NewGameMenu (NonEmpty (BL.List Name ScenarioItem)) -- stack of scenario item lists
| MessagesMenu
| AboutMenu
mainMenu :: MainMenuEntry -> BL.List Name MainMenuEntry
mainMenu e = BL.list MenuList (V.fromList [minBound .. maxBound]) 1 & BL.listMoveToElement e
makePrisms ''Menu
-- | Create a brick 'BL.List' of scenario items from a 'ScenarioCollection'.
mkScenarioList :: Bool -> ScenarioCollection -> BL.List Name ScenarioItem
mkScenarioList cheat = flip (BL.list ScenarioList) 1 . V.fromList . filterTest . scenarioCollectionToList
where
filterTest = if cheat then id else filter (\case SICollection n _ -> n /= "Testing"; _ -> True)
-- | Given a 'ScenarioCollection' and a 'FilePath' which is the canonical
-- path to some folder or scenario, construct a 'NewGameMenu' stack
-- focused on the given item, if possible.
mkNewGameMenu :: Bool -> ScenarioCollection -> FilePath -> Maybe Menu
mkNewGameMenu cheat sc path = NewGameMenu . NE.fromList <$> go (Just sc) (splitPath path) []
where
go :: Maybe ScenarioCollection -> [FilePath] -> [BL.List Name ScenarioItem] -> Maybe [BL.List Name ScenarioItem]
go _ [] stk = Just stk
go Nothing _ _ = Nothing
go (Just curSC) (thing : rest) stk = go nextSC rest (lst : stk)
where
hasName :: ScenarioItem -> Bool
hasName (SISingle (_, ScenarioInfo pth _ _ _)) = takeFileName pth == thing
hasName (SICollection nm _) = nm == into @Text (dropTrailingPathSeparator thing)
lst = BL.listFindBy hasName (mkScenarioList cheat curSC)
nextSC = case M.lookup (dropTrailingPathSeparator thing) (scMap curSC) of
Just (SICollection _ c) -> Just c
_ -> Nothing
------------------------------------------------------------
-- Inventory list entries
------------------------------------------------------------
-- | An entry in the inventory list displayed in the info panel. We
-- can either have an entity with a count in the robot's inventory,
-- an entity installed on the robot, or a labelled separator. The
-- purpose of the separators is to show a clear distinction between
-- the robot's /inventory/ and its /installed devices/.
data InventoryListEntry
= Separator Text
| InventoryEntry Count Entity
| InstalledEntry Entity
deriving (Eq)
makePrisms ''InventoryListEntry
------------------------------------------------------------
-- UI state
------------------------------------------------------------
-- | The main record holding the UI state. For access to the fields,
-- see the lenses below.
data UIState = UIState
{ _uiMenu :: Menu
, _uiPlaying :: Bool
, _uiCheatMode :: Bool
, _uiFocusRing :: FocusRing Name
, _uiWorldCursor :: Maybe W.Coords
, _uiREPL :: REPLState
, _uiInventory :: Maybe (Int, BL.List Name InventoryListEntry)
, _uiInventorySort :: InventorySortOptions
, _uiMoreInfoTop :: Bool
, _uiMoreInfoBot :: Bool
, _uiScrollToEnd :: Bool
, _uiError :: Maybe Text
, _uiModal :: Maybe Modal
, _uiGoal :: Maybe [Text]
, _uiShowFPS :: Bool
, _uiShowZero :: Bool
, _uiHideRobotsUntil :: TimeSpec
, _uiInventoryShouldUpdate :: Bool
, _uiTPF :: Double
, _uiFPS :: Double
, _lgTicksPerSecond :: Int
, _tickCount :: Int
, _frameCount :: Int
, _frameTickCount :: Int
, _lastFrameTime :: TimeSpec
, _accumulatedTime :: TimeSpec
, _lastInfoTime :: TimeSpec
, _appData :: Map Text Text
, _scenarioRef :: Maybe ScenarioInfoPair
}
--------------------------------------------------
-- Lenses for UIState
let exclude = ['_lgTicksPerSecond]
in makeLensesWith
( lensRules
& generateSignatures .~ False
& lensField . mapped . mapped %~ \fn n ->
if n `elem` exclude then [] else fn n
)
''UIState
-- | The current menu state.
uiMenu :: Lens' UIState Menu
-- | Are we currently playing the game? True = we are playing, and
-- should thus display a world, REPL, etc.; False = we should
-- display the current menu.
uiPlaying :: Lens' UIState Bool
-- | Cheat mode, i.e. are we allowed to turn creative mode on and off?
uiCheatMode :: Lens' UIState Bool
-- | The focus ring is the set of UI panels we can cycle among using
-- the Tab key.
uiFocusRing :: Lens' UIState (FocusRing Name)
-- | The last clicked position on the world view.
uiWorldCursor :: Lens' UIState (Maybe W.Coords)
-- | The state of REPL panel.
uiREPL :: Lens' UIState REPLState
-- | The order and direction of sorting inventory list.
uiInventorySort :: Lens' UIState InventorySortOptions
-- | The hash value of the focused robot entity (so we can tell if its
-- inventory changed) along with a list of the items in the
-- focused robot's inventory.
uiInventory :: Lens' UIState (Maybe (Int, BL.List Name InventoryListEntry))
-- | Does the info panel contain more content past the top of the panel?
uiMoreInfoTop :: Lens' UIState Bool
-- | Does the info panel contain more content past the bottom of the panel?
uiMoreInfoBot :: Lens' UIState Bool
-- | A flag telling the UI to scroll the info panel to the very end
-- (used when a new log message is appended).
uiScrollToEnd :: Lens' UIState Bool
-- | When this is @Just@, it represents a popup box containing an
-- error message that is shown on top of the rest of the UI.
uiError :: Lens' UIState (Maybe Text)
-- | When this is @Just@, it represents a modal to be displayed on
-- top of the UI, e.g. for the Help screen.
uiModal :: Lens' UIState (Maybe Modal)
-- | Status of the scenario goal: whether there is one, and whether it
-- has been displayed to the user initially.
uiGoal :: Lens' UIState (Maybe [Text])
-- | A toggle to show the FPS by pressing `f`
uiShowFPS :: Lens' UIState Bool
-- | A toggle to show or hide inventory items with count 0 by pressing `0`
uiShowZero :: Lens' UIState Bool
-- | Hide robots on the world map.
uiHideRobotsUntil :: Lens' UIState TimeSpec
-- | Whether to show or hide robots on the world map.
uiShowRobots :: Getter UIState Bool
uiShowRobots = to (\ui -> ui ^. lastFrameTime > ui ^. uiHideRobotsUntil)
-- | Whether the Inventory ui panel should update
uiInventoryShouldUpdate :: Lens' UIState Bool
-- | Computed ticks per milli seconds
uiTPF :: Lens' UIState Double
-- | Computed frames per milli seconds
uiFPS :: Lens' UIState Double
-- | The currently active Scenario description, useful for starting over.
scenarioRef :: Lens' UIState (Maybe ScenarioInfoPair)
-- | The base-2 logarithm of the current game speed in ticks/second.
-- Note that we cap this value to the range of +/- log2 INTMAX.
lgTicksPerSecond :: Lens' UIState Int
lgTicksPerSecond = lens _lgTicksPerSecond safeSetLgTicks
where
maxLog = finiteBitSize (maxBound :: Int)
maxTicks = maxLog - 2
minTicks = 2 - maxLog
safeSetLgTicks ui lTicks
| lTicks < minTicks = setLgTicks ui minTicks
| lTicks > maxTicks = setLgTicks ui maxTicks
| otherwise = setLgTicks ui lTicks
setLgTicks ui lTicks = ui {_lgTicksPerSecond = lTicks}
-- | A counter used to track how many ticks have happened since the
-- last time we updated the ticks/frame statistics.
tickCount :: Lens' UIState Int
-- | A counter used to track how many frames have been rendered since the
-- last time we updated the ticks/frame statistics.
frameCount :: Lens' UIState Int
-- | A counter used to track how many ticks have happened in the
-- current frame, so we can stop when we get to the tick cap.
frameTickCount :: Lens' UIState Int
-- | The time of the last info widget update
lastInfoTime :: Lens' UIState TimeSpec
-- | The time of the last 'Frame' event.
lastFrameTime :: Lens' UIState TimeSpec
-- | The amount of accumulated real time. Every time we get a 'Frame'
-- event, we accumulate the amount of real time that happened since
-- the last frame, then attempt to take an appropriate number of
-- ticks to "catch up", based on the target tick rate.
--
-- See https://gafferongames.com/post/fix_your_timestep/ .
accumulatedTime :: Lens' UIState TimeSpec
-- | Free-form data loaded from the @data@ directory, for things like
-- the logo, about page, tutorial story, etc.
appData :: Lens' UIState (Map Text Text)
-- ----------------------------------------------------------------------------
-- Runtime state --
-- ----------------------------------------------------------------------------
data RuntimeState = RuntimeState
{ _webPort :: Maybe Port
, _upstreamRelease :: Either NewReleaseFailure String
, _eventLog :: Notifications LogEntry
}
initRuntimeState :: RuntimeState
initRuntimeState =
RuntimeState
{ _webPort = Nothing
, _upstreamRelease = Left (NoMainUpstreamRelease [])
, _eventLog = mempty
}
makeLensesWith (lensRules & generateSignatures .~ False) ''RuntimeState
-- | The port on which the HTTP debug service is running.
webPort :: Lens' RuntimeState (Maybe Port)
-- | The upstream release version.
upstreamRelease :: Lens' RuntimeState (Either NewReleaseFailure String)
-- | A log of runtime events.
--
-- This logging is separate from the logging done during game-play.
-- If some error happens before a game is even selected, this is the
-- place to log it.
eventLog :: Lens' RuntimeState (Notifications LogEntry)
-- | Simply log to the runtime event log.
logEvent :: LogSource -> (Text, RID) -> Text -> Notifications LogEntry -> Notifications LogEntry
logEvent src (who, rid) msg el =
el
& notificationsCount %~ succ
& notificationsContent %~ (l :)
where
l = LogEntry 0 src who rid zero msg
-- ----------------------------------------------------------------------------
-- APPSTATE --
-- ----------------------------------------------------------------------------
-- | The 'AppState' just stores together the other states.
--
-- This is so you can use a smaller state when e.g. writing some game logic
-- or updating the UI. Also consider that GameState can change when loading
-- a new scenario - if the state should persist games, use RuntimeState.
data AppState = AppState
{ _gameState :: GameState
, _uiState :: UIState
, _runtimeState :: RuntimeState
}
--------------------------------------------------
-- Lenses for AppState
makeLensesWith (lensRules & generateSignatures .~ False) ''AppState
-- | The 'GameState' record.
gameState :: Lens' AppState GameState
-- | The 'UIState' record.
uiState :: Lens' AppState UIState
-- | The 'RuntimeState' record
runtimeState :: Lens' AppState RuntimeState
--------------------------------------------------
-- Utility functions
-- | Get the currently focused 'InventoryListEntry' from the robot
-- info panel (if any).
focusedItem :: AppState -> Maybe InventoryListEntry
focusedItem s = do
list <- s ^? uiState . uiInventory . _Just . _2
(_, entry) <- BL.listSelectedElement list
return entry
-- | Get the currently focused entity from the robot info panel (if
-- any). This is just like 'focusedItem' but forgets the
-- distinction between plain inventory items and installed devices.
focusedEntity :: AppState -> Maybe Entity
focusedEntity =
focusedItem >=> \case
Separator _ -> Nothing
InventoryEntry _ e -> Just e
InstalledEntry e -> Just e
--------------------------------------------------
-- UIState initialization
-- | The initial state of the focus ring.
initFocusRing :: FocusRing Name
initFocusRing = focusRing [REPLPanel, InfoPanel, RobotPanel, WorldPanel]
-- | The initial tick speed.
initLgTicksPerSecond :: Int
initLgTicksPerSecond = 4 -- 2^4 = 16 ticks / second
-- | Initialize the UI state. This needs to be in the IO monad since
-- it involves reading a REPL history file, getting the current
-- time, and loading text files from the data directory. The @Bool@
-- parameter indicates whether we should start off by showing the
-- main menu.
initUIState :: Bool -> Bool -> ExceptT Text IO UIState
initUIState showMainMenu cheatMode = liftIO $ do
historyT <- readFileMayT =<< getSwarmHistoryPath False
appDataMap <- readAppData
let history = maybe [] (map REPLEntry . T.lines) historyT
startTime <- getTime Monotonic
return $
UIState
{ _uiMenu = if showMainMenu then MainMenu (mainMenu NewGame) else NoMenu
, _uiPlaying = not showMainMenu
, _uiCheatMode = cheatMode
, _uiFocusRing = initFocusRing
, _uiWorldCursor = Nothing
, _uiREPL = initREPLState $ newREPLHistory history
, _uiInventory = Nothing
, _uiInventorySort = defaultSortOptions
, _uiMoreInfoTop = False
, _uiMoreInfoBot = False
, _uiScrollToEnd = False
, _uiError = Nothing
, _uiModal = Nothing
, _uiGoal = Nothing
, _uiShowFPS = False
, _uiShowZero = True
, _uiHideRobotsUntil = startTime - 1
, _uiInventoryShouldUpdate = False
, _uiTPF = 0
, _uiFPS = 0
, _lgTicksPerSecond = initLgTicksPerSecond
, _lastFrameTime = startTime
, _accumulatedTime = 0
, _lastInfoTime = 0
, _tickCount = 0
, _frameCount = 0
, _frameTickCount = 0
, _appData = appDataMap
, _scenarioRef = Nothing
}
------------------------------------------------------------
-- Functions for updating the UI state
------------------------------------------------------------
-- | Given the focused robot, populate the UI inventory list in the info
-- panel with information about its inventory.
populateInventoryList :: MonadState UIState m => Maybe Robot -> m ()
populateInventoryList Nothing = uiInventory .= Nothing
populateInventoryList (Just r) = do
mList <- preuse (uiInventory . _Just . _2)
showZero <- use uiShowZero
sortOptions <- use uiInventorySort
let mkInvEntry (n, e) = InventoryEntry n e
mkInstEntry (_, e) = InstalledEntry e
itemList mk label =
(\case [] -> []; xs -> Separator label : xs)
. map mk
. sortInventory sortOptions
. filter shouldDisplay
. elems
-- Display items if we have a positive number of them, or they
-- aren't an installed device. In other words we don't need to
-- display installed devices twice unless we actually have some
-- in our inventory in addition to being installed.
shouldDisplay (n, e) = n > 0 || showZero && not ((r ^. installedDevices) `E.contains` e)
items =
(r ^. robotInventory . to (itemList mkInvEntry "Inventory"))
++ (r ^. installedDevices . to (itemList mkInstEntry "Installed devices"))
-- Attempt to keep the selected element steady.
sel = mList >>= BL.listSelectedElement -- Get the currently selected element+index.
idx = case sel of
-- If there is no currently selected element, just focus on
-- index 1 (not 0, to avoid the separator).
Nothing -> 1
-- Otherwise, try to find the same entry in the list;
-- if it's not there, keep the index the same.
Just (selIdx, InventoryEntry _ e) ->
fromMaybe selIdx (findIndex ((== Just e) . preview (_InventoryEntry . _2)) items)
Just (selIdx, InstalledEntry e) ->
fromMaybe selIdx (findIndex ((== Just e) . preview _InstalledEntry) items)
Just (selIdx, _) -> selIdx
-- Create the new list, focused at the desired index.
lst = BL.listMoveTo idx $ BL.list InventoryList (V.fromList items) 1
-- Finally, populate the newly created list in the UI, and remember
-- the hash of the current robot.
uiInventory .= Just (r ^. inventoryHash, lst)
------------------------------------------------------------
-- App state (= UI state + game state) initialization
------------------------------------------------------------
-- | Command-line options for configuring the app.
data AppOpts = AppOpts
{ -- | Explicit seed chosen by the user.
userSeed :: Maybe Seed
, -- | Scenario the user wants to play.
userScenario :: Maybe FilePath
, -- | Code to be run on base.
scriptToRun :: Maybe FilePath
, -- | Automatically run the solution defined in the scenario file
autoPlay :: Bool
, -- | Should cheat mode be enabled?
cheatMode :: Bool
, -- | Explicit port on which to run the web API
userWebPort :: Maybe Port
, -- | Information about the Git repository (not present in release).
repoGitInfo :: Maybe GitInfo
}
-- | Initialize the 'AppState'.
initAppState :: AppOpts -> ExceptT Text IO AppState
initAppState AppOpts {..} = do
let isRunningInitialProgram = isJust scriptToRun || autoPlay
skipMenu = isJust userScenario || isRunningInitialProgram || isJust userSeed
gs <- initGameState
ui <- initUIState (not skipMenu) cheatMode
let rs = initRuntimeState
case skipMenu of
False -> return $ AppState gs ui rs
True -> do
(scenario, path) <- loadScenario (fromMaybe "classic" userScenario) (gs ^. entityMap)
let maybeAutoplay = do
guard autoPlay
soln <- scenario ^. scenarioSolution
return $ SuggestedSolution soln
let realToRun = maybeAutoplay <|> (ScriptPath <$> scriptToRun)
execStateT
(startGameWithSeed userSeed (scenario, ScenarioInfo path NotStarted NotStarted NotStarted) realToRun)
(AppState gs ui rs)
-- | Load a 'Scenario' and start playing the game.
startGame :: (MonadIO m, MonadState AppState m) => ScenarioInfoPair -> Maybe CodeToRun -> m ()
startGame = startGameWithSeed Nothing
-- | Re-initialize the game from the stored reference to the current scenario.
--
-- Note that "restarting" is intended only for "scenarios";
-- with some scenarios, it may be possible to get stuck so that it is
-- either impossible or very annoying to win, so being offered an
-- option to restart is more user-friendly.
--
-- Since scenarios are stored as a Maybe in the UI state, we handle the Nothing
-- case upstream so that the Scenario passed to this function definitely exists.
restartGame :: (MonadIO m, MonadState AppState m) => Seed -> ScenarioInfoPair -> m ()
restartGame currentSeed siPair = startGameWithSeed (Just currentSeed) siPair Nothing
-- | Load a 'Scenario' and start playing the game, with the
-- possibility for the user to override the seed.
startGameWithSeed :: (MonadIO m, MonadState AppState m) => Maybe Seed -> ScenarioInfoPair -> Maybe CodeToRun -> m ()
startGameWithSeed userSeed siPair@(_scene, si) toRun = do
t <- liftIO getZonedTime
ss <- use $ gameState . scenarios
p <- liftIO $ normalizeScenarioPath ss (si ^. scenarioPath)
gameState . currentScenarioPath .= Just p
gameState . scenarios . scenarioItemByPath p . _SISingle . _2 . scenarioStatus .= InProgress t 0 0
scenarioToAppState siPair userSeed toRun
-- | Extract the scenario which would come next in the menu from the
-- currently selected scenario (if any). Can return @Nothing@ if
-- either we are not in the @NewGameMenu@, or the current scenario
-- is the last among its siblings.
nextScenario :: Menu -> Maybe ScenarioInfoPair
nextScenario = \case
NewGameMenu (curMenu :| _) ->
let nextMenuList = BL.listMoveDown curMenu
isLastScenario = BL.listSelected curMenu == Just (length (BL.listElements curMenu) - 1)
in if isLastScenario
then Nothing
else BL.listSelectedElement nextMenuList >>= preview _SISingle . snd
_ -> Nothing
-- | Context for the REPL commands to execute in. Contains the base
-- robot context plus the `it` variable that refer to the previously
-- computed values. (Note that `it{n}` variables are set in the
-- base robot context; we only set `it` here because it's so transient)
topContext :: AppState -> RobotContext
topContext s = ctxPossiblyWithIt
where
ctx = fromMaybe emptyRobotContext $ s ^? gameState . baseRobot . robotContext
ctxPossiblyWithIt = case s ^. gameState . replStatus of
REPLDone (Just p) -> ctx & at "it" ?~ p
_ -> ctx
-- XXX do we need to keep an old entity map around???
-- | Modify the 'AppState' appropriately when starting a new scenario.
scenarioToAppState :: (MonadIO m, MonadState AppState m) => ScenarioInfoPair -> Maybe Seed -> Maybe CodeToRun -> m ()
scenarioToAppState siPair@(scene, _) userSeed toRun = do
withLensIO gameState $ scenarioToGameState scene userSeed toRun
withLensIO uiState $ scenarioToUIState siPair
where
withLensIO :: (MonadIO m, MonadState AppState m) => Lens' AppState x -> (x -> IO x) -> m ()
withLensIO l a = do
x <- use l
x' <- liftIO $ a x
l .= x'
-- | Modify the UI state appropriately when starting a new scenario.
scenarioToUIState :: ScenarioInfoPair -> UIState -> IO UIState
scenarioToUIState siPair u =
return $
u
& uiPlaying .~ True
& uiGoal .~ Nothing
& uiFocusRing .~ initFocusRing
& uiInventory .~ Nothing
& uiInventorySort .~ defaultSortOptions
& uiShowFPS .~ False
& uiShowZero .~ True
& lgTicksPerSecond .~ initLgTicksPerSecond
& uiREPL .~ initREPLState (u ^. uiREPL . replHistory)
& uiREPL . replHistory %~ restartREPLHistory
& scenarioRef ?~ siPair