#4 Attack
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6 changed files with 59 additions and 21 deletions
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@ -91,4 +91,10 @@ isInventoryFull p = inventorySize <= length (inventory p)
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-- Check if the inventory of the player contains an item.
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inventoryContains :: ItemId -> Player -> Bool
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inventoryContains id p = any ((== id) . itemId) $ inventory p
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inventoryContains id p = any ((== id) . itemId) $ inventory p
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-- Retrieve an item from inventory
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itemFromInventory :: ItemId -> [Item] -> (Maybe Item, [Item])
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itemFromInventory iid list = (match, filteredList)
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where match = find ((== iid) . itemId) list
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filteredList = filter ((/= iid) . itemId) list
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@ -4,11 +4,11 @@ module RPGEngine.Input.ActionSelection
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import RPGEngine.Input.Core (InputHandler, handleKey, composeInputHandlers, ListSelector (selection))
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import RPGEngine.Data (Game (..), State (..), Direction (..), Action (..), ItemId, EntityId, Level (..), Player (inventory, playerHp, Player), Item (..), HP)
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import RPGEngine.Data (Game (..), State (..), Direction (..), Action (..), ItemId, EntityId, Level (..), Player (inventory, playerHp, Player), Item (..), HP, Entity (..))
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import Graphics.Gloss.Interface.IO.Game (Key(SpecialKey), SpecialKey (KeyUp, KeyDown))
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import Graphics.Gloss.Interface.IO.Interact
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( SpecialKey(..), KeyState(..) )
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import RPGEngine.Data.Level (getWithId)
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import RPGEngine.Data.Level (getWithId, itemFromInventory)
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import Data.Foldable (find)
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------------------------------ Exported ------------------------------
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@ -72,13 +72,30 @@ useItem :: ItemId -> State -> State -- TODO
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useItem _ s = s -- TODO
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-- Attack an entity using an item
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-- Should receive a Playing state
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decreaseHp :: EntityId -> ItemId -> State -> State
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decreaseHp _ _ s = s
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-- TODO DecreaseHp of monster
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-- TODO Check if monster is dead
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-- TODO Entity attack player
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-- TODO Decrease durability of item
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-- TODO Break item if durability below zero
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decreaseHp eid iid s@Playing{ level = level, player = player } = newState
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where newState = s{ level = newLevel, player = newPlayer }
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-- Change player
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(Just usingItem) = find ((== iid) . itemId) (inventory player)
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usedItem = decreaseDurability usingItem
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newInventory = filter (/= usingItem) $ inventory player
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newPlayer = player{ inventory = putItemBack usedItem newInventory, playerHp = newHp }
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putItemBack Nothing inv = inv
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putItemBack (Just item) inv = item:inv
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newHp = changeHealth (playerHp player) damageGetAmount -- Damage dealt by entity
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damageDealAmount = itemValue usingItem
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-- Change entity
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(Just (Right attackedEntity)) = getWithId eid level
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newLevel = level{ entities = putEntityBack dealtWithEntity newEntities }
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newEntities = filter ((/= eid) . entityId) $ entities level
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dealtWithEntity = decreaseHealth attackedEntity damageDealAmount
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putEntityBack Nothing list = list
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putEntityBack (Just ent) list = ent:list
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damageGetAmount = inverse (entityValue attackedEntity)
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inverse (Just val) = Just (-val)
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inverse Nothing = Nothing
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decreaseHp _ _ _ = Error "something went wrong while attacking"
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-- Heal a bit
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-- Should receive a Player
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@ -97,6 +114,12 @@ decreaseDurability item@Item{ useTimes = Nothing } = Just item -- Infinite uses
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decreaseDurability item@Item{ useTimes = Just val } | 0 < val - 1 = Just item{ useTimes = Just (val - 1) }
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| otherwise = Nothing -- Broken
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decreaseHealth :: Entity -> Maybe Int -> Maybe Entity
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decreaseHealth entity@Entity{ entityHp = Nothing } _ = Just entity
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decreaseHealth entity@Entity{ entityHp = Just val } (Just i) | 0 < val - i = Just entity{ entityHp = Just (val - i) }
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| otherwise = Nothing
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decreaseHealth entity _ = Just entity
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-- Change given health by a given amount
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changeHealth :: HP -> HP -> HP
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changeHealth (Just health) (Just difference) = Just (health + difference)
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@ -139,7 +139,7 @@ action = try $ do
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let answer | script == "leave" = Leave
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| script == "retrieveItem" = RetrieveItem arg
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| script == "useItem" = UseItem arg
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| script == "decreaseHp" = DecreaseHp first second
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| script == "decreaseHp" = DecreaseHp first (filter (/= ' ') second) -- TODO Work this hack away
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| script == "increasePlayerHp" = IncreasePlayerHp arg
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| otherwise = DoNothing
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(first, ',':second) = break (== ',') arg
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@ -1,4 +1,4 @@
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import RPGEngine
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import RPGEngine ( playRPGEngine )
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----------------------------- Constants ------------------------------
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@ -6,7 +6,6 @@ import RPGEngine.Data
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import RPGEngine.Parse.Core
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import RPGEngine.Parse.TextToStructure
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import RPGEngine.Parse.StructureToGame
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import RPGEngine.Parse.TextToStructure (gameFile)
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spec :: Spec
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spec = do
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@ -40,7 +39,7 @@ spec = do
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pendingWith "Still need to write this"
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it "Game with multiple levels" $ do
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pendingWith "Still need to write this"
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describe "Player" $ do
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it "cannot die" $ do
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let input = "player: { hp: infinite, inventory: [] }"
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@ -65,7 +64,7 @@ spec = do
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}
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Right (Entry (Tag "player") struct) = parseWith structure input
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structureToPlayer struct `shouldBe` correct
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it "with inventory" $ do
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let input = "player: { hp: 50, inventory: [ { id: \"dagger\", x: 0, y: 0, name: \"Dolk\", description: \"Basis schade tegen monsters\", useTimes: infinite, value: 10, actions: {} } ] }"
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correct = Player {
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@ -95,7 +94,7 @@ spec = do
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correct = Item {
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itemId = "dagger",
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itemX = 0,
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itemY = 0,
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itemY = 0,
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itemName = "Dagger",
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itemDescription = "Basic dagger you found somewhere",
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itemValue = Just 10,
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@ -104,7 +103,7 @@ spec = do
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}
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Right struct = parseWith structure input
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structureToItem struct `shouldBe` correct
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it "with actions" $ do
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let input = "{ id: \"key\", x: 3, y: 1, name: \"Doorkey\", description: \"Unlocks a secret door\", useTimes: 1, value: 0, actions: { [not(inventoryFull())] retrieveItem(key), [] leave() } }"
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correct = Item {
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@ -122,30 +121,36 @@ spec = do
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}
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Right struct = parseWith structure input
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structureToItem struct `shouldBe` correct
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describe "Actions" $ do
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it "no conditions" $ do
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let input = "{[] leave()}"
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correct = [([], Leave)]
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Right struct = parseWith structure input
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structureToActions struct `shouldBe` correct
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it "single condition" $ do
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let input = "{ [inventoryFull()] useItem(itemId)}"
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correct = [([InventoryFull], UseItem "itemId")]
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Right struct = parseWith structure input
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structureToActions struct `shouldBe` correct
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it "multiple conditions" $ do
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let input = "{ [not(inventoryFull()), inventoryContains(itemId)] increasePlayerHp(itemId)}"
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correct = [([Not InventoryFull, InventoryContains "itemId"], IncreasePlayerHp "itemId")]
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Right struct = parseWith structure input
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structureToActions struct `shouldBe` correct
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it "DecreaseHp(entityid, itemid)" $ do
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let input = "{ [] decreaseHp(devil, sword) }"
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correct = [([], DecreaseHp "devil" "sword")]
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Right struct = parseWith structure input
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structureToActions struct `shouldBe` correct
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describe "Entities" $ do
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it "Simple entity" $ do
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pendingWith "still need to write this"
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describe "Level" $ do
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it "Simple layout" $ do
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let input = "{ layout: { | * * * * * *\n| * s . . e *\n| * * * * * *\n }, items: [], entities: [] }"
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@ -146,10 +146,14 @@ spec = do
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correct = Right $ Regular $ Action $ UseItem "secondId"
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parseWith regular input `shouldBe` correct
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let input = "decreaseHp(entityId,objectId)"
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let input = "decreaseHp(entityId, objectId)"
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correct = Right $ Regular $ Action $ DecreaseHp "entityId" "objectId"
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parseWith regular input `shouldBe` correct
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let input = "decreaseHp(entityId,objectId)"
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correct = Right $ Regular $ Action $ DecreaseHp "entityId" "objectId"
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parseWith regular input `shouldBe` correct
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let input = "increasePlayerHp(objectId)"
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correct = Right $ Regular $ Action $ IncreasePlayerHp "objectId"
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parseWith regular input `shouldBe` correct
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