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2022FuncProg-project3-RPGEn.../lib/RPGEngine/Input/Playing.hs

129 lines
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6 KiB
Haskell

module RPGEngine.Input.Playing
( handleInputPlaying
, checkPlaying
, spawnPlayer
, putCoords
) where
import RPGEngine.Input.Core (InputHandler, handle, handleKey, composeInputHandlers, ListSelector (..))
import RPGEngine.Data (Game (..), Layout(..), Level(..), Physical(..), Player(..), State(..), X, Y, Direction (..), Entity (..), Item (..))
import RPGEngine.Data.Game (isLegalMove, isPlayerDead, isPlayerAtExit)
import RPGEngine.Data.Level (directionOffsets, findFirstOf, hasAt, filterActions, getActions)
import Data.Maybe (fromJust, isNothing)
import Graphics.Gloss.Interface.IO.Game (Key(..))
import Graphics.Gloss.Interface.IO.Interact (SpecialKey(..), KeyState(..), Event(..), KeyState(..))
import Prelude hiding (interact)
------------------------------ Exported ------------------------------
handleInputPlaying :: InputHandler Game
handleInputPlaying = composeInputHandlers [
-- Pause the game
handleKey (Char 'p') Down pauseGame,
-- Player movement
handleKey (SpecialKey KeyUp) Down $ movePlayer North,
handleKey (SpecialKey KeyRight) Down $ movePlayer East,
handleKey (SpecialKey KeyDown) Down $ movePlayer South,
handleKey (SpecialKey KeyLeft) Down $ movePlayer West,
handleKey (Char 'w') Down $ movePlayer North,
handleKey (Char 'd') Down $ movePlayer East,
handleKey (Char 's') Down $ movePlayer South,
handleKey (Char 'a') Down $ movePlayer West,
-- Interaction with entities and items
handleKey (SpecialKey KeySpace) Down checkForInteraction,
handleKey (Char 'f') Down checkForInteraction,
handleKey (Char 'i') Down $ toggleInventoryShown True,
handleKey (Char 'i') Up $ toggleInventoryShown False,
handleKey (SpecialKey KeyTab) Down $ toggleInventoryShown True,
handleKey (SpecialKey KeyTab) Up $ toggleInventoryShown False,
handleKey (Char 'r') Down restartGame
]
----------------------------------------------------------------------
-- Set the initial position of the player in a given level.
spawnPlayer :: Level -> Player -> Player
spawnPlayer l@Level{ layout = lay } p@Player{ position = prevPos } = p{ position = newPos }
where try = findFirstOf l Entrance
newPos | isNothing try = prevPos
| otherwise = fromJust try
checkPlaying :: Game -> Game
checkPlaying g@Game{ state = s@Playing{ restart = restart }} = newGame
where newGame | isPlayerDead g = loseGame
| isPlayerAtExit g = g{ state = goToNextLevel s }
| otherwise = g
loseGame = g{ state = Lose{ restart = restart }}
checkPlaying g = g
pauseGame :: Game -> Game
pauseGame g@Game{ state = playing@Playing{} } = pausedGame
where pausedGame = g{ state = Paused playing }
pauseGame g = g
restartGame :: Game -> Game
restartGame g@Game{ state = playing@Playing{ restart = restarted } } = g{ state = restarted }
restartGame g = g{ state = Error "something went wrong while restarting the level"}
-- Go to next level if there is a next level, otherwise, initialize win state.
goToNextLevel :: State -> State
goToNextLevel s@Playing{ levels = levels, level = current, count = count, player = player } = nextState
where nextState | (count + 1) < length levels = nextLevelState
| otherwise = Win
nextLevelState = s{ level = nextLevel, count = count + 1, player = movedPlayer, restart = nextLevelState }
nextLevel = levels !! (count + 1)
movedPlayer = spawnPlayer nextLevel player
goToNextLevel s = s
-- Move a player in a direction if possible.
movePlayer :: Direction -> Game -> Game
movePlayer dir g@Game{ state = s@Playing{ player = p@Player{ position = (x, y) }}} = newGame
where newGame = g{ state = newState }
newState = s{ player = newPlayer }
newPlayer = p{ position = newCoord }
newCoord | isLegalMove dir g = (x + xD, y + yD)
| otherwise = (x, y)
(xD, yD) = directionOffsets dir
movePlayer _ g = g{ state = Error "something went wrong while moving the player" }
checkForInteraction :: Game -> Game
checkForInteraction g@Game{ state = Playing{ level = level, player = player }} = newGame
where newGame | canInteract = interact g
| otherwise = g
canInteract = not $ null $ hasAt pos level
pos = position player
checkForInteraction g = g{ state = Error "something went wrong while checking for entities to interact with" }
interact :: Game -> Game
interact g@Game{ state = s@Playing{ level = level, player = player } } = g{ state = newState }
where newState = ActionSelection actionList selector continue
actionList = filterActions $ getActions $ fromJust $ hasAt pos level
selector = ListSelector 0 False
pos = position player
continue = s
interact g = g{ state = Error "something went wrong while interacting with object"}
toggleInventoryShown :: Bool -> Game -> Game
toggleInventoryShown shown g@Game{ state = s@Playing{ player = p }}= newGame
where newGame = g{ state = newState }
newState = s{ player = newPlayer }
newPlayer = p{ showInventory = shown }
toggleInventoryShown _ g = g{ state = Error "something went wrong while working inventory" }
-- Map all Physicals onto coordinates
putCoords :: Level -> [(X, Y, Physical)]
putCoords l@Level{ layout = lay } = concatMap (\(a, bs) -> map (\(b, c) -> (b, a, c)) bs) numberedList
where numberedStrips = reverse $ zip [0::Int .. ] $ reverse lay
numberedList = map (\(x, strip) -> (x, zip [0::Int ..] strip)) numberedStrips
-- putCoords l = concatMap numberColumns intermediate
-- where numberColumns (rowIndex, numberedRow) = map (\(colIndex, cell) -> (colIndex, rowIndex, cell)) numberedRow
-- intermediate = zip [0 .. ] numberedRows
-- numberedRows = zip [0::X .. ] $ layout l