#4 Increase playerhp
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1 changed files with 27 additions and 10 deletions
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@ -4,11 +4,12 @@ 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))
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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 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 Data.Foldable (find)
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------------------------------ Exported ------------------------------
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@ -50,7 +51,8 @@ execute :: Action -> State -> State
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execute (RetrieveItem id ) s = pickUpItem id s
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execute (UseItem id ) s = useItem id s
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execute (DecreaseHp eid iid) s = decreaseHp eid iid s
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execute (IncreasePlayerHp iid) s = increasePlayerHp iid s
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execute (IncreasePlayerHp iid) s = healedPlayer
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where healedPlayer = s{ player = increasePlayerHp iid (player s)}
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execute _ s = s
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-- Pick up the item with itemId and put it in the players inventory
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@ -58,14 +60,14 @@ execute _ s = s
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pickUpItem :: ItemId -> State -> State
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pickUpItem id s@Playing{ level = level, player = player } = newState
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where (Just (Left pickedUpItem)) = getWithId id level
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newState = s{ level = newLevel, player = newPlayer }
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newLevel = level{ items = filteredItems }
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newState = s{ level = newLevel, player = newPlayer }
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newLevel = level{ items = filteredItems }
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filteredItems = filter (/= pickedUpItem) $ items level
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newPlayer = player{ inventory = newInventory }
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newInventory = pickedUpItem:inventory player
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pickUpItem _ _ = Error "Something went wrong while picking up an item"
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-- Use an item on the player
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-- Use an item
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useItem :: ItemId -> State -> State -- TODO
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useItem _ s = s -- TODO
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@ -79,8 +81,23 @@ decreaseHp _ _ s = s
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-- TODO Break item if durability below zero
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-- Heal a bit
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increasePlayerHp :: ItemId -> State -> State
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increasePlayerHp _ s = s
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-- TODO Increase playerHp
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-- TODO Decrease durability of item
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-- TODO Remove item if durability below zero
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-- Should receive a Player
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increasePlayerHp :: ItemId -> Player -> Player
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increasePlayerHp id p@Player{ playerHp = hp, inventory = inventory} = newPlayer
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where newPlayer = p{ playerHp = newHp, inventory = newInventory newItem }
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(Just usedItem) = find ((== id) . itemId) inventory
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newItem = decreaseDurability usedItem
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newInventory (Just item) = item:filteredInventory
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newInventory _ = filteredInventory
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filteredInventory =filter (/= usedItem) inventory
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newHp = changeHealth hp (itemValue usedItem)
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decreaseDurability :: Item -> Maybe Item
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decreaseDurability item@Item{ useTimes = Nothing } = Just item -- Infinite uses, never breaks
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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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-- 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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changeHealth health _ = health
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