feat(xan): Add a Marker entity type
It's useful, when developing new level gen techniques, to be able to specially mark certain areas of the map during devlopment. This adds a Marker entity type, which renders as a red X on the map and provides a programmable description when examined. In the future it'll probably be nice to toggle markers on/off just like we do with revealAll, but for now it'll be fine to just remove the code to render them like we do with debug traces. Change-Id: Ief5d090809a0a4cbcc28f90e4902a5e38d42eeb5 Reviewed-on: https://cl.tvl.fyi/c/depot/+/724 Reviewed-by: glittershark <grfn@gws.fyi>
This commit is contained in:
parent
cdfae7de48
commit
20bc4aa10d
2 changed files with 45 additions and 0 deletions
42
users/glittershark/xanthous/src/Xanthous/Entities/Marker.hs
Normal file
42
users/glittershark/xanthous/src/Xanthous/Entities/Marker.hs
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
--------------------------------------------------------------------------------
|
||||
module Xanthous.Entities.Marker ( Marker(..) ) where
|
||||
--------------------------------------------------------------------------------
|
||||
import Xanthous.Prelude
|
||||
--------------------------------------------------------------------------------
|
||||
import Data.Aeson
|
||||
import Test.QuickCheck
|
||||
import qualified Graphics.Vty.Attributes as Vty
|
||||
import qualified Graphics.Vty.Image as Vty
|
||||
import Brick.Widgets.Core (raw)
|
||||
--------------------------------------------------------------------------------
|
||||
import Xanthous.Game.State
|
||||
import Xanthous.Data.Entities (EntityAttributes(..))
|
||||
import Xanthous.Data.EntityChar (style)
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | Mark on the map - for use in debugging / development only.
|
||||
newtype Marker = Marker Text
|
||||
deriving stock (Show, Eq, Ord, Generic)
|
||||
deriving anyclass (NFData, CoArbitrary, Function)
|
||||
deriving (Semigroup, Monoid, ToJSON, FromJSON, Arbitrary) via Text
|
||||
|
||||
instance Brain Marker where step = brainVia Brainless
|
||||
|
||||
instance Entity Marker where
|
||||
entityAttributes = const EntityAttributes
|
||||
{ _blocksVision = False
|
||||
, _blocksObject = False
|
||||
, _collision = Stop
|
||||
}
|
||||
description (Marker m) = "[M] " <> m
|
||||
entityChar = const $ "X" & style .~ markerStyle
|
||||
entityCollision = const Nothing
|
||||
|
||||
instance Draw Marker where
|
||||
draw = const . raw $ Vty.char markerStyle 'X'
|
||||
drawPriority = const maxBound
|
||||
|
||||
markerStyle :: Vty.Attr
|
||||
markerStyle = Vty.defAttr
|
||||
`Vty.withForeColor` Vty.red
|
||||
`Vty.withBackColor` Vty.black
|
||||
Loading…
Add table
Add a link
Reference in a new issue