refactor(grfn/xanthous): avoid unnecessary recompilation
hpack is a bit dumb when generating the list of modules for a cabal file's component if multiple of them live in the same directory. Specifically it seems to assume that all modules in the source-dirs of a particular component are also necessary for its compilation. This is quite bad in the case of xanthous since both library and executable have source-dirs: src, so all modules will be compiled twice: Once for the library and then again for the executable despite it depending on the library (actually 4 times in total since we need to build a unprofiled and profiled object for each module…). To fix this we just move Main.hs into its own directory and change the executable's source-dirs, so hpack doesn't get confused anymore. Since all components now have their own source-dirs, unnecessary redundant compilation should be down to 0. The diff of the cabal file shows quite nicely how many module recompilation we've gotten rid of. Change-Id: I2df4fab9b0299b3a2b5d3005508c79b2d9796039 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3533 Tested-by: BuildkiteCI Reviewed-by: tazjin <mail@tazj.in> Reviewed-by: grfn <grfn@gws.fyi>
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module Main ( main ) where
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--------------------------------------------------------------------------------
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import Xanthous.Prelude hiding (finally)
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import Brick
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import qualified Brick.BChan
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import qualified Graphics.Vty as Vty
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import qualified Options.Applicative as Opt
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import System.Random
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import Control.Monad.Random (getRandom)
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import Control.Exception (finally)
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import System.Exit (die)
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--------------------------------------------------------------------------------
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import qualified Xanthous.Game as Game
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import Xanthous.Game.Env (GameEnv(..))
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import Xanthous.App
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import Xanthous.Generators.Level
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( GeneratorInput
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, parseGeneratorInput
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, generateFromInput
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, showCells
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)
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import qualified Xanthous.Entities.Character as Character
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import Xanthous.Generators.Level.Util (regions)
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import Xanthous.Generators.Level.LevelContents
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import Xanthous.Data (Dimensions, Dimensions'(Dimensions))
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import Data.Array.IArray ( amap )
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--------------------------------------------------------------------------------
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data RunParams = RunParams
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{ seed :: Maybe Int
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, characterName :: Maybe Text
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}
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deriving stock (Show, Eq)
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parseRunParams :: Opt.Parser RunParams
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parseRunParams = RunParams
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<$> optional (Opt.option Opt.auto
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( Opt.long "seed"
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<> Opt.help "Random seed for the game."
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))
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<*> optional (Opt.strOption
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( Opt.short 'n'
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<> Opt.long "name"
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<> Opt.help
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( "Name for the character. If not set on the command line, "
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<> "will be prompted for at runtime"
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)
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))
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data Command
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= Run RunParams
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| Load FilePath
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| Generate GeneratorInput Dimensions (Maybe Int)
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parseDimensions :: Opt.Parser Dimensions
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parseDimensions = Dimensions
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<$> Opt.option Opt.auto
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( Opt.short 'w'
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<> Opt.long "width"
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<> Opt.metavar "TILES"
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)
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<*> Opt.option Opt.auto
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( Opt.short 'h'
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<> Opt.long "height"
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<> Opt.metavar "TILES"
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)
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parseCommand :: Opt.Parser Command
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parseCommand = (<|> Run <$> parseRunParams) $ Opt.subparser
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$ Opt.command "run"
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(Opt.info
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(Run <$> parseRunParams)
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(Opt.progDesc "Run the game"))
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<> Opt.command "load"
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(Opt.info
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(Load <$> Opt.argument Opt.str (Opt.metavar "FILE"))
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(Opt.progDesc "Load a saved game"))
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<> Opt.command "generate"
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(Opt.info
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(Generate
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<$> parseGeneratorInput
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<*> parseDimensions
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<*> optional
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(Opt.option Opt.auto (Opt.long "seed"))
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<**> Opt.helper
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)
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(Opt.progDesc "Generate a sample level"))
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optParser :: Opt.ParserInfo Command
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optParser = Opt.info
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(parseCommand <**> Opt.helper)
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(Opt.header "Xanthous: a WIP TUI RPG")
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thanks :: IO ()
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thanks = putStr "\n\n" >> putStrLn "Thanks for playing Xanthous!"
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newGame :: RunParams -> IO ()
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newGame rparams = do
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gameSeed <- maybe getRandom pure $ seed rparams
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when (isNothing $ seed rparams)
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. putStrLn
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$ "Seed: " <> tshow gameSeed
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let initialState = Game.initialStateFromSeed gameSeed &~ do
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for_ (characterName rparams) $ \cn ->
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Game.character . Character.characterName ?= cn
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runGame NewGame initialState `finally` do
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thanks
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when (isNothing $ seed rparams)
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. putStrLn
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$ "Seed: " <> tshow gameSeed
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putStr "\n\n"
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loadGame :: FilePath -> IO ()
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loadGame saveFile = do
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gameState <- maybe (die "Invalid save file!") pure
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=<< Game.loadGame . fromStrict <$> readFile @IO saveFile
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gameState `deepseq` runGame LoadGame gameState
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runGame :: RunType -> Game.GameState -> IO ()
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runGame rt gameState = do
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eventChan <- Brick.BChan.newBChan 10
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let gameEnv = GameEnv eventChan
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app <- makeApp gameEnv rt
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let buildVty = Vty.mkVty Vty.defaultConfig
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initialVty <- buildVty
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_game' <- customMain
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initialVty
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buildVty
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(Just eventChan)
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app
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gameState
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pure ()
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runGenerate :: GeneratorInput -> Dimensions -> Maybe Int -> IO ()
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runGenerate input dims mSeed = do
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putStrLn "Generating..."
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genSeed <- maybe getRandom pure mSeed
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let randGen = mkStdGen genSeed
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res = generateFromInput input dims randGen
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rs = regions $ amap not res
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when (isNothing mSeed)
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. putStrLn
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$ "Seed: " <> tshow genSeed
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putStr "num regions: "
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print $ length rs
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putStr "region lengths: "
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print $ length <$> rs
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putStr "character position: "
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print =<< chooseCharacterPosition res
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putStrLn $ showCells res
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runCommand :: Command -> IO ()
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runCommand (Run runParams) = newGame runParams
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runCommand (Load saveFile) = loadGame saveFile
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runCommand (Generate input dims mSeed) = runGenerate input dims mSeed
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main :: IO ()
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main = runCommand =<< Opt.execParser optParser
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