Add items and inventory

Add a new "Item" entity, which pulls from the previously-existent
ItemType raw, and add a "PickUp" command which takes the (currently
*only*) item off the ground and puts it into the inventory.
This commit is contained in:
Griffin Smith 2019-09-19 13:56:14 -04:00
parent 15895c69fe
commit 62a2e05ef2
20 changed files with 365 additions and 106 deletions

View file

@ -1,21 +1,45 @@
--------------------------------------------------------------------------------
module Xanthous.Generators.LevelContents
( chooseCharacterPosition
, randomItems
) where
--------------------------------------------------------------------------------
import Xanthous.Prelude
import Xanthous.Prelude
--------------------------------------------------------------------------------
import Control.Monad.Random
import Data.Array.IArray (amap)
import Control.Monad.Random
import Data.Array.IArray (amap, bounds, rangeSize)
--------------------------------------------------------------------------------
import Xanthous.Generators.Util
import Xanthous.Random
import Xanthous.Generators.Util
import Xanthous.Random
import Xanthous.Data (Position, positionFromPair)
import Xanthous.Data.EntityMap (EntityMap, _EntityMap)
import Xanthous.Entities.Item (Item(..))
import Xanthous.Entities.Raws
import Xanthous.Entities.RawTypes
import qualified Xanthous.Entities.Item as Item
--------------------------------------------------------------------------------
chooseCharacterPosition :: MonadRandom m => Cells -> m (Word, Word)
chooseCharacterPosition cells = choose $ impureNonNull candidates
chooseCharacterPosition :: MonadRandom m => Cells -> m Position
chooseCharacterPosition = randomPosition
randomItems :: MonadRandom m => Cells -> m (EntityMap Item)
randomItems cells = do
let len = rangeSize $ bounds cells
(numItems :: Int) <- floor . (* fromIntegral len)
<$> getRandomR @_ @Float (0.0004, 0.001)
items <- for [0..numItems] $ const do
pos <- randomPosition cells
itemType <- fmap (fromMaybe (error "no item raws!"))
. choose . ChooseElement
$ rawsWithType @ItemType
let item = Item.newWithType itemType
pure (pos, item)
pure $ _EntityMap # items
randomPosition :: MonadRandom m => Cells -> m Position
randomPosition cells = fmap positionFromPair . choose $ impureNonNull candidates
where
-- cells ends up with true = wall, we want true = can put a character here
-- cells ends up with true = wall, we want true = can put an item here
placeableCells = amap not cells
-- find the largest contiguous region of cells in the cave.