Rather than blindly taking one entity from the list when we have multiple entities on the same tile, add a `drawPriority` method to the Draw typeclass which allows individual entities to request to be drawn on top - this avoids the "noodles floating over your head" bug we saw before.
89 lines
2.4 KiB
Haskell
89 lines
2.4 KiB
Haskell
{-# LANGUAGE TemplateHaskell #-}
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module Xanthous.Entities.Character
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( Character(..)
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, characterName
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, inventory
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, characterDamage
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, characterHitpoints
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, speed
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-- *
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, mkCharacter
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, pickUpItem
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, isDead
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, damage
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) where
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--------------------------------------------------------------------------------
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import Xanthous.Prelude
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--------------------------------------------------------------------------------
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import Test.QuickCheck
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import Test.QuickCheck.Instances.Vector ()
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import Test.QuickCheck.Arbitrary.Generic
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import Brick
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import Data.Aeson.Generic.DerivingVia
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import Data.Aeson (ToJSON, FromJSON)
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--------------------------------------------------------------------------------
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import Xanthous.Entities
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import Xanthous.Entities.Item
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import Xanthous.Data (TicksPerTile)
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--------------------------------------------------------------------------------
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data Character = Character
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{ _inventory :: !(Vector Item)
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, _characterName :: !(Maybe Text)
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, _characterDamage :: !Word
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, _characterHitpoints :: !Word
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, _speed :: TicksPerTile
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}
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deriving stock (Show, Eq, Generic)
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deriving anyclass (CoArbitrary, Function)
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deriving (ToJSON, FromJSON)
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via WithOptions '[ FieldLabelModifier '[Drop 1] ]
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Character
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makeLenses ''Character
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scrollOffset :: Int
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scrollOffset = 5
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instance Draw Character where
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draw _ = visibleRegion rloc rreg $ str "@"
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where
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rloc = Location (negate scrollOffset, negate scrollOffset)
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rreg = (2 * scrollOffset, 2 * scrollOffset)
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drawPriority = const maxBound -- Character should always be on top, for now
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-- the character does not (yet) have a mind of its own
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instance Brain Character where step = brainVia Brainless
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instance Entity Character where
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blocksVision _ = False
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description _ = "yourself"
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instance Arbitrary Character where
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arbitrary = genericArbitrary
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initialHitpoints :: Word
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initialHitpoints = 10
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defaultSpeed :: TicksPerTile
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defaultSpeed = 100
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mkCharacter :: Character
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mkCharacter = Character
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{ _inventory = mempty
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, _characterName = Nothing
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, _characterDamage = 1
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, _characterHitpoints = initialHitpoints
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, _speed = defaultSpeed
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}
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isDead :: Character -> Bool
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isDead = (== 0) . view characterHitpoints
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pickUpItem :: Item -> Character -> Character
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pickUpItem item = inventory %~ (item <|)
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damage :: Word -> Character -> Character
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damage amount = characterHitpoints %~ \case
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n | n <= amount -> 0
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| otherwise -> n - amount
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