{-# LANGUAGE ViewPatterns, RecordWildCards, OverloadedStrings, FlexibleContexts #-} import Control.Monad import Control.Lens hiding (Context(..)) import System.Console.Shell import System.Console.Shell.ShellMonad import System.Console.Shell.Backend.Haskeline import System.Console.ANSI (setSGRCode, SGR(..), ConsoleLayer(..), ConsoleIntensity(..), ColorIntensity(..), Color(..)) import System.Environment.XDG.BaseDir import System.FilePath import System.Directory import Data.Default import Data.CaseInsensitive (CI) import qualified Data.CaseInsensitive as CI import Data.Map.Strict (Map) import qualified Data.Map.Strict as Map import Data.Bimap (Bimap) import qualified Data.Bimap as Bimap import Data.List import Data.List import Data.Maybe import Data.Bool import Data.Function import Control.Monad.State.Strict import Control.Monad.Trans.Maybe import Sequence.Types import Sequence.Contact.Types import Sequence.Contact.Archetypes import Sequence.Contact.Tests import Sequence.Utils import Sequence.Formula import Text.Layout.Table import Text.Read (readMaybe) import Data.Text (Text) import qualified Data.Text as Text import qualified Data.Text.Lazy as Lazy (Text) import qualified Data.Text.Lazy as Lazy.Text import Data.Text.Template main :: IO () main = do historyFile <- getUserCacheFile "sequence" "history" createDirectoryIfMissing True $ takeDirectory historyFile let description = initialShellDescription { historyFile = Just historyFile , prompt = \st -> return $ maybe "" (++ " ") ((evalState ?? st) . toName <$> view gFocus st) ++ "→ " , beforePrompt = gets stateOutline >>= (\str -> if null str then return () else shellPutStrLn str) , commandStyle = OnlyCommands , shellCommands = [ exitCommand "exit" , helpCommand "help" , cmd "entities" listEntities "List all entities" , cmd "tip" focusTip "Focus the entity at the top of the queue" , cmd "focus" setFocus "Focus a specific entity" , cmd "blur" blur "Focus no entity" , cmd "remove" remove "Remove the focused entity from the queue" , cmd "factions" listFactions "List all inhabited factions" , cmd "name'" renameFaction "Rename a faction – merge if new name is taken" , cmd "members" listFaction "List all members of a faction" , cmd "align" alignEntity "Align the focused entity to a faction – creating it, if necessary" , cmd "name" nameEntity "Name the current entity overriding previous name assignments" , cmd "spawn" spawnEntity "Create a new entity from an archetype focusing on it" , cmd "spawn'" spawnFaction "Create a new faction and spawn multiple copies of an archetype in it" , cmd "test" rollTest "Roll a test using the stats of the currently focused entity" , cmd "combat" entitySeqVal "Roll sequence value for the current focus and enter combat" , cmd "combat'" factionSeqVal "Roll sequence values for all members of a faction and have them enter combat" , cmd "spend" spendSeq "Spend some of the current focus´ AP" , cmd "delay" delay "Spend AP until the current focus´ sequence is no higher than the next highest" ] } void $ runShell description haskelineBackend (def :: GameState) stateOutline :: GameState -> String stateOutline st | null (st ^. priorityQueue) = "" | otherwise = unlines . map table $ st ^. gRounds' where table round = layoutTableToString rowGs (Just (roundStr round : factions, repeat def)) (repeat def) unicodeBoldHeaderS where pQueue = filter (\(v, _) -> round == v ^. seqRound . _Wrapped)$ st ^. priorityQueue protoRows = groupBy ((==) `on` fst) pQueue faction id = fromJust $ view eFaction <$> Map.lookup id (st ^. gEntities) factionIndex id = fromJust $ elemIndex (view faction' $ faction id) factions rowGs = do rowGroup'@((seq, _):_) <- protoRows let rowGroup = map snd rowGroup' factionColumn i = [evalState ?? st $ toName x | x <- rowGroup, factionIndex x == i ] return . colsAllG top $ [maybe "" show $ view seqVal seq] : map factionColumn [0..(length factions - 1)] roundStr 0 = "Current Round" roundStr 1 = "Next Round" roundStr n = show n ++ " Rounds later" factions = map (view faction') $ st ^. inhabitedFactions -- Query state listFactions, listEntities :: Sh GameState () listFactions = use inhabitedFactions >>= mapM_ (shellPutStrLn . view faction') listEntities = use (gEntities . to Map.keys) >>= mapM_ (shellPutStrLn <=< toName) -- Automatic focus focusTip, blur :: Sh GameState () focusTip = gFocus <~ preuse tip blur = gFocus .= Nothing -- Manual focus setFocus :: Completable EntityIdentifier -> Sh GameState () setFocus = withArg $ \ident -> gFocus ?= ident -- Drop information remove :: Sh GameState () remove = withFocus $ \ident -> do name <- toName ident confirmation <- askBool ("Are you sure you want to remove ‘" ++ name ++ "’?") False when confirmation $ do gEntities %= Map.delete ident gEntityNames %= Bimap.delete ident blur -- Manage Entity spawnEntity :: Completable Entity -> Sh GameState () spawnEntity = withArg $ \entity -> do identifier <- use gNextId' modify $ insertEntity entity gFocus ?= identifier nameEntity :: String -> Sh GameState () nameEntity ('#':_) = shellPutErrLn "We do not allow names that might shadow explicit access to entities via their number (‘#’)" nameEntity name = withFocus $ \ident -> modifying gEntityNames $ Bimap.insert ident (name ^. entityName) -- Manage faction listFaction, alignEntity :: Completable Faction -> Sh GameState () listFaction = withArg $ \qFaction -> use gEntities >>= mapM_ (shellPutStrLn <=< toName) . Map.keys . Map.filter ((==) qFaction . view eFaction) alignEntity = withArg $ \nFaction -> withFocus $ \ident -> gEntities %= Map.adjust (set eFaction nFaction) ident renameFaction :: Completable Faction -> Completable Faction -> Sh GameState () renameFaction f1' f2' = withArg (\f1 -> withArg (\f2 -> renameFaction' f1 f2) f2') f1' where renameFaction' f1 f2 = modifying (gEntities . each . eFaction) (\cF -> bool cF f2 $ cF == f1) spawnFaction :: Completable Faction -> Integer -> Completable Entity -> String -> Sh GameState () spawnFaction cFaction num cEntity nameTemplate | ('#':_) <- nameTemplate = shellPutErrLn "We do not allow names that might shadow explicit access to entities via their number (‘#’)" | otherwise = do let nameTemplate' = templateSafe $ Text.pack nameTemplate case nameTemplate' of Left _ -> shellPutErrLn "Invalid template – ‘$n’ gets replaced by [1..], ‘$faction’ gets replaced by name of faction, and ‘$i’ gets replaced by a numerical identifier – quote ‘$’ as ‘$$’" Right nameTemplate -> withArg (\faction -> withArg (\entity -> mapM_ (spawnFaction' faction entity nameTemplate) [1..num]) cEntity) cFaction where spawnFaction' faction entity nameTemplate num = do identifier <- use gNextId' let name = Lazy.Text.unpack <$> renderA nameTemplate (context num) context num "i" = Just . Text.pack $ review entityId' identifier context num "n" = Just . Text.pack $ show num context num "faction" = Just . Text.pack $ faction ^. faction' context num _ = Nothing modify $ insertEntity entity maybe (return ()) (nameEntity identifier) name gEntities %= Map.adjust (set eFaction faction) identifier nameEntity identifier name = modifying gEntityNames $ Bimap.insert identifier (name ^. entityName) -- Dice rolls rollTest :: Completable (FormulaM Stats Test) -> Sh GameState () rollTest = withArg $ enactTest' >=> maybe (return ()) (shellPutStrLn . ppResult) where ppResult result = pad 3 (show $ result^.rWith) ++ ": " ++ setSGRCode (colour result) ++ name result ++ setSGRCode [] ++ " by " ++ pad 2 (show $ result^.rBy) ++ "pp" colour CritSuccess{..} = [SetColor Foreground Vivid Green, SetConsoleIntensity BoldIntensity] colour Success{..} = [SetColor Foreground Dull Green] colour Failure{..} = [SetColor Foreground Dull Red] colour CritFailure{..} = [SetColor Foreground Vivid Red, SetConsoleIntensity BoldIntensity] name CritSuccess{..} = "Critical Success" name Success{..} = "Success" name Failure{..} = "Failure" name CritFailure{..} = "Critical Failure" pad n str | length str >= n = str | otherwise = ' ' : pad (n - 1) str enactTest' :: (FormulaM Stats Test) -> Sh GameState (Maybe TestResult) enactTest' test = withFocus' $ \focus -> do focusName <- use gFocus >>= toName . fromJust (newFocus, result) <- evalFormula focusName focus (enactTest =<< test) gFocus' .= newFocus return result entitySeqVal :: Sh GameState () entitySeqVal = withFocus entitySeqVal' factionSeqVal :: Completable Faction -> Sh GameState () factionSeqVal = withArg $ \qFaction -> use gEntities >>= mapM_ (entitySeqVal') . Map.keys . Map.filter ((==) qFaction . view eFaction) entitySeqVal' :: EntityIdentifier -> Sh GameState () entitySeqVal' ident = void . runMaybeT $ do entity <- MaybeT $ preuse (gEntities . ix ident) sVal <- MaybeT . return $ preview (eStats . sSeqVal) entity name <- toName ident round <- use gRound (newEntity, sNum) <- evalFormula name entity sVal let val = Just $ def & set (seqRound . _Wrapped) round & set seqVal (Just sNum) & set seqEpsilon (entity ^. eStats . sSeqEpsilon) gEntities . at ident .= Just (newEntity & set eSeqVal val) spendSeq :: Int -> Sh GameState () spendSeq n = withFocus $ \focusId -> do gEntities . ix focusId . eStats . sSequence . _Just . seqVal . _Just -= n delay :: Sh GameState () delay = withFocus $ \focusId -> () <$ runMaybeT (delay' focusId) where delay' focusId = do tipId <- MaybeT $ preuse tip tipSeq <- MaybeT . preuse $ gEntities . ix tipId . eStats . sSequence . _Just . seqVal . _Just focusSeq <- MaybeT . preuse $ gEntities . ix focusId . eStats . sSequence . _Just . seqVal . _Just guard $ focusSeq > tipSeq lift . spendSeq $ focusSeq - tipSeq