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|
{-# LANGUAGE ViewPatterns, RecordWildCards, OverloadedStrings, FlexibleContexts, RankNTypes #-}
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.Set (Set)
import qualified Data.Set as Set
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 Control.Monad.List
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
import Debug.Trace
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 = do
{ stateMaintenance
; stateOutline >>= (\str -> if null str then return () else shellPutStr str)
; gets focusNotes >>= (\str -> if null str then return () else shellPutStr 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"
, cmd "note" addNote "Add a note to the current focus"
, cmd "hit" takeHit "Damage the focused entity"
, cmd "fatigue" takeFatigue "Inflict fatigue damage upon the focused entity"
]
, wordBreakChars = wordBreakChars initialShellDescription \\ [',', '*']
}
void $ runShell description haskelineBackend (def :: GameState)
stateOutline :: Sh GameState String
stateOutline = do
st <- get
case st of
st | null (st ^. priorityQueue) -> return ""
| otherwise -> unlines <$> mapM table (st ^. gRounds')
where
table :: Int -> Sh GameState String
table round = do
factions <- map (view faction') <$> use inhabitedFactions
st <- get
let
roundStr 0 = "Current Round"
roundStr 1 = "Next Round"
roundStr n = show n ++ " Rounds later"
pQueue = filter (\(v, _) -> round == v ^. seqRound . _Wrapped) $ st ^. priorityQueue
protoRows = groupBy ((==) `on` fst) pQueue
faction id = fromJust $ view eFaction <$> Map.lookup id (st ^. gEntities)
rowGs :: Sh GameState [RowGroup]
rowGs = runListT $ do
rowGroup'@((seq, _):_) <- ListT $ return protoRows
let
rowGroup = map snd rowGroup'
factionColumn i = runListT $ do
x <- ListT $ return rowGroup
guard $ factionIndex x == i
toDesc x
factionIndex id = fromJust $ elemIndex (view faction' $ faction id) factions
colsAllG top . ([maybe "" show $ view seqVal seq] :) <$> mapM factionColumn [0..(length factions - 1)]
layoutTableToString <$> rowGs <*> pure (Just (roundStr round : factions, repeat def)) <*> pure (repeat def) <*> pure unicodeBoldHeaderS
focusNotes :: GameState -> String
focusNotes = maybe "" (unlines . map dotted) . preview (gFocus' . eNotes)
where
dotted "" = " • "
dotted str
| fstL : [] <- lines str = " • " ++ fstL
| fstL : tailL <- lines str = " • " ++ fstL ++ "\n" ++ unlines (map (" " ++ ) tailL)
| otherwise = ""
stateMaintenance :: Sh GameState ()
stateMaintenance = do
void . runMaybeT $ do
focusId <- MaybeT $ use gFocus
name <- lift $ toName focusId
let
lStats :: Traversal' GameState Stats
lStats = gEntities . ix focusId . eStats
evalF formula = do
stats <- MaybeT $ preuse lStats
(nStats, x) <- (evalFormula name :: Stats -> FormulaM Stats a -> MaybeT (Sh GameState) (Stats, a)) stats formula
lStats .= nStats
return x
isDead <- evalF =<< MaybeT (preuse $ lStats . sDead)
isUnconscious <- evalF =<< MaybeT (preuse $ lStats . sUnconscious)
guard $ isDead || isUnconscious
when isDead . lift . shellPutStrLn $ name ++ " died"
when isUnconscious . lift . shellPutStrLn $ name ++ " is unconscious"
gFocus' . eSeqVal .= Nothing
gFocus .= Nothing
-- 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 (‘#<n>’)"
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 (‘#<n>’)"
| otherwise = do
let nameTemplate' = templateSafe $ Text.pack nameTemplate
case nameTemplate' of
Left _ -> shellPutErrLn "Invalid template – ‘$n’ gets replaced by [1..<n>], ‘$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
addNote :: String -> Sh GameState ()
addNote note = withFocus $ \focusId -> gEntities . ix focusId . eNotes %= (note :)
doShock :: Int -> Traversal' Stats ShockEffect -> Sh GameState ()
doShock dmg efLens = withFocus $ \focusId -> do
let
lStats :: Traversal' GameState Stats
lStats = gEntities . ix focusId . eStats
name <- toName focusId
void . runMaybeT $ do
cripple <- MaybeT . preuse $ lStats . efLens
let -- evalF formula = do
-- stats <- MaybeT $ preuse lStats
-- (nStats, x) <- (evalFormula name :: Stats -> FormulaM Stats a -> MaybeT (Sh GameState) (Stats, a)) stats formula
-- lStats .= nStats
-- return x
evalF = MaybeT . focusState lStats . evalFormula' name
cVar cLens = evalF =<< MaybeT (preuse $ lStats . (cripple ^. cLens))
bar <- cVar seBar
val <- cVar seVal
reBar <- cVar seReBar
if cripple ^. seApplied
then guard $ dmg >= reBar
else guard $ val >= bar
lStats . efLens . seApplied .= True
(CI.original -> effectName, effect) <- view _Effect <$> (evalF . table $ cripple ^. seEffect)
lStats <~ (MaybeT . fmap join . runMaybeT $ evalF effect)
lift $ shellPutStrLn effectName
lift . addNote $ "Effect: " ++ effectName
takeHit :: Int -> Completable (Set Hitzone) -> Completable DamageType -> Sh GameState ()
takeHit dmg a1 a2 = flip withArg a1 $ \zones -> flip withArg a2 $ \dType -> withFocus $ \focusId -> forM_ zones $ \zone -> void . runMaybeT $ do
let
lStats :: Traversal' GameState Stats
lStats = gEntities . ix focusId . eStats
name <- toName focusId
armor <- MaybeT . preuse $ lStats . sArmor . ix zone
dmg' <- MaybeT . focusState lStats . evalFormula' name $ absorb armor dType dmg
forM_ (Map.toList dmg') $ \(dType, dmg) -> lift . runMaybeT $ do
guard $ dmg > 0
lift $ shellPutStrLn $ name ++ " took " ++ show dmg ++ " " ++ show dType
case dType of
Fatigue -> lStats . sFatigue += dmg
_ -> lStats . sDamage . ix zone += dmg
case dType of
Fatigue -> lift $ doShock dmg sFatigueShock
_ -> lift $ do
doShock dmg (sCripple . ix zone)
doShock dmg sPainShock
takeFatigue :: Int -> Sh GameState ()
takeFatigue dmg = withFocus $ \focusId -> do
gEntities . ix focusId . eStats . sFatigue += dmg
doShock dmg sFatigueShock
|