{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE QuasiQuotes #-}
{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE ViewPatterns #-}
module Swarm.TUI.Model.Menu where
import Brick.Widgets.Dialog (Dialog)
import Brick.Widgets.List qualified as BL
import Control.Lens hiding (from, (<.>))
import Data.List.NonEmpty (NonEmpty (..))
import Data.List.NonEmpty qualified as NE
import Data.Map qualified as M
import Data.Text (Text)
import Data.Vector qualified as V
import Swarm.Game.Achievement.Definitions
import Swarm.Game.Entity as E
import Swarm.Game.ScenarioInfo (
ScenarioCollection,
ScenarioInfo (..),
ScenarioInfoPair,
ScenarioItem (..),
scMap,
scenarioCollectionToList,
)
import Swarm.Game.State
import Swarm.TUI.Model.Name
import Swarm.Util
import System.FilePath (dropTrailingPathSeparator, splitPath, takeFileName)
import Witch (into)
data ScenarioOutcome = WinModal | LoseModal
deriving (Int -> ScenarioOutcome -> ShowS
[ScenarioOutcome] -> ShowS
ScenarioOutcome -> FilePath
forall a.
(Int -> a -> ShowS) -> (a -> FilePath) -> ([a] -> ShowS) -> Show a
showList :: [ScenarioOutcome] -> ShowS
$cshowList :: [ScenarioOutcome] -> ShowS
show :: ScenarioOutcome -> FilePath
$cshow :: ScenarioOutcome -> FilePath
showsPrec :: Int -> ScenarioOutcome -> ShowS
$cshowsPrec :: Int -> ScenarioOutcome -> ShowS
Show)
data ModalType
= HelpModal
| RecipesModal
| CommandsModal
| MessagesModal
| EntityPaletteModal
| TerrainPaletteModal
| RobotsModal
| ScenarioEndModal ScenarioOutcome
| QuitModal
| KeepPlayingModal
| DescriptionModal Entity
| GoalModal
deriving (Int -> ModalType -> ShowS
[ModalType] -> ShowS
ModalType -> FilePath
forall a.
(Int -> a -> ShowS) -> (a -> FilePath) -> ([a] -> ShowS) -> Show a
showList :: [ModalType] -> ShowS
$cshowList :: [ModalType] -> ShowS
show :: ModalType -> FilePath
$cshow :: ModalType -> FilePath
showsPrec :: Int -> ModalType -> ShowS
$cshowsPrec :: Int -> ModalType -> ShowS
Show)
data ButtonAction
= Cancel
| KeepPlaying
| StartOver Seed ScenarioInfoPair
| QuitAction
| Next ScenarioInfoPair
data Modal = Modal
{ Modal -> ModalType
_modalType :: ModalType
, Modal -> Dialog ButtonAction Name
_modalDialog :: Dialog ButtonAction Name
}
makeLenses ''Modal
data MainMenuEntry
= NewGame
| Tutorial
| Achievements
| Messages
| About
| Quit
deriving (MainMenuEntry -> MainMenuEntry -> Bool
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: MainMenuEntry -> MainMenuEntry -> Bool
$c/= :: MainMenuEntry -> MainMenuEntry -> Bool
== :: MainMenuEntry -> MainMenuEntry -> Bool
$c== :: MainMenuEntry -> MainMenuEntry -> Bool
Eq, Eq MainMenuEntry
MainMenuEntry -> MainMenuEntry -> Bool
MainMenuEntry -> MainMenuEntry -> Ordering
MainMenuEntry -> MainMenuEntry -> MainMenuEntry
forall a.
Eq a
-> (a -> a -> Ordering)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> a)
-> (a -> a -> a)
-> Ord a
min :: MainMenuEntry -> MainMenuEntry -> MainMenuEntry
$cmin :: MainMenuEntry -> MainMenuEntry -> MainMenuEntry
max :: MainMenuEntry -> MainMenuEntry -> MainMenuEntry
$cmax :: MainMenuEntry -> MainMenuEntry -> MainMenuEntry
>= :: MainMenuEntry -> MainMenuEntry -> Bool
$c>= :: MainMenuEntry -> MainMenuEntry -> Bool
> :: MainMenuEntry -> MainMenuEntry -> Bool
$c> :: MainMenuEntry -> MainMenuEntry -> Bool
<= :: MainMenuEntry -> MainMenuEntry -> Bool
$c<= :: MainMenuEntry -> MainMenuEntry -> Bool
< :: MainMenuEntry -> MainMenuEntry -> Bool
$c< :: MainMenuEntry -> MainMenuEntry -> Bool
compare :: MainMenuEntry -> MainMenuEntry -> Ordering
$ccompare :: MainMenuEntry -> MainMenuEntry -> Ordering
Ord, Int -> MainMenuEntry -> ShowS
[MainMenuEntry] -> ShowS
MainMenuEntry -> FilePath
forall a.
(Int -> a -> ShowS) -> (a -> FilePath) -> ([a] -> ShowS) -> Show a
showList :: [MainMenuEntry] -> ShowS
$cshowList :: [MainMenuEntry] -> ShowS
show :: MainMenuEntry -> FilePath
$cshow :: MainMenuEntry -> FilePath
showsPrec :: Int -> MainMenuEntry -> ShowS
$cshowsPrec :: Int -> MainMenuEntry -> ShowS
Show, ReadPrec [MainMenuEntry]
ReadPrec MainMenuEntry
Int -> ReadS MainMenuEntry
ReadS [MainMenuEntry]
forall a.
(Int -> ReadS a)
-> ReadS [a] -> ReadPrec a -> ReadPrec [a] -> Read a
readListPrec :: ReadPrec [MainMenuEntry]
$creadListPrec :: ReadPrec [MainMenuEntry]
readPrec :: ReadPrec MainMenuEntry
$creadPrec :: ReadPrec MainMenuEntry
readList :: ReadS [MainMenuEntry]
$creadList :: ReadS [MainMenuEntry]
readsPrec :: Int -> ReadS MainMenuEntry
$creadsPrec :: Int -> ReadS MainMenuEntry
Read, MainMenuEntry
forall a. a -> a -> Bounded a
maxBound :: MainMenuEntry
$cmaxBound :: MainMenuEntry
minBound :: MainMenuEntry
$cminBound :: MainMenuEntry
Bounded, Int -> MainMenuEntry
MainMenuEntry -> Int
MainMenuEntry -> [MainMenuEntry]
MainMenuEntry -> MainMenuEntry
MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
MainMenuEntry -> MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
forall a.
(a -> a)
-> (a -> a)
-> (Int -> a)
-> (a -> Int)
-> (a -> [a])
-> (a -> a -> [a])
-> (a -> a -> [a])
-> (a -> a -> a -> [a])
-> Enum a
enumFromThenTo :: MainMenuEntry -> MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
$cenumFromThenTo :: MainMenuEntry -> MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
enumFromTo :: MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
$cenumFromTo :: MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
enumFromThen :: MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
$cenumFromThen :: MainMenuEntry -> MainMenuEntry -> [MainMenuEntry]
enumFrom :: MainMenuEntry -> [MainMenuEntry]
$cenumFrom :: MainMenuEntry -> [MainMenuEntry]
fromEnum :: MainMenuEntry -> Int
$cfromEnum :: MainMenuEntry -> Int
toEnum :: Int -> MainMenuEntry
$ctoEnum :: Int -> MainMenuEntry
pred :: MainMenuEntry -> MainMenuEntry
$cpred :: MainMenuEntry -> MainMenuEntry
succ :: MainMenuEntry -> MainMenuEntry
$csucc :: MainMenuEntry -> MainMenuEntry
Enum)
data
=
| MainMenu (BL.List Name MainMenuEntry)
|
(NonEmpty (BL.List Name ScenarioItem))
| (BL.List Name CategorizedAchievement)
|
|
mainMenu :: MainMenuEntry -> BL.List Name MainMenuEntry
mainMenu :: MainMenuEntry -> List Name MainMenuEntry
mainMenu MainMenuEntry
e = forall (t :: * -> *) n e.
Foldable t =>
n -> t e -> Int -> GenericList n t e
BL.list Name
MenuList (forall a. [a] -> Vector a
V.fromList forall e. (Enum e, Bounded e) => [e]
listEnums) Int
1 forall a b. a -> (a -> b) -> b
& forall e (t :: * -> *) n.
(Eq e, Foldable t, Splittable t) =>
e -> GenericList n t e -> GenericList n t e
BL.listMoveToElement MainMenuEntry
e
mkScenarioList :: Bool -> ScenarioCollection -> BL.List Name ScenarioItem
mkScenarioList :: Bool -> ScenarioCollection -> List Name ScenarioItem
mkScenarioList Bool
cheat = forall a b c. (a -> b -> c) -> b -> a -> c
flip (forall (t :: * -> *) n e.
Foldable t =>
n -> t e -> Int -> GenericList n t e
BL.list Name
ScenarioList) Int
1 forall b c a. (b -> c) -> (a -> b) -> a -> c
. forall a. [a] -> Vector a
V.fromList forall b c a. (b -> c) -> (a -> b) -> a -> c
. [ScenarioItem] -> [ScenarioItem]
filterTest forall b c a. (b -> c) -> (a -> b) -> a -> c
. ScenarioCollection -> [ScenarioItem]
scenarioCollectionToList
where
filterTest :: [ScenarioItem] -> [ScenarioItem]
filterTest = if Bool
cheat then forall a. a -> a
id else forall a. (a -> Bool) -> [a] -> [a]
filter (\case SICollection Text
n ScenarioCollection
_ -> Text
n forall a. Eq a => a -> a -> Bool
/= Text
"Testing"; ScenarioItem
_ -> Bool
True)
mkNewGameMenu :: Bool -> ScenarioCollection -> FilePath -> Maybe Menu
Bool
cheat ScenarioCollection
sc FilePath
path = forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap NonEmpty (List Name ScenarioItem) -> Menu
NewGameMenu forall a b. (a -> b) -> a -> b
$ forall a. [a] -> Maybe (NonEmpty a)
NE.nonEmpty forall (m :: * -> *) a b. Monad m => (a -> m b) -> m a -> m b
=<< Maybe ScenarioCollection
-> [FilePath]
-> [List Name ScenarioItem]
-> Maybe [List Name ScenarioItem]
go (forall a. a -> Maybe a
Just ScenarioCollection
sc) (FilePath -> [FilePath]
splitPath FilePath
path) []
where
go ::
Maybe ScenarioCollection ->
[FilePath] ->
[BL.List Name ScenarioItem] ->
Maybe [BL.List Name ScenarioItem]
go :: Maybe ScenarioCollection
-> [FilePath]
-> [List Name ScenarioItem]
-> Maybe [List Name ScenarioItem]
go Maybe ScenarioCollection
_ [] [List Name ScenarioItem]
stk = forall a. a -> Maybe a
Just [List Name ScenarioItem]
stk
go Maybe ScenarioCollection
Nothing [FilePath]
_ [List Name ScenarioItem]
_ = forall a. Maybe a
Nothing
go (Just ScenarioCollection
curSC) (FilePath
thing : [FilePath]
rest) [List Name ScenarioItem]
stk = Maybe ScenarioCollection
-> [FilePath]
-> [List Name ScenarioItem]
-> Maybe [List Name ScenarioItem]
go Maybe ScenarioCollection
nextSC [FilePath]
rest (List Name ScenarioItem
lst forall a. a -> [a] -> [a]
: [List Name ScenarioItem]
stk)
where
hasName :: ScenarioItem -> Bool
hasName :: ScenarioItem -> Bool
hasName (SISingle (Scenario
_, ScenarioInfo FilePath
pth ScenarioStatus
_)) = ShowS
takeFileName FilePath
pth forall a. Eq a => a -> a -> Bool
== FilePath
thing
hasName (SICollection Text
nm ScenarioCollection
_) = Text
nm forall a. Eq a => a -> a -> Bool
== forall target source. From source target => source -> target
into @Text (ShowS
dropTrailingPathSeparator FilePath
thing)
lst :: List Name ScenarioItem
lst = forall (t :: * -> *) e n.
(Foldable t, Splittable t) =>
(e -> Bool) -> GenericList n t e -> GenericList n t e
BL.listFindBy ScenarioItem -> Bool
hasName (Bool -> ScenarioCollection -> List Name ScenarioItem
mkScenarioList Bool
cheat ScenarioCollection
curSC)
nextSC :: Maybe ScenarioCollection
nextSC = case forall k a. Ord k => k -> Map k a -> Maybe a
M.lookup (ShowS
dropTrailingPathSeparator FilePath
thing) (ScenarioCollection -> Map FilePath ScenarioItem
scMap ScenarioCollection
curSC) of
Just (SICollection Text
_ ScenarioCollection
c) -> forall a. a -> Maybe a
Just ScenarioCollection
c
Maybe ScenarioItem
_ -> forall a. Maybe a
Nothing
data InventoryListEntry
= Separator Text
| InventoryEntry Count Entity
| EquippedEntry Entity
deriving (InventoryListEntry -> InventoryListEntry -> Bool
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: InventoryListEntry -> InventoryListEntry -> Bool
$c/= :: InventoryListEntry -> InventoryListEntry -> Bool
== :: InventoryListEntry -> InventoryListEntry -> Bool
$c== :: InventoryListEntry -> InventoryListEntry -> Bool
Eq)
makePrisms ''InventoryListEntry