-- This file is part of Intricacy -- Copyright (C) 2013 Martin Bays -- -- This program is free software: you can redistribute it and/or modify -- it under the terms of version 3 of the GNU General Public License as -- published by the Free Software Foundation, or any later version. -- -- You should have received a copy of the GNU General Public License -- along with this program. If not, see http://www.gnu.org/licenses/. module InteractUtil where import Control.Applicative import Control.Monad.State import Control.Monad.Trans.Maybe import Control.Monad.Writer import Data.Array import Data.Char import Data.Function (on) import Data.List import Data.Map (Map) import qualified Data.Map as Map import Data.Maybe import System.Directory import Command import EditGameState import Frame import GameStateTypes import Hex import InputMode import Lock import MainState import Metagame import Mundanities import Physics import Protocol import Util checkWon :: UIMonad uiM => MainStateT uiM () checkWon = do st <- gets psCurrentState frame <- gets psFrame wasSolved <- gets psSolved let solved = checkSolved (frame,st) when (solved /= wasSolved) $ do modify $ \ps -> ps {psSolved = solved} obdg <- lift $ getUIBinding IMPlay CmdOpen lift $ if solved then do drawMessage $ "Unlocked! '"++obdg++"' to open." reportAlerts st [AlertUnlocked] else clearMessage doForce force = do st <- gets esGameState let (st',alerts) = runWriter $ resolveSinglePlForce force st lift (reportAlerts st' alerts) >> pushEState st' drawTile pos tile painting = do modify $ \es -> es {selectedPiece = Nothing} lastMP <- gets lastModPos modifyEState $ modTile tile pos lastMP painting modify $ \es -> es {lastModPos = pos} paintTilePath frame tile from to = if from == to then modify $ \es -> es {lastModPos = to} else do let from' = hexVec2HexDirOrZero (to-^from) +^ from when (inEditable frame from') $ drawTile from' tile True paintTilePath frame tile from' to pushEState :: UIMonad uiM => GameState -> MainStateT uiM () pushEState st = do st' <- gets esGameState sts <- gets esGameStateStack when (st' /= st) $ modify $ \es -> es {esGameState = st, esGameStateStack = st':sts, esUndoneStack = []} pushPState :: UIMonad uiM => (GameState,PlayerMove) -> MainStateT uiM () pushPState (st,pm) = do st' <- gets psCurrentState stms <- gets psGameStateMoveStack when (st' /= st) $ modify $ \ps -> ps {psCurrentState = st, psGameStateMoveStack = (st',pm):stms, psUndoneStack = []} modifyEState :: UIMonad uiM => (GameState -> GameState) -> MainStateT uiM () modifyEState f = do st <- gets esGameState pushEState $ f st doPhysicsTick :: UIMonad uiM => PlayerMove -> GameState -> uiM (GameState, [Alert]) doPhysicsTick pm st = let r@(st',alerts) = runWriter $ physicsTick pm st in reportAlerts st' alerts >> return r nextLock :: Bool -> FilePath -> IO FilePath nextLock newer path = do lockdir <- confFilePath "locks" time <- (Just <$> (fullLockPath path >>= getModificationTime)) `catchIO` const (return Nothing) paths <- getDirContentsRec lockdir maybe path (drop (length lockdir + 1) . fst) . listToMaybe . (if newer then id else reverse) . sortBy (compare `on` snd) . filter (maybe (const True) (\x y -> (if newer then (<) else (>)) x (snd y)) time) <$> (\p -> (,) p <$> getModificationTime p) `mapM` paths hasLocks :: IO Bool hasLocks = do lockdir <- confFilePath "locks" not.null <$> getDirContentsRec lockdir setLockPath :: UIMonad uiM => FilePath -> MainStateT uiM () setLockPath path = do lock <- liftIO $ fullLockPath path >>= readLock modify $ \ms -> ms {curLockPath = path, curLock = lock} declare undecl@(Undeclared soln ls al) = do ourName <- mgetOurName ourUInfo <- mgetUInfo ourName [pbdg,ebdg,hbdg] <- mapM (lift.lift . getUIBinding IMMeta) [ CmdPlaceLock Nothing, CmdEdit, CmdHome ] haveLock <- gets (isJust . curLock) idx <- askLockIndex "Secure behind which lock?" (if haveLock then "First you must place ('"++pbdg++"') a lock to secure your solution behind, while at home ('"++hbdg++"')." else "First design a lock in the editor ('"++ebdg++"'), behind which to secure your solution.") (\i -> isJust $ userLocks ourUInfo ! i) guard $ isJust $ userLocks ourUInfo ! idx lift $ curServerActionAsyncThenInvalidate (DeclareSolution soln ls al idx) -- rather than recurse through the tree to find what scores may have -- changed as a result of this declaration, or leave it to timeouts -- and explicit refreshes to reveal it, we just invalidate all UInfos. (Just AllCodenames) startMark = '^' marksSet :: UIMonad uiM => MainStateT uiM [Char] marksSet = do mst <- get return $ case ms2im mst of IMEdit -> Map.keys $ esMarks mst IMPlay -> Map.keys $ psMarks mst IMReplay -> Map.keys $ rsMarks mst _ -> [] jumpMark :: UIMonad uiM => Char -> MainStateT uiM () jumpMark ch = do mst <- get void.runMaybeT $ case ms2im mst of IMEdit -> do st <- liftMaybe $ ch `Map.lookup` esMarks mst lift $ setMark True '\'' >> pushEState st IMPlay -> do mst' <- liftMaybe $ ch `Map.lookup` psMarks mst put mst' { psMarks = Map.insert '\'' mst $ psMarks mst } IMReplay -> do mst' <- liftMaybe $ ch `Map.lookup` rsMarks mst put mst' { rsMarks = Map.insert '\'' mst $ rsMarks mst } _ -> return () setMark :: (Monad m) => Bool -> Char -> MainStateT m () setMark overwrite ch = get >>= \mst -> case mst of -- ugh... remind me why I'm not using lens? EditState { esMarks = marks, esGameState = st } -> put $ mst { esMarks = insertMark ch st marks } PlayState {} -> put $ mst { psMarks = insertMark ch mst $ psMarks mst } ReplayState {} -> put $ mst { rsMarks = insertMark ch mst $ rsMarks mst } _ -> return () where insertMark = Map.insertWith $ \new old -> if overwrite then new else old askLockIndex :: UIMonad uiM => [Char] -> String -> (Int -> Bool) -> MaybeT (MainStateT uiM) Int askLockIndex prompt failMessage pred = do let ok = filter pred [0,1,2] case length ok of 0 -> (lift.lift) (drawError failMessage) >> mzero 1 -> return $ head ok _ -> ask ok where ask ok = do let prompt' = prompt ++ " [" ++ intersperse ',' (lockIndexChar <$> ok) ++ "]" idx <- MaybeT $ lift $ (((charLockIndex<$>).listToMaybe) =<<) <$> textInput prompt' 1 False True Nothing Nothing if idx `elem` ok then return idx else ask ok confirmOrBail :: UIMonad uiM => String -> MaybeT (MainStateT uiM) () confirmOrBail prompt = (guard =<<) $ lift.lift $ confirm prompt confirm :: UIMonad uiM => String -> uiM Bool confirm prompt = do drawPrompt False $ prompt ++ " [y/N] " setYNButtons waitConfirm <* endPrompt where waitConfirm = do cmds <- getInput IMTextInput maybe waitConfirm return (msum $ ansOfCmd <$> cmds) ansOfCmd (CmdInputChar 'y') = Just True ansOfCmd (CmdInputChar 'Y') = Just True ansOfCmd (CmdInputChar c) = if isPrint c then Just False else Nothing ansOfCmd CmdRedraw = Just False ansOfCmd CmdRefresh = Nothing ansOfCmd CmdUnselect = Nothing ansOfCmd _ = Just False -- | TODO: draw cursor textInput :: UIMonad uiM => String -> Int -> Bool -> Bool -> Maybe [String] -> Maybe String -> uiM (Maybe String) textInput prompt maxlen hidden endOnMax mposss init = getText (fromMaybe "" init, Nothing) <* endPrompt where getText :: UIMonad uiM => (String, Maybe String) -> uiM (Maybe String) getText (s,mstem) = do drawPrompt (length s == maxlen) $ prompt ++ " " ++ if hidden then replicate (length s) '*' else s if endOnMax && isNothing mstem && maxlen <= length s then return $ Just $ take maxlen s else do cmds <- getInput IMTextInput case foldM applyCmd (s,mstem) cmds of Left False -> return Nothing Left True -> return $ Just s Right (s',mstem') -> getText (s',mstem') where applyCmd (s,mstem) (CmdInputChar c) = case c of '\ESC' -> Left False '\a' -> Left False -- ^G '\ETX' -> Left False -- ^C '\n' -> Left True '\r' -> Left True '\NAK' -> Right ("",Nothing) -- ^U '\b' -> Right (take (length s - 1) s, Nothing) '\DEL' -> Right (take (length s - 1) s, Nothing) '\t' -> case mposss of Nothing -> Right (s,mstem) Just possibilities -> case mstem of Nothing -> let completions = filter (completes s) possibilities pref = if null completions then s else let c = head completions in head [ c' | n <- reverse [0..length c], let c'=take n c, all (completes c') completions ] in Right (pref,Just pref) Just stem -> let completions = filter (completes stem) possibilities later = filter (>s) completions s' | null completions = s | null later = head completions | otherwise = minimum later in Right (s',mstem) _ -> Right $ if isPrint c then ((if length s >= maxlen then id else (++[c])) s, Nothing) else (s,mstem) applyCmd x (CmdInputSelLock idx) = setTextOrSubmit x [lockIndexChar idx] applyCmd x (CmdInputSelUndecl (Undeclared _ _ (ActiveLock name idx))) = setTextOrSubmit x $ name++[':',lockIndexChar idx] applyCmd x (CmdInputCodename name) = setTextOrSubmit x name applyCmd x CmdRefresh = Right x applyCmd x CmdUnselect = Right x applyCmd _ _ = Left False completes s s' = take (length s) s' == s setTextOrSubmit (s,_) t = if s == t then Left True else Right (t,Nothing)