{-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE QuasiQuotes #-} -- | -- Module : Swarm.TUI.Controller -- Copyright : Brent Yorgey -- Maintainer : byorgey@gmail.com -- -- SPDX-License-Identifier: BSD-3-Clause -- -- Event handlers for the TUI. module Swarm.TUI.Controller ( -- * Event handling handleEvent, quitGame, -- ** Handling 'Frame' events runFrameUI, runFrame, runFrameTicks, runGameTickUI, runGameTick, updateUI, -- ** REPL panel handleREPLEvent, validateREPLForm, adjReplHistIndex, TimeDir (..), -- ** World panel handleWorldEvent, keyToDir, scrollView, adjustTPS, -- ** Info panel handleInfoPanelEvent, ) where import Brick hiding (Direction, Location) import Brick qualified import Brick.Focus import Brick.Widgets.Dialog import Brick.Widgets.Edit (handleEditorEvent) import Brick.Widgets.List (handleListEvent) import Brick.Widgets.List qualified as BL import Control.Carrier.Lift qualified as Fused import Control.Carrier.State.Lazy qualified as Fused import Control.Lens import Control.Lens.Extras (is) import Control.Monad.Except import Control.Monad.Extra (whenJust) import Control.Monad.State import Data.Bits import Data.Either (isRight) import Data.Foldable (toList) import Data.Int (Int32) import Data.List.NonEmpty (NonEmpty (..)) import Data.List.NonEmpty qualified as NE import Data.Map qualified as M import Data.Maybe (fromMaybe, isJust, mapMaybe) import Data.String (fromString) import Data.Text qualified as T import Data.Text.IO qualified as T import Data.Time (getZonedTime) import Data.Vector qualified as V import Graphics.Vty qualified as V import Linear import Swarm.Game.CESK (cancel, emptyStore, initMachine) import Swarm.Game.Entity hiding (empty) import Swarm.Game.Robot import Swarm.Game.Scenario.Objective.Presentation.Model import Swarm.Game.Scenario.Objective.Presentation.Render qualified as GR import Swarm.Game.ScenarioInfo import Swarm.Game.State import Swarm.Game.Step (gameTick) import Swarm.Game.World qualified as W import Swarm.Language.Capability (Capability (CMake)) import Swarm.Language.Context import Swarm.Language.Module import Swarm.Language.Parse (reservedWords) import Swarm.Language.Pipeline import Swarm.Language.Pipeline.QQ (tmQ) import Swarm.Language.Pretty import Swarm.Language.Requirement qualified as R import Swarm.Language.Syntax import Swarm.Language.Typed (Typed (..)) import Swarm.Language.Types import Swarm.Language.Value (Value (VUnit), prettyValue, stripVResult) import Swarm.TUI.Controller.Util import Swarm.TUI.Inventory.Sorting (cycleSortDirection, cycleSortOrder) import Swarm.TUI.List import Swarm.TUI.Model import Swarm.TUI.Model.Achievement.Definitions import Swarm.TUI.Model.Achievement.Persistence import Swarm.TUI.Model.Name import Swarm.TUI.Model.Repl import Swarm.TUI.Model.StateUpdate import Swarm.TUI.Model.UI import Swarm.TUI.View (generateModal) import Swarm.Util hiding ((<<.=)) import Swarm.Util.Location import Swarm.Version (NewReleaseFailure (..)) import System.Clock import System.FilePath (splitDirectories) import Witch (into) tutorialsDirname :: FilePath tutorialsDirname = "Tutorials" -- | The top-level event handler for the TUI. handleEvent :: BrickEvent Name AppEvent -> EventM Name AppState () handleEvent = \case -- the query for upstream version could finish at any time, so we have to handle it here AppEvent (UpstreamVersion ev) -> do let logReleaseEvent l e = runtimeState . eventLog %= logEvent l ("Release", -7) (T.pack $ show e) case ev of Left e@(FailedReleaseQuery _e) -> logReleaseEvent (ErrorTrace Error) e Left e -> logReleaseEvent (ErrorTrace Warning) e Right _ -> pure () runtimeState . upstreamRelease .= ev e -> do s <- get if s ^. uiState . uiPlaying then handleMainEvent e else e & case s ^. uiState . uiMenu of -- If we reach the NoMenu case when uiPlaying is False, just -- quit the app. We should actually never reach this code (the -- quitGame function would have already halted the app). NoMenu -> const halt MainMenu l -> handleMainMenuEvent l NewGameMenu l -> handleNewGameMenuEvent l MessagesMenu -> handleMainMessagesEvent AchievementsMenu l -> handleMainAchievementsEvent l AboutMenu -> pressAnyKey (MainMenu (mainMenu About)) -- | The event handler for the main menu. handleMainMenuEvent :: BL.List Name MainMenuEntry -> BrickEvent Name AppEvent -> EventM Name AppState () handleMainMenuEvent menu = \case Key V.KEnter -> case snd <$> BL.listSelectedElement menu of Nothing -> continueWithoutRedraw Just x0 -> case x0 of NewGame -> do cheat <- use $ uiState . uiCheatMode ss <- use $ gameState . scenarios uiState . uiMenu .= NewGameMenu (NE.fromList [mkScenarioList cheat ss]) Tutorial -> do -- Set up the menu stack as if the user had chosen "New Game > Tutorials" cheat <- use $ uiState . uiCheatMode ss <- use $ gameState . scenarios let tutorialCollection = getTutorials ss topMenu = BL.listFindBy ((== tutorialsDirname) . T.unpack . scenarioItemName) (mkScenarioList cheat ss) tutorialMenu = mkScenarioList cheat tutorialCollection menuStack = NE.fromList [tutorialMenu, topMenu] uiState . uiMenu .= NewGameMenu menuStack -- Extract the first tutorial challenge and run it let firstTutorial = case scOrder tutorialCollection of Just (t : _) -> case M.lookup t (scMap tutorialCollection) of Just (SISingle siPair) -> siPair _ -> error "No first tutorial found!" _ -> error "No first tutorial found!" startGame firstTutorial Nothing Achievements -> uiState . uiMenu .= AchievementsMenu (BL.list AchievementList (V.fromList listAchievements) 1) Messages -> do runtimeState . eventLog . notificationsCount .= 0 uiState . uiMenu .= MessagesMenu About -> do uiState . uiMenu .= AboutMenu attainAchievement $ GlobalAchievement LookedAtAboutScreen Quit -> halt CharKey 'q' -> halt ControlChar 'q' -> halt VtyEvent ev -> do menu' <- nestEventM' menu (handleListEvent ev) uiState . uiMenu .= MainMenu menu' _ -> continueWithoutRedraw getTutorials :: ScenarioCollection -> ScenarioCollection getTutorials sc = case M.lookup tutorialsDirname (scMap sc) of Just (SICollection _ c) -> c _ -> error "No tutorials exist!" -- | If we are in a New Game menu, advance the menu to the next item in order. -- -- NOTE: be careful to maintain the invariant that the currently selected -- menu item is always the same as the currently played scenario! `quitGame` -- is the only place this function should be called. advanceMenu :: Menu -> Menu advanceMenu = _NewGameMenu . ix 0 %~ BL.listMoveDown handleMainAchievementsEvent :: BL.List Name CategorizedAchievement -> BrickEvent Name AppEvent -> EventM Name AppState () handleMainAchievementsEvent l e = case e of Key V.KEsc -> returnToMainMenu CharKey 'q' -> returnToMainMenu ControlChar 'q' -> returnToMainMenu VtyEvent ev -> do l' <- nestEventM' l (handleListEvent ev) uiState . uiMenu .= AchievementsMenu l' _ -> continueWithoutRedraw where returnToMainMenu = uiState . uiMenu .= MainMenu (mainMenu Messages) handleMainMessagesEvent :: BrickEvent Name AppEvent -> EventM Name AppState () handleMainMessagesEvent = \case Key V.KEsc -> returnToMainMenu CharKey 'q' -> returnToMainMenu ControlChar 'q' -> returnToMainMenu _ -> return () where returnToMainMenu = uiState . uiMenu .= MainMenu (mainMenu Messages) handleNewGameMenuEvent :: NonEmpty (BL.List Name ScenarioItem) -> BrickEvent Name AppEvent -> EventM Name AppState () handleNewGameMenuEvent scenarioStack@(curMenu :| rest) = \case Key V.KEnter -> case snd <$> BL.listSelectedElement curMenu of Nothing -> continueWithoutRedraw Just (SISingle siPair) -> startGame siPair Nothing Just (SICollection _ c) -> do cheat <- use $ uiState . uiCheatMode uiState . uiMenu .= NewGameMenu (NE.cons (mkScenarioList cheat c) scenarioStack) Key V.KEsc -> exitNewGameMenu scenarioStack CharKey 'q' -> exitNewGameMenu scenarioStack ControlChar 'q' -> halt VtyEvent ev -> do menu' <- nestEventM' curMenu (handleListEvent ev) uiState . uiMenu .= NewGameMenu (menu' :| rest) _ -> continueWithoutRedraw exitNewGameMenu :: NonEmpty (BL.List Name ScenarioItem) -> EventM Name AppState () exitNewGameMenu stk = do uiState . uiMenu .= case snd (NE.uncons stk) of Nothing -> MainMenu (mainMenu NewGame) Just stk' -> NewGameMenu stk' pressAnyKey :: Menu -> BrickEvent Name AppEvent -> EventM Name AppState () pressAnyKey m (VtyEvent (V.EvKey _ _)) = uiState . uiMenu .= m pressAnyKey _ _ = continueWithoutRedraw -- | The top-level event handler while we are running the game itself. handleMainEvent :: BrickEvent Name AppEvent -> EventM Name AppState () handleMainEvent ev = do s <- get mt <- preuse $ uiState . uiModal . _Just . modalType let isRunning = maybe True isRunningModal mt case ev of AppEvent Frame | s ^. gameState . paused -> continueWithoutRedraw | otherwise -> runFrameUI -- ctrl-q works everywhere ControlChar 'q' -> case s ^. gameState . winCondition of WinConditions (Won _) _ -> toggleModal WinModal WinConditions (Unwinnable _) _ -> toggleModal LoseModal _ -> toggleModal QuitModal VtyEvent (V.EvResize _ _) -> invalidateCacheEntry WorldCache Key V.KEsc | isJust (s ^. uiState . uiError) -> uiState . uiError .= Nothing | Just m <- s ^. uiState . uiModal -> do safeAutoUnpause uiState . uiModal .= Nothing -- message modal is not autopaused, so update notifications when leaving it case m ^. modalType of MessagesModal -> do gameState . lastSeenMessageTime .= s ^. gameState . ticks _ -> return () FKey 1 -> toggleModal HelpModal FKey 2 -> toggleModal RobotsModal FKey 3 | not (null (s ^. gameState . availableRecipes . notificationsContent)) -> do toggleModal RecipesModal gameState . availableRecipes . notificationsCount .= 0 FKey 4 | not (null (s ^. gameState . availableCommands . notificationsContent)) -> do toggleModal CommandsModal gameState . availableCommands . notificationsCount .= 0 FKey 5 | not (null (s ^. gameState . messageNotifications . notificationsContent)) -> do toggleModal MessagesModal gameState . lastSeenMessageTime .= s ^. gameState . ticks ControlChar 'g' -> if hasAnythingToShow $ s ^. uiState . uiGoal . goalsContent then toggleModal GoalModal else continueWithoutRedraw MetaChar 'h' -> do t <- liftIO $ getTime Monotonic h <- use $ uiState . uiHideRobotsUntil if h >= t then -- ignore repeated keypresses continueWithoutRedraw else -- hide for two seconds do uiState . uiHideRobotsUntil .= t + TimeSpec 2 0 invalidateCacheEntry WorldCache -- pausing and stepping ControlChar 'p' | isRunning -> safeTogglePause ControlChar 'o' | isRunning -> do gameState . runStatus .= ManualPause runGameTickUI -- speed controls ControlChar 'x' | isRunning -> modify $ adjustTPS (+) ControlChar 'z' | isRunning -> modify $ adjustTPS (-) -- special keys that work on all panels MetaChar 'w' -> setFocus WorldPanel MetaChar 'e' -> setFocus RobotPanel MetaChar 'r' -> setFocus REPLPanel MetaChar 't' -> setFocus InfoPanel -- pass keys on to modal event handler if a modal is open VtyEvent vev | isJust (s ^. uiState . uiModal) -> handleModalEvent vev -- toggle creative mode if in "cheat mode" ControlChar 'v' | s ^. uiState . uiCheatMode -> gameState . creativeMode %= not MouseDown n _ _ mouseLoc -> case n of FocusablePanel WorldPanel -> do mouseCoordsM <- Brick.zoom gameState (mouseLocToWorldCoords mouseLoc) uiState . uiWorldCursor .= mouseCoordsM REPLInput -> handleREPLEvent ev _ -> continueWithoutRedraw MouseUp n _ _mouseLoc -> do case n of InventoryListItem pos -> uiState . uiInventory . traverse . _2 %= BL.listMoveTo pos _ -> return () flip whenJust setFocus $ case n of -- Adapt click event origin to their right panel. -- For the REPL and the World view, using 'Brick.Widgets.Core.clickable' correctly set the origin. -- However this does not seems to work for the robot and info panel. -- Thus we force the destination focus here. InventoryList -> Just RobotPanel InventoryListItem _ -> Just RobotPanel InfoViewport -> Just InfoPanel REPLInput -> Just REPLPanel _ -> Nothing case n of FocusablePanel x -> setFocus x _ -> return () -- dispatch any other events to the focused panel handler _ev -> do fring <- use $ uiState . uiFocusRing case focusGetCurrent fring of Just (FocusablePanel x) -> ($ ev) $ case x of REPLPanel -> handleREPLEvent WorldPanel -> handleWorldEvent RobotPanel -> handleRobotPanelEvent InfoPanel -> handleInfoPanelEvent infoScroll _ -> continueWithoutRedraw mouseLocToWorldCoords :: Brick.Location -> EventM Name GameState (Maybe W.Coords) mouseLocToWorldCoords (Brick.Location mouseLoc) = do mext <- lookupExtent WorldExtent case mext of Nothing -> pure Nothing Just ext -> do region <- gets $ flip viewingRegion (bimap fromIntegral fromIntegral (extentSize ext)) let regionStart = W.unCoords (fst region) mouseLoc' = bimap fromIntegral fromIntegral mouseLoc mx = snd mouseLoc' + fst regionStart my = fst mouseLoc' + snd regionStart in pure . Just $ W.Coords (mx, my) -- | Set the game to Running if it was (auto) paused otherwise to paused. -- -- Also resets the last frame time to now. If we are pausing, it -- doesn't matter; if we are unpausing, this is critical to -- ensure the next frame doesn't think it has to catch up from -- whenever the game was paused! safeTogglePause :: EventM Name AppState () safeTogglePause = do curTime <- liftIO $ getTime Monotonic uiState . lastFrameTime .= curTime gameState . runStatus %= toggleRunStatus -- | Only unpause the game if leaving autopaused modal. -- -- Note that the game could have been paused before opening -- the modal, in that case, leave the game paused. safeAutoUnpause :: EventM Name AppState () safeAutoUnpause = do runs <- use $ gameState . runStatus when (runs == AutoPause) safeTogglePause toggleModal :: ModalType -> EventM Name AppState () toggleModal mt = do modal <- use $ uiState . uiModal case modal of Nothing -> openModal mt Just _ -> uiState . uiModal .= Nothing >> safeAutoUnpause handleModalEvent :: V.Event -> EventM Name AppState () handleModalEvent = \case V.EvKey V.KEnter [] -> do mdialog <- preuse $ uiState . uiModal . _Just . modalDialog toggleModal QuitModal case dialogSelection =<< mdialog of Just (Button QuitButton, _) -> quitGame Just (Button KeepPlayingButton, _) -> toggleModal KeepPlayingModal Just (Button StartOverButton, StartOver currentSeed siPair) -> restartGame currentSeed siPair Just (Button NextButton, Next siPair) -> quitGame >> startGame siPair Nothing _ -> return () ev -> do Brick.zoom (uiState . uiModal . _Just . modalDialog) (handleDialogEvent ev) modal <- preuse $ uiState . uiModal . _Just . modalType case modal of Just GoalModal -> case ev of V.EvKey (V.KChar '\t') [] -> uiState . uiGoal . focus %= focusNext _ -> do focused <- use $ uiState . uiGoal . focus case focusGetCurrent focused of Just (GoalWidgets w) -> case w of ObjectivesList -> do lw <- use $ uiState . uiGoal . listWidget newList <- refreshList lw uiState . uiGoal . listWidget .= newList GoalSummary -> handleInfoPanelEvent modalScroll (VtyEvent ev) _ -> handleInfoPanelEvent modalScroll (VtyEvent ev) _ -> handleInfoPanelEvent modalScroll (VtyEvent ev) where refreshList lw = nestEventM' lw $ handleListEventWithSeparators ev isHeader -- | Write the @ScenarioInfo@ out to disk when exiting a game. saveScenarioInfoOnQuit :: (MonadIO m, MonadState AppState m) => m () saveScenarioInfoOnQuit = do -- Don't save progress if we are in cheat mode cheat <- use $ uiState . uiCheatMode unless cheat $ do -- the path should be normalized and good to search in scenario collection mp' <- use $ gameState . currentScenarioPath case mp' of Nothing -> return () Just p' -> do gs <- use $ gameState . scenarios p <- liftIO $ normalizeScenarioPath gs p' t <- liftIO getZonedTime wc <- use $ gameState . winCondition let won = case wc of WinConditions (Won _) _ -> True _ -> False ts <- use $ gameState . ticks let currentScenarioInfo :: Traversal' AppState ScenarioInfo currentScenarioInfo = gameState . scenarios . scenarioItemByPath p . _SISingle . _2 currentScenarioInfo %= updateScenarioInfoOnQuit t ts won status <- preuse currentScenarioInfo case status of Nothing -> return () Just si -> do let segments = splitDirectories p case segments of firstDir : _ -> do when (won && firstDir == tutorialsDirname) $ attainAchievement' t (Just p) (GlobalAchievement CompletedSingleTutorial) _ -> return () liftIO $ saveScenarioInfo p si -- See what scenario is currently focused in the menu. Depending on how the -- previous scenario ended (via quit vs. via win), it might be the same as -- currentScenarioPath or it might be different. curPath <- preuse $ uiState . uiMenu . _NewGameMenu . ix 0 . BL.listSelectedElementL . _SISingle . _2 . scenarioPath -- Now rebuild the NewGameMenu so it gets the updated ScenarioInfo, -- being sure to preserve the same focused scenario. sc <- use $ gameState . scenarios forM_ (mkNewGameMenu cheat sc (fromMaybe p curPath)) (uiState . uiMenu .=) -- | Quit a game. -- -- * writes out the updated REPL history to a @.swarm_history@ file -- * saves current scenario status (InProgress/Completed) -- * advances the menu to the next scenario IF the current one was won -- * returns to the previous menu quitGame :: EventM Name AppState () quitGame = do -- Write out REPL history. history <- use $ uiState . uiREPL . replHistory let hist = mapMaybe getREPLEntry $ getLatestREPLHistoryItems maxBound history liftIO $ (`T.appendFile` T.unlines hist) =<< getSwarmHistoryPath True -- Save scenario status info. saveScenarioInfoOnQuit -- Automatically advance the menu to the next scenario iff the -- player has won the current one. wc <- use $ gameState . winCondition case wc of WinConditions (Won _) _ -> uiState . uiMenu %= advanceMenu _ -> return () -- Either quit the entire app (if the scenario was chosen directly -- from the command line) or return to the menu (if the scenario was -- chosen from the menu). menu <- use $ uiState . uiMenu case menu of NoMenu -> halt _ -> uiState . uiPlaying .= False ------------------------------------------------------------ -- Handling Frame events ------------------------------------------------------------ -- | Run the game for a single /frame/ (/i.e./ screen redraw), then -- update the UI. Depending on how long it is taking to draw each -- frame, and how many ticks per second we are trying to achieve, -- this may involve stepping the game any number of ticks (including -- zero). runFrameUI :: EventM Name AppState () runFrameUI = do runFrame redraw <- updateUI unless redraw continueWithoutRedraw -- | Run the game for a single frame, without updating the UI. runFrame :: EventM Name AppState () runFrame = do -- Reset the needsRedraw flag. While procssing the frame and stepping the robots, -- the flag will get set to true if anything changes that requires redrawing the -- world (e.g. a robot moving or disappearing). gameState . needsRedraw .= False -- The logic here is taken from https://gafferongames.com/post/fix_your_timestep/ . -- Find out how long the previous frame took, by subtracting the -- previous time from the current time. prevTime <- use (uiState . lastFrameTime) curTime <- liftIO $ getTime Monotonic let frameTime = diffTimeSpec curTime prevTime -- Remember now as the new previous time. uiState . lastFrameTime .= curTime -- We now have some additional accumulated time to play with. The -- idea is to now "catch up" by doing as many ticks as are supposed -- to fit in the accumulated time. Some accumulated time may be -- left over, but it will roll over to the next frame. This way we -- deal smoothly with things like a variable frame rate, the frame -- rate not being a nice multiple of the desired ticks per second, -- etc. uiState . accumulatedTime += frameTime -- Figure out how many ticks per second we're supposed to do, -- and compute the timestep `dt` for a single tick. lgTPS <- use (uiState . lgTicksPerSecond) let oneSecond = 1_000_000_000 -- one second = 10^9 nanoseconds dt | lgTPS >= 0 = oneSecond `div` (1 `shiftL` lgTPS) | otherwise = oneSecond * (1 `shiftL` abs lgTPS) -- Update TPS/FPS counters every second infoUpdateTime <- use (uiState . lastInfoTime) let updateTime = toNanoSecs $ diffTimeSpec curTime infoUpdateTime when (updateTime >= oneSecond) $ do -- Wait for at least one second to have elapsed when (infoUpdateTime /= 0) $ do -- set how much frame got processed per second frames <- use (uiState . frameCount) uiState . uiFPS .= fromIntegral (frames * fromInteger oneSecond) / fromIntegral updateTime -- set how much ticks got processed per frame uiTicks <- use (uiState . tickCount) uiState . uiTPF .= fromIntegral uiTicks / fromIntegral frames -- ensure this frame gets drawn gameState . needsRedraw .= True -- Reset the counter and wait another seconds for the next update uiState . tickCount .= 0 uiState . frameCount .= 0 uiState . lastInfoTime .= curTime -- Increment the frame count uiState . frameCount += 1 -- Now do as many ticks as we need to catch up. uiState . frameTickCount .= 0 runFrameTicks (fromNanoSecs dt) ticksPerFrameCap :: Int ticksPerFrameCap = 30 -- | Do zero or more ticks, with each tick notionally taking the given -- timestep, until we have used up all available accumulated time, -- OR until we have hit the cap on ticks per frame, whichever comes -- first. runFrameTicks :: TimeSpec -> EventM Name AppState () runFrameTicks dt = do a <- use (uiState . accumulatedTime) t <- use (uiState . frameTickCount) -- Is there still time left? Or have we hit the cap on ticks per frame? when (a >= dt && t < ticksPerFrameCap) $ do -- If so, do a tick, count it, subtract dt from the accumulated time, -- and loop! runGameTick uiState . tickCount += 1 uiState . frameTickCount += 1 uiState . accumulatedTime -= dt runFrameTicks dt -- | Run the game for a single tick, and update the UI. runGameTickUI :: EventM Name AppState () runGameTickUI = runGameTick >> void updateUI -- | Modifies the game state using a fused-effect state action. zoomGameState :: (MonadState AppState m, MonadIO m) => Fused.StateC GameState (Fused.LiftC IO) a -> m () zoomGameState f = do gs <- use gameState gs' <- liftIO (Fused.runM (Fused.execState gs f)) gameState .= gs' updateAchievements :: EventM Name AppState () updateAchievements = do -- Merge the in-game achievements with the master list in UIState achievementsFromGame <- use $ gameState . gameAchievements let wrappedGameAchievements = M.mapKeys GameplayAchievement achievementsFromGame oldMasterAchievementsList <- use $ uiState . uiAchievements uiState . uiAchievements %= M.unionWith (<>) wrappedGameAchievements -- Don't save to disk unless there was a change in the attainment list. let incrementalAchievements = wrappedGameAchievements `M.difference` oldMasterAchievementsList unless (null incrementalAchievements) $ do -- TODO: #916 This is where new achievements would be displayed in a popup newAchievements <- use $ uiState . uiAchievements liftIO $ saveAchievementsInfo $ M.elems newAchievements -- | Run the game for a single tick (/without/ updating the UI). -- Every robot is given a certain amount of maximum computation to -- perform a single world action (like moving, turning, grabbing, -- etc.). runGameTick :: EventM Name AppState () runGameTick = do zoomGameState gameTick updateAchievements -- | Update the UI. This function is used after running the -- game for some number of ticks. updateUI :: EventM Name AppState Bool updateUI = do loadVisibleRegion -- If the game state indicates a redraw is needed, invalidate the -- world cache so it will be redrawn. g <- use gameState when (g ^. needsRedraw) $ invalidateCacheEntry WorldCache -- Check if the inventory list needs to be updated. listRobotHash <- fmap fst <$> use (uiState . uiInventory) -- The hash of the robot whose inventory is currently displayed (if any) fr <- use (gameState . to focusedRobot) let focusedRobotHash = view inventoryHash <$> fr -- The hash of the focused robot (if any) shouldUpdate <- use (uiState . uiInventoryShouldUpdate) -- If the hashes don't match (either because which robot (or -- whether any robot) is focused changed, or the focused robot's -- inventory changed), regenerate the list. inventoryUpdated <- if listRobotHash /= focusedRobotHash || shouldUpdate then do Brick.zoom uiState $ populateInventoryList fr (uiState . uiInventoryShouldUpdate) .= False pure True else pure False -- Now check if the base finished running a program entered at the REPL. replUpdated <- case g ^. replStatus of -- It did, and the result was the unit value. Just reset replStatus. REPLWorking (Typed (Just VUnit) typ reqs) -> do gameState . replStatus .= REPLDone (Just $ Typed VUnit typ reqs) pure True -- It did, and returned some other value. Pretty-print the -- result as a REPL output, with its type, and reset the replStatus. REPLWorking (Typed (Just v) pty reqs) -> do let finalType = stripCmd pty let val = Typed (stripVResult v) finalType reqs itIx <- use (gameState . replNextValueIndex) let itName = fromString $ "it" ++ show itIx let out = T.intercalate " " [itName, ":", prettyText finalType, "=", into (prettyValue v)] uiState . uiREPL . replHistory %= addREPLItem (REPLOutput out) gameState . replStatus .= REPLDone (Just val) gameState . baseRobot . robotContext . at itName .= Just val gameState . replNextValueIndex %= (+ 1) pure True -- Otherwise, do nothing. _ -> pure False -- If the focused robot's log has been updated and the UI focus -- isn't currently on the inventory or info panels, attempt to -- automatically switch to the logger and scroll all the way down so -- the new message can be seen. uiState . uiScrollToEnd .= False logUpdated <- do -- If the inventory or info panels are currently focused, it would -- be rude to update them right under the user's nose, so consider -- them "sticky". They will be updated as soon as the player moves -- the focus away. fring <- use $ uiState . uiFocusRing let sticky = focusGetCurrent fring `elem` map (Just . FocusablePanel) [RobotPanel, InfoPanel] -- Check if the robot log was updated and we are allowed to change -- the inventory+info panels. case maybe False (view robotLogUpdated) fr && not sticky of False -> pure False True -> do -- Reset the log updated flag zoomGameState clearFocusedRobotLogUpdated -- Find and focus an equipped "logger" device in the inventory list. let isLogger (EquippedEntry e) = e ^. entityName == "logger" isLogger _ = False focusLogger = BL.listFindBy isLogger uiState . uiInventory . _Just . _2 %= focusLogger -- Now inform the UI that it should scroll the info panel to -- the very end. uiState . uiScrollToEnd .= True pure True -- Decide whether the info panel has more content scrolled off the -- top and/or bottom, so we can draw some indicators to show it if -- so. Note, because we only know the update size and position of -- the viewport *after* it has been rendered, this means the top and -- bottom indicators will only be updated one frame *after* the info -- panel updates, but this isn't really that big of deal. infoPanelUpdated <- do mvp <- lookupViewport InfoViewport case mvp of Nothing -> return False Just vp -> do let topMore = (vp ^. vpTop) > 0 botMore = (vp ^. vpTop + snd (vp ^. vpSize)) < snd (vp ^. vpContentSize) oldTopMore <- uiState . uiMoreInfoTop <<.= topMore oldBotMore <- uiState . uiMoreInfoBot <<.= botMore return $ oldTopMore /= topMore || oldBotMore /= botMore goalOrWinUpdated <- doGoalUpdates let redraw = g ^. needsRedraw || inventoryUpdated || replUpdated || logUpdated || infoPanelUpdated || goalOrWinUpdated pure redraw -- | Either pops up the updated Goals modal -- or pops up the Congratulations (Win) modal, or pops -- up the Condolences (Lose) modal. -- The Win modal will take precendence if the player -- has met the necessary conditions to win the game. -- -- If the player chooses to "Keep Playing" from the Win modal, the -- updated Goals will then immediately appear. -- This is desirable for: -- * feedback as to the final goal the player accomplished, -- * as a summary of all of the goals of the game -- * shows the player more "optional" goals they can continue to pursue doGoalUpdates :: EventM Name AppState Bool doGoalUpdates = do curGoal <- use (uiState . uiGoal . goalsContent) isCheating <- use (uiState . uiCheatMode) curWinCondition <- use (gameState . winCondition) announcementsSeq <- use (gameState . announcementQueue) let announcementsList = toList announcementsSeq -- Decide whether we need to update the current goal text and pop -- up a modal dialog. case curWinCondition of NoWinCondition -> return False WinConditions (Unwinnable False) x -> do -- This clears the "flag" that the Lose dialog needs to pop up gameState . winCondition .= WinConditions (Unwinnable True) x openModal LoseModal return True WinConditions (Won False) x -> do -- This clears the "flag" that the Win dialog needs to pop up gameState . winCondition .= WinConditions (Won True) x openModal WinModal -- We do NOT advance the New Game menu to the next item here (we -- used to!), because we do not know if the user is going to -- select 'keep playing' or 'next challenge'. We maintain the -- invariant that the current menu item is always the same as -- the scenario currently being played. If the user either (1) -- quits to the menu or (2) selects 'next challenge' we will -- advance the menu at that point. return True WinConditions _ oc -> do let newGoalTracking = GoalTracking announcementsList $ constructGoalMap isCheating oc -- The "uiGoal" field is intialized with empty members, so we know that -- this will be the first time showing it if it will be nonempty after previously -- being empty. isFirstGoalDisplay = hasAnythingToShow newGoalTracking && not (hasAnythingToShow curGoal) goalWasUpdated = isFirstGoalDisplay || not (null announcementsList) -- Decide whether to show a pop-up modal congratulating the user on -- successfully completing the current challenge. when goalWasUpdated $ do let hasMultiple = hasMultipleGoals newGoalTracking defaultFocus = if hasMultiple then ObjectivesList else GoalSummary ring = focusRing $ map GoalWidgets $ if hasMultiple then listEnums else [GoalSummary] -- The "uiGoal" field is necessary at least to "persist" the data that is needed -- if the player chooses to later "recall" the goals dialog with CTRL+g. uiState . uiGoal .= GoalDisplay newGoalTracking (GR.makeListWidget newGoalTracking) (focusSetCurrent (GoalWidgets defaultFocus) ring) -- This clears the "flag" that indicate that the goals dialog needs to be -- automatically popped up. gameState . announcementQueue .= mempty openModal GoalModal return goalWasUpdated -- | Make sure all tiles covering the visible part of the world are -- loaded. loadVisibleRegion :: EventM Name AppState () loadVisibleRegion = do mext <- lookupExtent WorldExtent case mext of Nothing -> return () Just (Extent _ _ size) -> do gs <- use gameState gameState . world %= W.loadRegion (viewingRegion gs (over both fromIntegral size)) -- | Strips top-level `cmd` from type (in case of REPL evaluation), -- and returns a boolean to indicate if it happened stripCmd :: Polytype -> Polytype stripCmd (Forall xs (TyCmd ty)) = Forall xs ty stripCmd pty = pty ------------------------------------------------------------ -- REPL events ------------------------------------------------------------ -- | Set the REPLForm to the given value, resetting type error checks to Nothing -- and removing uiError. resetREPL :: T.Text -> REPLPrompt -> UIState -> UIState resetREPL t r ui = ui & uiREPL . replPromptText .~ t & uiREPL . replPromptType .~ r & uiError .~ Nothing -- | Handle a user input event for the REPL. handleREPLEvent :: BrickEvent Name AppEvent -> EventM Name AppState () handleREPLEvent x = do s <- get let repl = s ^. uiState . uiREPL controlMode = repl ^. replControlMode uinput = repl ^. replPromptText case x of MetaChar 'p' -> onlyCreative $ do if T.null uinput then uiState . uiREPL . replControlMode %= cycleEnum else uiState . uiError ?= "Please clear the REPL first." _ -> case controlMode of Typing -> handleREPLEventTyping x Piloting -> handleREPLEventPiloting x -- | Handle a user "piloting" input event for the REPL. handleREPLEventPiloting :: BrickEvent Name AppEvent -> EventM Name AppState () handleREPLEventPiloting x = case x of Key V.KUp -> inputCmd "move" Key V.KDown -> inputCmd "turn back" Key V.KLeft -> inputCmd "turn left" Key V.KRight -> inputCmd "turn right" ShiftKey V.KUp -> inputCmd "turn north" ShiftKey V.KDown -> inputCmd "turn south" ShiftKey V.KLeft -> inputCmd "turn west" ShiftKey V.KRight -> inputCmd "turn east" Key V.KDel -> inputCmd "selfdestruct" CharKey 'g' -> inputCmd "grab" CharKey 'h' -> inputCmd "harvest" CharKey 'd' -> inputCmd "drill forward" CharKey 's' -> inputCmd "scan forward" CharKey 'b' -> inputCmd "blocked" CharKey 'u' -> inputCmd "upload base" _ -> inputCmd "noop" where inputCmd cmdText = do uiState . uiREPL %= setCmd (cmdText <> ";") modify validateREPLForm handleREPLEventTyping $ Key V.KEnter setCmd nt repl = repl & replPromptText .~ nt & replPromptType .~ CmdPrompt [] -- | Handle a user input event for the REPL. handleREPLEventTyping :: BrickEvent Name AppEvent -> EventM Name AppState () handleREPLEventTyping = \case ControlChar 'c' -> do gameState . baseRobot . machine %= cancel uiState . uiREPL . replPromptType .= CmdPrompt [] uiState . uiREPL . replPromptText .= "" Key V.KEnter -> do s <- get let topCtx = topContext s repl = s ^. uiState . uiREPL uinput = repl ^. replPromptText -- The player typed something at the REPL and hit Enter; this -- function takes the resulting ProcessedTerm (if the REPL -- input is valid) and sets up the base robot to run it. startBaseProgram t@(ProcessedTerm (Module tm _) reqs reqCtx) = -- Set the REPL status to Working (gameState . replStatus .~ REPLWorking (Typed Nothing (tm ^. sType) reqs)) -- The `reqCtx` maps names of variables defined in the -- term (by `def` statements) to their requirements. -- E.g. if we had `def m = move end`, the reqCtx would -- record the fact that `m` needs the `move` capability. -- We simply add the entire `reqCtx` to the robot's -- context, so we can look up requirements if we later -- need to requirements-check an argument to `build` or -- `reprogram` at runtime. See the discussion at -- https://github.com/swarm-game/swarm/pull/827 for more -- details. . (gameState . baseRobot . robotContext . defReqs <>~ reqCtx) -- Set up the robot's CESK machine to evaluate/execute the -- given term, being sure to initialize the CESK machine -- environment and store from the top-level context. . (gameState . baseRobot . machine .~ initMachine t (topCtx ^. defVals) (topCtx ^. defStore)) -- Finally, be sure to activate the base robot. . (gameState %~ execState (activateRobot 0)) if not $ s ^. gameState . replWorking then case repl ^. replPromptType of CmdPrompt _ -> case processTerm' (topCtx ^. defTypes) (topCtx ^. defReqs) uinput of Right mt -> do uiState %= resetREPL "" (CmdPrompt []) uiState . uiREPL . replHistory %= addREPLItem (REPLEntry uinput) modify $ maybe id startBaseProgram mt Left err -> uiState . uiError ?= err SearchPrompt hist -> case lastEntry uinput hist of Nothing -> uiState %= resetREPL "" (CmdPrompt []) Just found | T.null uinput -> uiState %= resetREPL "" (CmdPrompt []) | otherwise -> do uiState %= resetREPL found (CmdPrompt []) modify validateREPLForm else continueWithoutRedraw Key V.KUp -> modify $ adjReplHistIndex Older Key V.KDown -> modify $ adjReplHistIndex Newer ControlChar 'r' -> do s <- get let uinput = s ^. uiState . uiREPL . replPromptText case s ^. uiState . uiREPL . replPromptType of CmdPrompt _ -> uiState . uiREPL . replPromptType .= SearchPrompt (s ^. uiState . uiREPL . replHistory) SearchPrompt rh -> case lastEntry uinput rh of Nothing -> pure () Just found -> uiState . uiREPL . replPromptType .= SearchPrompt (removeEntry found rh) CharKey '\t' -> do s <- get let names = s ^.. gameState . baseRobot . robotContext . defTypes . to assocs . traverse . _1 uiState . uiREPL %= tabComplete names (s ^. gameState . entityMap) modify validateREPLForm EscapeKey -> do formSt <- use $ uiState . uiREPL . replPromptType case formSt of CmdPrompt {} -> continueWithoutRedraw SearchPrompt _ -> uiState %= resetREPL "" (CmdPrompt []) ControlChar 'd' -> do text <- use $ uiState . uiREPL . replPromptText if text == T.empty then toggleModal QuitModal else continueWithoutRedraw -- finally if none match pass the event to the editor ev -> do Brick.zoom (uiState . uiREPL . replPromptEditor) (handleEditorEvent ev) uiState . uiREPL . replPromptType %= \case CmdPrompt _ -> CmdPrompt [] -- reset completions on any event passed to editor SearchPrompt a -> SearchPrompt a modify validateREPLForm data CompletionType = FunctionName | EntityName deriving (Eq) -- | Try to complete the last word in a partially-entered REPL prompt using -- reserved words and names in scope (in the case of function names) or -- entity names (in the case of string literals). tabComplete :: [Var] -> EntityMap -> REPLState -> REPLState tabComplete names em repl = case repl ^. replPromptType of SearchPrompt _ -> repl CmdPrompt mms -- Case 1: If completion candidates have already been -- populated via case (3), cycle through them. -- Note that tabbing through the candidates *does* update the value -- of "t", which one might think would narrow the candidate list -- to only that match and therefore halt the cycling. -- However, the candidate list only gets recomputed (repopulated) -- if the user subsequently presses a non-Tab key. Thus the current -- value of "t" is ignored for all Tab presses subsequent to the -- first. | (m : ms) <- mms -> setCmd (replacementFunc m) (ms ++ [m]) -- Case 2: Require at least one letter to be typed in order to offer completions for -- function names. -- We allow suggestions for Entity Name strings without anything having been typed. | T.null lastWord && completionType == FunctionName -> setCmd t [] -- Case 3: Typing another character in the REPL clears the completion candidates from -- the CmdPrompt, so when Tab is pressed again, this case then gets executed and -- repopulates them. | otherwise -> case candidateMatches of [] -> setCmd t [] [m] -> setCmd (completeWith m) [] -- Perform completion with the first candidate, then populate the list -- of all candidates with the current completion moved to the back -- of the queue. (m : ms) -> setCmd (completeWith m) (ms ++ [m]) where -- checks the "parity" of the number of quotes. If odd, then there is an open quote. hasOpenQuotes = (== 1) . (`mod` 2) . T.count "\"" completionType = if hasOpenQuotes t then EntityName else FunctionName replacementFunc = T.append $ T.dropWhileEnd replacementBoundaryPredicate t completeWith m = T.append t $ T.drop (T.length lastWord) m lastWord = T.takeWhileEnd replacementBoundaryPredicate t candidateMatches = filter (lastWord `T.isPrefixOf`) replacementCandidates (replacementCandidates, replacementBoundaryPredicate) = case completionType of EntityName -> (entityNames, (/= '"')) FunctionName -> (possibleWords, isIdentChar) possibleWords = reservedWords ++ names entityNames = M.keys $ entitiesByName em t = repl ^. replPromptText setCmd nt ms = repl & replPromptText .~ nt & replPromptType .~ CmdPrompt ms -- | Validate the REPL input when it changes: see if it parses and -- typechecks, and set the color accordingly. validateREPLForm :: AppState -> AppState validateREPLForm s = case replPrompt of CmdPrompt _ | T.null uinput -> let theType = s ^. gameState . replStatus . replActiveType in s & uiState . uiREPL . replType .~ theType CmdPrompt _ | otherwise -> let result = processTerm' (topCtx ^. defTypes) (topCtx ^. defReqs) uinput theType = case result of Right (Just (ProcessedTerm (Module tm _) _ _)) -> Just (tm ^. sType) _ -> Nothing in s & uiState . uiREPL . replValid .~ isRight result & uiState . uiREPL . replType .~ theType SearchPrompt _ -> s where uinput = s ^. uiState . uiREPL . replPromptText replPrompt = s ^. uiState . uiREPL . replPromptType topCtx = topContext s -- | Update our current position in the REPL history. adjReplHistIndex :: TimeDir -> AppState -> AppState adjReplHistIndex d s = s & uiState . uiREPL %~ moveREPL & validateREPLForm where moveREPL :: REPLState -> REPLState moveREPL repl = newREPL & (if replIndexIsAtInput (repl ^. replHistory) then saveLastEntry else id) & (if oldEntry /= newEntry then showNewEntry else id) where -- new AppState after moving the repl index newREPL :: REPLState newREPL = repl & replHistory %~ moveReplHistIndex d oldEntry saveLastEntry = replLast .~ (repl ^. replPromptText) showNewEntry = (replPromptEditor .~ newREPLEditor newEntry) . (replPromptType .~ CmdPrompt []) -- get REPL data getCurrEntry = fromMaybe (repl ^. replLast) . getCurrentItemText . view replHistory oldEntry = getCurrEntry repl newEntry = getCurrEntry newREPL ------------------------------------------------------------ -- World events ------------------------------------------------------------ worldScrollDist :: Int32 worldScrollDist = 8 onlyCreative :: MonadState AppState m => m () -> m () onlyCreative a = do c <- use $ gameState . creativeMode when c a -- | Handle a user input event in the world view panel. handleWorldEvent :: BrickEvent Name AppEvent -> EventM Name AppState () -- scrolling the world view in Creative mode handleWorldEvent = \case Key k | k `elem` moveKeys -> onlyCreative $ scrollView (.+^ (worldScrollDist *^ keyToDir k)) CharKey 'c' -> do invalidateCacheEntry WorldCache gameState . viewCenterRule .= VCRobot 0 -- show fps CharKey 'f' -> uiState . uiShowFPS %= not -- Fall-through case: don't do anything. _ -> continueWithoutRedraw where moveKeys = [ V.KUp , V.KDown , V.KLeft , V.KRight , V.KChar 'h' , V.KChar 'j' , V.KChar 'k' , V.KChar 'l' ] -- | Manually scroll the world view. scrollView :: (Location -> Location) -> EventM Name AppState () scrollView update = do -- Manually invalidate the 'WorldCache' instead of just setting -- 'needsRedraw'. I don't quite understand why the latter doesn't -- always work, but there seems to be some sort of race condition -- where 'needsRedraw' gets reset before the UI drawing code runs. invalidateCacheEntry WorldCache gameState %= modifyViewCenter update -- | Convert a directional key into a direction. keyToDir :: V.Key -> Heading keyToDir V.KUp = north keyToDir V.KDown = south keyToDir V.KRight = east keyToDir V.KLeft = west keyToDir (V.KChar 'h') = west keyToDir (V.KChar 'j') = south keyToDir (V.KChar 'k') = north keyToDir (V.KChar 'l') = east keyToDir _ = zero -- | Adjust the ticks per second speed. adjustTPS :: (Int -> Int -> Int) -> AppState -> AppState adjustTPS (+/-) = uiState . lgTicksPerSecond %~ (+/- 1) ------------------------------------------------------------ -- Robot panel events ------------------------------------------------------------ -- | Handle user input events in the robot panel. handleRobotPanelEvent :: BrickEvent Name AppEvent -> EventM Name AppState () handleRobotPanelEvent = \case (Key V.KEnter) -> gets focusedEntity >>= maybe continueWithoutRedraw descriptionModal (CharKey 'm') -> gets focusedEntity >>= maybe continueWithoutRedraw makeEntity (CharKey '0') -> do uiState . uiInventoryShouldUpdate .= True uiState . uiShowZero %= not (CharKey ';') -> do uiState . uiInventoryShouldUpdate .= True uiState . uiInventorySort %= cycleSortOrder (CharKey ':') -> do uiState . uiInventoryShouldUpdate .= True uiState . uiInventorySort %= cycleSortDirection (VtyEvent ev) -> do -- This does not work we want to skip redrawing in the no-list case -- Brick.zoom (uiState . uiInventory . _Just . _2) (handleListEventWithSeparators ev (is _Separator)) mList <- preuse $ uiState . uiInventory . _Just . _2 case mList of Nothing -> continueWithoutRedraw Just l -> do l' <- nestEventM' l (handleListEventWithSeparators ev (is _Separator)) uiState . uiInventory . _Just . _2 .= l' _ -> continueWithoutRedraw -- | Attempt to make an entity selected from the inventory, if the -- base is not currently busy. makeEntity :: Entity -> EventM Name AppState () makeEntity e = do s <- get let name = e ^. entityName mkPT = [tmQ| make $str:name |] topStore = fromMaybe emptyStore $ s ^? gameState . baseRobot . robotContext . defStore case isActive <$> (s ^? gameState . baseRobot) of Just False -> do gameState . replStatus .= REPLWorking (Typed Nothing PolyUnit (R.singletonCap CMake)) gameState . baseRobot . machine .= initMachine mkPT empty topStore gameState %= execState (activateRobot 0) _ -> continueWithoutRedraw -- | Display a modal window with the description of an entity. descriptionModal :: Entity -> EventM Name AppState () descriptionModal e = do s <- get uiState . uiModal ?= generateModal s (DescriptionModal e) ------------------------------------------------------------ -- Info panel events ------------------------------------------------------------ -- | Handle user events in the info panel (just scrolling). handleInfoPanelEvent :: ViewportScroll Name -> BrickEvent Name AppEvent -> EventM Name AppState () handleInfoPanelEvent vs = \case Key V.KDown -> vScrollBy vs 1 Key V.KUp -> vScrollBy vs (-1) CharKey 'k' -> vScrollBy vs 1 CharKey 'j' -> vScrollBy vs (-1) Key V.KPageDown -> vScrollPage vs Brick.Down Key V.KPageUp -> vScrollPage vs Brick.Up Key V.KHome -> vScrollToBeginning vs Key V.KEnd -> vScrollToEnd vs _ -> return ()