-- | The type of game rule sets and assorted game data. module Game.LambdaHack.Content.RuleKind ( RuleKind(..), FovMode(..), validateSingleRuleKind, validateAllRuleKind ) where import Data.Binary import Data.Text (Text) import Data.Version import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point -- TODO: very few rules are configurable yet, extend as needed. -- TODO: in the future, in @raccessible@ check flying for chasms, -- swimming for water, etc. -- TODO: tweak other code to allow games with only cardinal direction moves -- | The type of game rule sets and assorted game data. -- -- For now the rules are immutable througout the game, so there is -- no type @Rule@ to hold any changing parameters, just @RuleKind@ -- for the fixed set. -- However, in the future, if the rules can get changed during gameplay -- based on data mining of player behaviour, we may add such a type -- and then @RuleKind@ will become just a starting template, analogously -- as for the other content. -- -- The @raccessible@ field holds extra conditions that have to be met -- for a tile to be accessible, on top of being an open tile -- (or openable, in some contexts). The @raccessibleDoor@ field -- contains yet additional conditions concerning tiles that are doors, -- whether open or closed. -- Precondition: the two positions are next to each other. -- We assume the predicate is symmetric. data RuleKind = RuleKind { rsymbol :: !Char -- ^ a symbol , rname :: !Text -- ^ short description , rfreq :: !(Freqs RuleKind) -- ^ frequency within groups , raccessible :: !(Maybe (Point -> Point -> Bool)) -- ^ see above , raccessibleDoor :: !(Maybe (Point -> Point -> Bool)) -- ^ see above , rtitle :: !Text -- ^ the title of the game , rpathsDataFile :: FilePath -> IO FilePath -- ^ the path to data files , rpathsVersion :: !Version -- ^ the version of the game , rcfgUIName :: !FilePath -- ^ base name of the UI config file , rcfgUIDefault :: !String -- ^ the default UI settings config file , rmainMenuArt :: !Text -- ^ the ASCII art for the Main Menu , rfirstDeathEnds :: !Bool -- ^ whether first non-spawner actor death -- ends the game , rfovMode :: !FovMode -- ^ FOV calculation mode , rwriteSaveClips :: !Int -- ^ game is saved that often , rleadLevelClips :: !Int -- ^ server switches leader level that often , rscoresFile :: !FilePath -- ^ name of the scores file , rsavePrefix :: !String -- ^ name of the savefile prefix , rsharedStash :: !Bool -- ^ whether shared stashes are available , rnearby :: !Int -- ^ what distance between actors is 'nearby' } -- | Field Of View scanning mode. data FovMode = Shadow -- ^ restrictive shadow casting (not symmetric!) | Permissive -- ^ permissive FOV | Digital -- ^ digital FOV deriving (Show, Read) -- | A dummy instance of the 'Show' class, to satisfy general requirments -- about content. We won't have many rule sets and they contain functions, -- so defining a proper instance is not practical. instance Show RuleKind where show _ = "The game ruleset specification." -- | Catch invalid rule kind definitions. -- In particular, this validates the ASCII art format (TODO). validateSingleRuleKind :: RuleKind -> [Text] validateSingleRuleKind _ = [] -- | Since we have only one rule kind, the set of rule kinds is always valid. validateAllRuleKind :: [RuleKind] -> [Text] validateAllRuleKind _ = [] instance Binary FovMode where put Shadow = putWord8 0 put Permissive = putWord8 1 put Digital = putWord8 2 get = do tag <- getWord8 case tag of 0 -> return Shadow 1 -> return Permissive 2 -> return Digital _ -> fail "no parse (FovMode)"