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Merge branch 'main' into pause-on-objective
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mergify[bot] authored Sep 9, 2024
2 parents 19e0cfc + 4721f90 commit 16e5d92
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Showing 21 changed files with 275 additions and 219 deletions.
12 changes: 6 additions & 6 deletions .github/mergify.yml
Original file line number Diff line number Diff line change
@@ -1,6 +1,11 @@
queue_rules:
- name: default
conditions:
merge_method: squash
commit_message_template: |
{{ title }} (#{{ number }})
{{ body }}
queue_conditions:
- or:
- and:
- -files~=\.hs$
Expand Down Expand Up @@ -30,11 +35,6 @@ pull_request_rules:
- actions:
queue:
name: default
method: squash
commit_message_template: |
{{ title }} (#{{ number }})
{{ body }}

name: Automatically merge pull requests
conditions:
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30 changes: 14 additions & 16 deletions src/swarm-tui/Swarm/TUI/Controller.hs
Original file line number Diff line number Diff line change
Expand Up @@ -96,12 +96,10 @@ import Swarm.TUI.Launch.Model
import Swarm.TUI.Launch.Prep (prepareLaunchDialog)
import Swarm.TUI.List
import Swarm.TUI.Model
import Swarm.TUI.Model.Goal
import Swarm.TUI.Model.Dialog
import Swarm.TUI.Model.Name
import Swarm.TUI.Model.Popup (progressPopups)
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.StateUpdate
import Swarm.TUI.Model.Structure
import Swarm.TUI.Model.UI
import Swarm.Util hiding (both, (<<.=))

Expand Down Expand Up @@ -294,14 +292,14 @@ handleMainEvent forceRedraw ev = do
Web (RunWebCode e r) -> runBaseWebCode e r
UpstreamVersion _ -> error "version event should be handled by top-level handler"
VtyEvent (V.EvResize _ _) -> invalidateCache
EscapeKey | Just m <- s ^. uiState . uiGameplay . uiModal -> closeModal m
EscapeKey | Just m <- s ^. uiState . uiGameplay . uiDialogs . uiModal -> closeModal m
-- Pass to key handler (allows users to configure bindings)
-- See Note [how Swarm event handlers work]
VtyEvent (V.EvKey k m)
| isJust (B.lookupVtyEvent k m keyHandler) -> void $ B.handleKey keyHandler k m
-- pass keys on to modal event handler if a modal is open
VtyEvent vev
| isJust (s ^. uiState . uiGameplay . uiModal) -> handleModalEvent vev
| isJust (s ^. uiState . uiGameplay . uiDialogs . uiModal) -> handleModalEvent vev
MouseDown (TerrainListItem pos) V.BLeft _ _ ->
uiState . uiGameplay . uiWorldEditor . terrainList %= BL.listMoveTo pos
MouseDown (EntityPaintListItem pos) V.BLeft _ _ ->
Expand Down Expand Up @@ -367,7 +365,7 @@ handleMainEvent forceRedraw ev = do
closeModal :: Modal -> EventM Name AppState ()
closeModal m = do
safeAutoUnpause
uiState . uiGameplay . uiModal .= Nothing
uiState . uiGameplay . uiDialogs . uiModal .= Nothing
-- message modal is not autopaused, so update notifications when leaving it
when ((m ^. modalType) == MessagesModal) $ do
t <- use $ gameState . temporal . ticks
Expand All @@ -377,7 +375,7 @@ closeModal m = do
handleModalEvent :: V.Event -> EventM Name AppState ()
handleModalEvent = \case
V.EvKey V.KEnter [] -> do
mdialog <- preuse $ uiState . uiGameplay . uiModal . _Just . modalDialog
mdialog <- preuse $ uiState . uiGameplay . uiDialogs . uiModal . _Just . modalDialog
toggleModal QuitModal
case dialogSelection =<< mdialog of
Just (Button QuitButton, _) -> quitGame
Expand All @@ -391,33 +389,33 @@ handleModalEvent = \case
startGame siPair Nothing
_ -> return ()
ev -> do
Brick.zoom (uiState . uiGameplay . uiModal . _Just . modalDialog) (handleDialogEvent ev)
modal <- preuse $ uiState . uiGameplay . uiModal . _Just . modalType
Brick.zoom (uiState . uiGameplay . uiDialogs . uiModal . _Just . modalDialog) (handleDialogEvent ev)
modal <- preuse $ uiState . uiGameplay . uiDialogs . uiModal . _Just . modalType
case modal of
Just TerrainPaletteModal ->
refreshList $ uiState . uiGameplay . uiWorldEditor . terrainList
Just EntityPaletteModal -> do
refreshList $ uiState . uiGameplay . uiWorldEditor . entityPaintList
Just GoalModal -> case ev of
V.EvKey (V.KChar '\t') [] -> uiState . uiGameplay . uiGoal . focus %= focusNext
V.EvKey (V.KChar '\t') [] -> uiState . uiGameplay . uiDialogs . uiGoal . focus %= focusNext
_ -> do
focused <- use $ uiState . uiGameplay . uiGoal . focus
focused <- use $ uiState . uiGameplay . uiDialogs . uiGoal . focus
case focusGetCurrent focused of
Just (GoalWidgets w) -> case w of
ObjectivesList -> do
lw <- use $ uiState . uiGameplay . uiGoal . listWidget
lw <- use $ uiState . uiGameplay . uiDialogs . uiGoal . listWidget
newList <- refreshGoalList lw
uiState . uiGameplay . uiGoal . listWidget .= newList
uiState . uiGameplay . uiDialogs . uiGoal . listWidget .= newList
GoalSummary -> handleInfoPanelEvent modalScroll (VtyEvent ev)
_ -> handleInfoPanelEvent modalScroll (VtyEvent ev)
Just StructuresModal -> case ev of
V.EvKey (V.KChar '\t') [] -> uiState . uiGameplay . uiStructure . structurePanelFocus %= focusNext
V.EvKey (V.KChar '\t') [] -> uiState . uiGameplay . uiDialogs . uiStructure . structurePanelFocus %= focusNext
_ -> do
focused <- use $ uiState . uiGameplay . uiStructure . structurePanelFocus
focused <- use $ uiState . uiGameplay . uiDialogs . uiStructure . structurePanelFocus
case focusGetCurrent focused of
Just (StructureWidgets w) -> case w of
StructuresList ->
refreshList $ uiState . uiGameplay . uiStructure . structurePanelListWidget
refreshList $ uiState . uiGameplay . uiDialogs . uiStructure . structurePanelListWidget
StructureSummary -> handleInfoPanelEvent modalScroll (VtyEvent ev)
_ -> handleInfoPanelEvent modalScroll (VtyEvent ev)
_ -> handleInfoPanelEvent modalScroll (VtyEvent ev)
Expand Down
6 changes: 3 additions & 3 deletions src/swarm-tui/Swarm/TUI/Controller/EventHandlers/Main.hs
Original file line number Diff line number Diff line change
Expand Up @@ -24,8 +24,8 @@ import Swarm.TUI.Controller.Util
import Swarm.TUI.Editor.Model (isWorldEditorEnabled, worldOverdraw)
import Swarm.TUI.Model
import Swarm.TUI.Model.DebugOption (DebugOption (ToggleCreative, ToggleWorldEditor))
import Swarm.TUI.Model.Dialog.Goal
import Swarm.TUI.Model.Event (MainEvent (..), SwarmEvent (..))
import Swarm.TUI.Model.Goal
import Swarm.TUI.Model.UI
import System.Clock (Clock (..), TimeSpec (..), getTime)

Expand Down Expand Up @@ -88,7 +88,7 @@ toggleMessagesModal = do
viewGoal :: EventM Name AppState ()
viewGoal = do
s <- get
if hasAnythingToShow $ s ^. uiState . uiGameplay . uiGoal . goalsContent
if hasAnythingToShow $ s ^. uiState . uiGameplay . uiDialogs . uiGoal . goalsContent
then toggleModal GoalModal
else continueWithoutRedraw

Expand Down Expand Up @@ -144,7 +144,7 @@ toggleREPLVisibility = do

isRunning :: EventM Name AppState Bool
isRunning = do
mt <- preuse $ uiState . uiGameplay . uiModal . _Just . modalType
mt <- preuse $ uiState . uiGameplay . uiDialogs . uiModal . _Just . modalType
return $ maybe True isRunningModal mt

whenRunning :: EventM Name AppState () -> EventM Name AppState ()
Expand Down
2 changes: 1 addition & 1 deletion src/swarm-tui/Swarm/TUI/Controller/EventHandlers/Robot.hs
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ showEntityDescription = gets focusedEntity >>= maybe continueWithoutRedraw descr
descriptionModal e = do
s <- get
resetViewport modalScroll
uiState . uiGameplay . uiModal ?= generateModal s (DescriptionModal e)
uiState . uiGameplay . uiDialogs . uiModal ?= generateModal s (DescriptionModal e)

-- | Attempt to make an entity selected from the inventory, if the
-- base is not currently busy.
Expand Down
10 changes: 5 additions & 5 deletions src/swarm-tui/Swarm/TUI/Controller/UpdateUI.hs
Original file line number Diff line number Diff line change
Expand Up @@ -37,9 +37,9 @@ import Swarm.TUI.Controller.SaveScenario (saveScenarioInfoOnFinishNocheat)
import Swarm.TUI.Controller.Util
import Swarm.TUI.Model
import Swarm.TUI.Model.DebugOption (DebugOption (..))
import Swarm.TUI.Model.Goal
import Swarm.TUI.Model.Dialog.Goal
import Swarm.TUI.Model.Dialog.Popup (Popup (..), addPopup)
import Swarm.TUI.Model.Name
import Swarm.TUI.Model.Popup (Popup (..), addPopup)
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.UI
import Swarm.TUI.View.Objective qualified as GR
Expand Down Expand Up @@ -188,7 +188,7 @@ updateUI = do
-- * shows the player more "optional" goals they can continue to pursue
doGoalUpdates :: EventM Name AppState Bool
doGoalUpdates = do
curGoal <- use (uiState . uiGameplay . uiGoal . goalsContent)
curGoal <- use (uiState . uiGameplay . uiDialogs . uiGoal . goalsContent)
curWinCondition <- use (gameState . winCondition)
announcementsList <- use (gameState . messageInfo . announcementQueue . to toList)

Expand Down Expand Up @@ -217,7 +217,7 @@ doGoalUpdates = do
return True
WinConditions _ oc -> do
showHiddenGoals <- use $ uiState . uiDebugOptions . Lens.contains ShowHiddenGoals
currentModal <- preuse $ uiState . uiGameplay . uiModal . _Just . modalType
currentModal <- preuse $ uiState . uiGameplay . uiDialogs . uiModal . _Just . modalType
let newGoalTracking = GoalTracking announcementsList $ constructGoalMap showHiddenGoals oc
-- The "uiGoal" field is initialized with empty members, so we know that
-- this will be the first time showing it if it will be nonempty after previously
Expand All @@ -231,7 +231,7 @@ doGoalUpdates = do
when (goalWasUpdated && not isEnding) $ do
-- 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 . uiGameplay . uiGoal .= goalDisplay newGoalTracking
uiState . uiGameplay . uiDialogs . uiGoal .= goalDisplay newGoalTracking

-- This clears the "flag" that indicate that the goals dialog needs to be
-- automatically popped up.
Expand Down
6 changes: 3 additions & 3 deletions src/swarm-tui/Swarm/TUI/Controller/Util.hs
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,7 @@ openModal mt = do
resetViewport modalScroll
newModal <- gets $ flip generateModal mt
ensurePause
uiState . uiGameplay . uiModal ?= newModal
uiState . uiGameplay . uiDialogs . uiModal ?= newModal
-- Beep
case mt of
ScenarioEndModal _ -> do
Expand Down Expand Up @@ -121,10 +121,10 @@ safeAutoUnpause = do

toggleModal :: ModalType -> EventM Name AppState ()
toggleModal mt = do
modal <- use $ uiState . uiGameplay . uiModal
modal <- use $ uiState . uiGameplay . uiDialogs . uiModal
case modal of
Nothing -> openModal mt
Just _ -> uiState . uiGameplay . uiModal .= Nothing >> safeAutoUnpause
Just _ -> uiState . uiGameplay . uiDialogs . uiModal .= Nothing >> safeAutoUnpause

setFocus :: FocusablePanel -> EventM Name AppState ()
setFocus name = uiState . uiGameplay . uiFocusRing %= focusSetCurrent (FocusablePanel name)
Expand Down
2 changes: 1 addition & 1 deletion src/swarm-tui/Swarm/TUI/Model/Achievements.hs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ import Swarm.Game.Achievement.Attainment
import Swarm.Game.Achievement.Definitions
import Swarm.Game.Achievement.Persistence
import Swarm.TUI.Model
import Swarm.TUI.Model.Popup (Popup (AchievementPopup), addPopup)
import Swarm.TUI.Model.Dialog.Popup (Popup (AchievementPopup), addPopup)
import Swarm.TUI.Model.UI

attainAchievement :: (MonadIO m, MonadState AppState m) => CategorizedAchievement -> m ()
Expand Down
9 changes: 9 additions & 0 deletions src/swarm-tui/Swarm/TUI/Model/Dialog.hs
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
module Swarm.TUI.Model.Dialog (
module Swarm.TUI.Model.Dialog.Goal,
module Swarm.TUI.Model.Dialog.Popup,
module Swarm.TUI.Model.Dialog.Structure,
) where

import Swarm.TUI.Model.Dialog.Goal
import Swarm.TUI.Model.Dialog.Popup
import Swarm.TUI.Model.Dialog.Structure
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
-- SPDX-License-Identifier: BSD-3-Clause
--
-- A UI-centric model for Objective presentation.
module Swarm.TUI.Model.Goal where
module Swarm.TUI.Model.Dialog.Goal where

import Brick.Focus
import Brick.Widgets.List qualified as BL
Expand Down
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{-# LANGUAGE PatternSynonyms #-}
{-# LANGUAGE TemplateHaskell #-}

module Swarm.TUI.Model.Popup (
module Swarm.TUI.Model.Dialog.Popup (
-- * Popup types
Popup (..),

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
-- SPDX-License-Identifier: BSD-3-Clause
--
-- A UI-centric model for Structure presentation.
module Swarm.TUI.Model.Structure where
module Swarm.TUI.Model.Dialog.Structure where

import Brick.Focus
import Brick.Widgets.List qualified as BL
Expand Down
7 changes: 3 additions & 4 deletions src/swarm-tui/Swarm/TUI/Model/StateUpdate.hs
Original file line number Diff line number Diff line change
Expand Up @@ -82,11 +82,10 @@ import Swarm.TUI.Launch.Model (toSerializableParams)
import Swarm.TUI.Model
import Swarm.TUI.Model.Achievements
import Swarm.TUI.Model.DebugOption (DebugOption (LoadTestingScenarios))
import Swarm.TUI.Model.Goal (emptyGoalDisplay)
import Swarm.TUI.Model.Dialog
import Swarm.TUI.Model.KeyBindings
import Swarm.TUI.Model.Name
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.Structure
import Swarm.TUI.Model.UI
import Swarm.TUI.View.Attribute.Attr (getWorldAttrName, swarmAttrMap)
import Swarm.TUI.View.Attribute.CustomStyling (toAttrPair)
Expand Down Expand Up @@ -264,7 +263,7 @@ scenarioToUIState isAutoplaying siPair@(scenario, _) gs u = do
fst siPair ^. scenarioLandscape . scenarioAttrs
)
swarmAttrMap
& uiGameplay . uiGoal .~ emptyGoalDisplay
& uiGameplay . uiDialogs . uiGoal .~ emptyGoalDisplay
& uiGameplay . uiIsAutoPlay .~ isAutoplaying
& uiGameplay . uiFocusRing .~ initFocusRing
& uiGameplay . uiInventory . uiInventorySearch .~ Nothing
Expand All @@ -278,7 +277,7 @@ scenarioToUIState isAutoplaying siPair@(scenario, _) gs u = do
& uiGameplay . uiTiming . lastFrameTime .~ curTime
& uiGameplay . uiWorldEditor . EM.entityPaintList %~ BL.listReplace entityList Nothing
& uiGameplay . uiWorldEditor . EM.editingBounds . EM.boundsRect %~ setNewBounds
& uiGameplay . uiStructure
& uiGameplay . uiDialogs . uiStructure
.~ StructureDisplay
(SR.makeListWidget . M.elems $ gs ^. discovery . structureRecognition . automatons . originalStructureDefinitions)
(focusSetCurrent (StructureWidgets StructuresList) $ focusRing $ map StructureWidgets enumerate)
Expand Down
52 changes: 33 additions & 19 deletions src/swarm-tui/Swarm/TUI/Model/UI.hs
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@ module Swarm.TUI.Model.UI (
uiModal,
uiGoal,
uiStructure,
uiDialogs,
uiIsAutoPlay,
uiAutoShowObjectives,
uiAchievements,
Expand Down Expand Up @@ -90,12 +91,10 @@ import Swarm.TUI.Inventory.Sorting
import Swarm.TUI.Launch.Model
import Swarm.TUI.Launch.Prep
import Swarm.TUI.Model.DebugOption (DebugOption)
import Swarm.TUI.Model.Goal
import Swarm.TUI.Model.Dialog
import Swarm.TUI.Model.Menu
import Swarm.TUI.Model.Name
import Swarm.TUI.Model.Popup
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.Structure
import Swarm.TUI.View.Attribute.Attr (swarmAttrMap)
import Swarm.Util
import Swarm.Util.Lens (makeLensesExcluding, makeLensesNoSigs)
Expand Down Expand Up @@ -196,6 +195,28 @@ uiShowZero :: Lens' UIInventory Bool
-- | Whether the Inventory ui panel should update
uiInventoryShouldUpdate :: Lens' UIInventory Bool

-- | State that backs various modal dialogs
data UIDialogs = UIDialogs
{ _uiModal :: Maybe Modal
, _uiGoal :: GoalDisplay
, _uiStructure :: StructureDisplay
}

-- * Lenses for UIDialogs

makeLensesNoSigs ''UIDialogs

-- | When this is 'Just', it represents a modal to be displayed on
-- top of the UI, e.g. for the Help screen.
uiModal :: Lens' UIDialogs (Maybe Modal)

-- | Status of the scenario goal: whether there is one, and whether it
-- has been displayed to the user initially.
uiGoal :: Lens' UIDialogs GoalDisplay

-- | Definition and status of a recognizable structure
uiStructure :: Lens' UIDialogs StructureDisplay

-- | The main record holding the gameplay UI state. For access to the fields,
-- see the lenses below.
data UIGameplay = UIGameplay
Expand All @@ -205,9 +226,7 @@ data UIGameplay = UIGameplay
, _uiREPL :: REPLState
, _uiInventory :: UIInventory
, _uiScrollToEnd :: Bool
, _uiModal :: Maybe Modal
, _uiGoal :: GoalDisplay
, _uiStructure :: StructureDisplay
, _uiDialogs :: UIDialogs
, _uiIsAutoPlay :: Bool
, _uiAutoShowObjectives :: Bool
, _uiShowREPL :: Bool
Expand Down Expand Up @@ -244,16 +263,8 @@ uiREPL :: Lens' UIGameplay REPLState
-- (used when a new log message is appended).
uiScrollToEnd :: Lens' UIGameplay Bool

-- | When this is 'Just', it represents a modal to be displayed on
-- top of the UI, e.g. for the Help screen.
uiModal :: Lens' UIGameplay (Maybe Modal)

-- | Status of the scenario goal: whether there is one, and whether it
-- has been displayed to the user initially.
uiGoal :: Lens' UIGameplay GoalDisplay

-- | Definition and status of a recognizable structure
uiStructure :: Lens' UIGameplay StructureDisplay
-- | State that backs various modal dialogs
uiDialogs :: Lens' UIGameplay UIDialogs

-- | When running with @--autoplay@ the progress will not be saved.
uiIsAutoPlay :: Lens' UIGameplay Bool
Expand Down Expand Up @@ -389,9 +400,12 @@ initUIState UIInitOptions {..} = do
, _uiInventoryShouldUpdate = False
}
, _uiScrollToEnd = False
, _uiModal = Nothing
, _uiGoal = emptyGoalDisplay
, _uiStructure = emptyStructureDisplay
, _uiDialogs =
UIDialogs
{ _uiModal = Nothing
, _uiGoal = emptyGoalDisplay
, _uiStructure = emptyStructureDisplay
}
, _uiIsAutoPlay = False
, _uiAutoShowObjectives = autoShowObjectives
, _uiTiming =
Expand Down
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