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module Xanthous.Game.Draw
( drawGame
) where
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import Xanthous.Prelude
import Brick hiding (loc, on)
import Brick.Widgets.Border
import Brick.Widgets.Border.Style
import Brick.Widgets.Edit
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import Xanthous.Data
import Xanthous.Data.App (ResourceName, Panel(..))
import qualified Xanthous.Data.App as Resource
import Xanthous.Data.EntityMap (EntityMap, atPosition)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Game.State
import Xanthous.Entities.Character
import Xanthous.Entities.Item (Item)
import Xanthous.Game
( GameState(..)
, entities
, revealedPositions
, characterPosition
, characterVisiblePositions
, character
, MessageHistory(..)
, messageHistory
, GamePromptState(..)
, promptState
, debugState, allRevealed
)
import Xanthous.Game.Prompt
import Xanthous.Orphans ()
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cursorPosition :: GameState -> Widget ResourceName -> Widget ResourceName
cursorPosition game
| WaitingPrompt _ (Prompt _ SPointOnMap (PointOnMapPromptState pos) _ _)
<- game ^. promptState
= showCursor Resource.Prompt (pos ^. loc)
| otherwise
= showCursor Resource.Character (game ^. characterPosition . loc)
drawMessages :: MessageHistory -> Widget ResourceName
drawMessages = txtWrap . (<> " ") . unwords . reverse . oextract
drawPromptState :: GamePromptState m -> Widget ResourceName
drawPromptState NoPrompt = emptyWidget
drawPromptState (WaitingPrompt msg (Prompt _ pt ps pri _)) =
case (pt, ps, pri) of
(SStringPrompt, StringPromptState edit, _) ->
txtWrap msg <+> txt " " <+> renderEditor (txt . fold) True edit
(SDirectionPrompt, DirectionPromptState, _) -> txtWrap msg
(SContinue, _, _) -> txtWrap msg
(SMenu, _, menuItems) ->
txtWrap msg
<=> foldl' (<=>) emptyWidget (map drawMenuItem $ itoList menuItems)
_ -> txtWrap msg
where
drawMenuItem (chr, MenuOption m _) =
str ("[" <> pure chr <> "] ") <+> txtWrap m
drawEntities
:: (Position -> Bool)
-- ^ Is a given position directly visible to the character?
-> (Position -> Bool)
-- ^ Has a given position *ever* been seen by the character?
-> EntityMap SomeEntity -- ^ all entities
-> Widget ResourceName
drawEntities isVisible isRevealed allEnts
= vBox rows
where
entityPositions = EntityMap.positions allEnts
maxY = fromMaybe 0 $ maximumOf (folded . y) entityPositions
maxX = fromMaybe 0 $ maximumOf (folded . x) entityPositions
rows = mkRow <$> [0..maxY]
mkRow rowY = hBox $ renderEntityAt . flip Position rowY <$> [0..maxX]
renderEntityAt pos
= let entitiesAtPosition = allEnts ^. atPosition pos
immobileEntitiesAtPosition =
filter (not . entityCanMove) entitiesAtPosition
in renderTopEntity pos
$ if | isVisible pos -> entitiesAtPosition
| isRevealed pos -> immobileEntitiesAtPosition
| otherwise -> mempty
renderTopEntity pos ents
= let neighbors = EntityMap.neighbors pos allEnts
in maybe (str " ") (drawWithNeighbors neighbors)
$ maximumBy (compare `on` drawPriority)
<$> fromNullable ents
drawMap :: GameState -> Widget ResourceName
drawMap game
= viewport Resource.MapViewport Both
. cursorPosition game
$ drawEntities
(`member` characterVisiblePositions game)
(\pos -> (game ^. debugState . allRevealed)
|| (pos `member` (game ^. revealedPositions)))
-- FIXME: this will break down as soon as creatures can walk around on their
-- own, since we don't want to render things walking around when the
-- character can't see them
(game ^. entities)
bullet :: Char
bullet = '•'
drawInventoryPanel :: GameState -> Widget ResourceName
drawInventoryPanel game
= drawWielded (game ^. character . inventory . wielded)
<=> drawBackpack (game ^. character . inventory . backpack)
where
drawWielded (Hands Nothing Nothing) = emptyWidget
drawWielded (DoubleHanded i) =
txtWrap $ "You are holding " <> description i <> " in both hands"
drawWielded (Hands l r) = drawHand "left" l <=> drawHand "right" r
drawHand side = maybe emptyWidget $ \i ->
txtWrap ( "You are holding "
<> description i
<> " in your " <> side <> " hand"
)
<=> txt " "
drawBackpack :: Vector Item -> Widget ResourceName
drawBackpack Empty = txtWrap "Your backpack is empty right now."
drawBackpack backpackItems
= txtWrap ( "You are currently carrying the following items in your "
<> "backpack:")
<=> txt " "
<=> foldl' (<=>) emptyWidget
(map
(txtWrap . ((bullet <| " ") <>) . description)
backpackItems)
drawPanel :: GameState -> Panel -> Widget ResourceName
drawPanel game panel
= border
. hLimit 35
. viewport (Resource.Panel panel) Vertical
. case panel of
InventoryPanel -> drawInventoryPanel
$ game
drawCharacterInfo :: Character -> Widget ResourceName
drawCharacterInfo ch = txt " " <+> charName <+> charHitpoints
where
charName | Just n <- ch ^. characterName
= txt $ n <> " "
| otherwise
= emptyWidget
charHitpoints
= txt "Hitpoints: "
<+> txt (tshow $ let Hitpoints hp = characterHitpoints ch in hp)
drawGame :: GameState -> [Widget ResourceName]
drawGame game
= pure
. withBorderStyle unicode
$ case game ^. promptState of
NoPrompt -> drawMessages (game ^. messageHistory)
_ -> emptyWidget
<=> drawPromptState (game ^. promptState)
<=>
(maybe emptyWidget (drawPanel game) (game ^. activePanel)
<+> border (drawMap game)
)
<=> drawCharacterInfo (game ^. character)