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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.EntityMap (EntityMap, atPosition)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Game.State
import Xanthous.Entities.Character
import Xanthous.Game
( GameState(..)
, entities
, revealedPositions
, characterPosition
, character
, MessageHistory(..)
, messageHistory
, GamePromptState(..)
, promptState
, debugState, allRevealed
)
import Xanthous.Game.Prompt
import Xanthous.Resource (Name)
import qualified Xanthous.Resource as Resource
import Xanthous.Orphans ()
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cursorPosition :: GameState -> Widget Name -> Widget Name
cursorPosition game
| WaitingPrompt _ (Prompt _ SPointOnMap (PointOnMapPromptState pos) _ _)
<- game ^. promptState
= showCursor Resource.Prompt (pos ^. loc)
| otherwise
= showCursor Resource.Character (game ^. characterPosition . loc)
drawMessages :: MessageHistory -> Widget Name
drawMessages = txt . (<> " ") . unwords . oextract
drawPromptState :: GamePromptState m -> Widget Name
drawPromptState NoPrompt = emptyWidget
drawPromptState (WaitingPrompt msg (Prompt _ pt ps pri _)) =
case (pt, ps, pri) of
(SStringPrompt, StringPromptState edit, _) ->
txt msg <+> renderEditor (txt . fold) True edit
(SDirectionPrompt, DirectionPromptState, _) -> txt msg
(SContinue, _, _) -> txt msg
(SMenu, _, menuItems) ->
txt msg
<=> foldl' (<=>) emptyWidget (map drawMenuItem $ itoList menuItems)
_ -> txt msg
where
drawMenuItem (chr, MenuOption m _) =
str ("[" <> pure chr <> "] ") <+> txt m
drawEntities
:: (Position -> Bool)
-- ^ Can we render a given position?
-> EntityMap SomeEntity -- ^ all entities
-> Widget Name
drawEntities canRenderPos 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
| canRenderPos pos
= let neighbors = EntityMap.neighbors pos allEnts
in maybe (str " ") (drawWithNeighbors neighbors)
$ maximumByOf
(atPosition pos . folded)
(compare `on` drawPriority)
allEnts
| otherwise = str " "
drawMap :: GameState -> Widget Name
drawMap game
= viewport Resource.MapViewport Both
. cursorPosition game
$ drawEntities
(\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)
drawCharacterInfo :: Character -> Widget Name
drawCharacterInfo ch = txt " " <+> charName <+> charHitpoints
where
charName | Just n <- ch ^. characterName
= txt n <+> txt " "
| otherwise
= emptyWidget
charHitpoints
= txt "Hitpoints: "
<+> txt (tshow $ let Hitpoints hp = characterHitpoints ch in hp)
drawGame :: GameState -> [Widget Name]
drawGame game
= pure
. withBorderStyle unicode
$ case game ^. promptState of
NoPrompt -> drawMessages (game ^. messageHistory)
_ -> emptyWidget
<=> drawPromptState (game ^. promptState)
<=> border (drawMap game)
<=> drawCharacterInfo (game ^. character)