-------------------------------------------------------------------------------- module Xanthous.Game.Draw ( drawGame ) where -------------------------------------------------------------------------------- import Xanthous.Prelude -------------------------------------------------------------------------------- import Brick hiding (loc, on) import Brick.Widgets.Border import Brick.Widgets.Border.Style import Brick.Widgets.Edit import Control.Monad.State.Lazy (evalState) import Control.Monad.State.Class ( get, MonadState, gets ) -------------------------------------------------------------------------------- import Xanthous.Data import Xanthous.Data.App (ResourceName, Panel(..)) import qualified Xanthous.Data.App as Resource import qualified Xanthous.Data.EntityMap as EntityMap import Xanthous.Game.State import Xanthous.Entities.Common (Wielded(..), wielded, backpack) import Xanthous.Entities.Character import Xanthous.Entities.Item (Item) import Xanthous.Game ( characterPosition , character , revealedEntitiesAtPosition ) import Xanthous.Game.Prompt import Xanthous.Orphans () import Brick.Widgets.Center (hCenter) import Xanthous.Command (Keybinding (..), keybindings, Command, commandIsHidden) import Graphics.Vty.Input.Events (Modifier(..)) import Graphics.Vty.Input (Key(..)) import Brick.Widgets.Table -------------------------------------------------------------------------------- cursorPosition :: GameState -> Widget ResourceName -> Widget ResourceName cursorPosition game | WaitingPrompt _ (Prompt _ _ (preview promptStatePosition -> Just 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, mDef) -> txt msg <+> txt (maybe "" (\def -> "(default: " <> def <> ") ") mDef) <+> renderEditor (txt . fold) True edit (SDirectionPrompt, DirectionPromptState, _) -> 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 :: forall m. MonadState GameState m => m (Widget ResourceName) drawEntities = do allEnts <- use entities let entityPositions = EntityMap.positions allEnts maxY = fromMaybe 0 $ maximumOf (folded . y) entityPositions maxX = fromMaybe 0 $ maximumOf (folded . x) entityPositions rows = traverse mkRow [0..maxY] mkRow rowY = hBox <$> traverse (renderEntityAt . flip Position rowY) [0..maxX] renderEntityAt pos = renderTopEntity pos <$> revealedEntitiesAtPosition pos renderTopEntity pos ents = let neighbors = EntityMap.neighbors pos allEnts in maybe (str " ") (drawWithNeighbors neighbors) $ maximumBy (compare `on` drawPriority) <$> fromNullable ents vBox <$> rows drawMap :: MonadState GameState m => m (Widget ResourceName) drawMap = do cursorPos <- gets cursorPosition viewport Resource.MapViewport Both . cursorPos <$> drawEntities 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) drawHelpPanel :: Widget ResourceName drawHelpPanel = txtWrap "To move in a direction or attack, use vi keys (hjklyubn):" <=> txt " " <=> hCenter keyStar <=> txt " " <=> cmds where keyStar = txt "y k u" <=> txt " \\|/" <=> txt "h-.-l" <=> txt " /|\\" <=> txt "b j n" cmds = renderTable . alignRight 0 . setDefaultRowAlignment AlignTop . surroundingBorder False . rowBorders False . columnBorders False . table $ help <&> \(key, cmd) -> [ txt $ key <> " : " , hLimitPercent 100 $ txtWrap cmd] help = extraHelp <> keybindings ^.. ifolded . filtered (not . commandIsHidden) . withIndex . to (bimap displayKeybinding displayCommand) extraHelp = [("Shift-Dir", "Auto-move")] displayCommand = tshow @Command displayKeybinding (Keybinding k mods) = foldMap showMod mods <> showKey k showMod MCtrl = "Ctrl-" showMod MShift = "Shift-" showMod MAlt = "Alt-" showMod MMeta = "Meta-" showKey (KChar c) = pack [c] showKey KEsc = "" showKey KBS = "" showKey KEnter = "" showKey KLeft = "" showKey KRight = "" showKey KUp = "" showKey KDown = "" showKey KUpLeft = "" showKey KUpRight = "" showKey KDownLeft = "" showKey KDownRight = "" showKey KCenter = "
" showKey (KFun n) = " tshow n <> ">" showKey KBackTab = "" showKey KPrtScr = "" showKey KPause = "" showKey KIns = "" showKey KHome = "" showKey KPageUp = "" showKey KDel = "" showKey KEnd = "" showKey KPageDown = "" showKey KBegin = "" showKey KMenu = "" drawPanel :: GameState -> Panel -> Widget ResourceName drawPanel game panel = border . hLimit 35 . viewport (Resource.Panel panel) Vertical $ case panel of HelpPanel -> drawHelpPanel InventoryPanel -> drawInventoryPanel game ItemDescriptionPanel desc -> txtWrap desc 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 = evalState $ do game <- get drawnMap <- drawMap pure . pure . withBorderStyle unicode $ case game ^. promptState of NoPrompt -> drawMessages (game ^. messageHistory) _ -> emptyWidget <=> drawPromptState (game ^. promptState) <=> (maybe emptyWidget (drawPanel game) (game ^. activePanel) <+> border drawnMap ) <=> drawCharacterInfo (game ^. character)