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|
use crate::description::list_to_sentence;
use crate::display::{self, Viewport};
use crate::entities::{
AnEntity, Character, Creature, EntityID, Identified, Item,
};
use crate::messages::message;
use crate::settings::Settings;
use crate::types::command::Command;
use crate::types::entity_map::EntityMap;
use crate::types::{
pos, BoundingBox, Collision, Dimensions, Position, Positioned, Ticks,
};
use crate::util::promise::Cancelled;
use crate::util::promise::{promise, Complete, Promise, Promises};
use crate::util::template::TemplateParams;
use rand::rngs::SmallRng;
use rand::SeedableRng;
use std::io::{self, StdinLock, StdoutLock, Write};
use termion::input::Keys;
use termion::input::TermRead;
use termion::raw::RawTerminal;
type Stdout<'a> = RawTerminal<StdoutLock<'a>>;
type Rng = SmallRng;
enum PromptResolution {
Uncancellable(Complete<String>),
Cancellable(Complete<Result<String, Cancelled>>),
}
/// The mode to use when describing entities on a tile to the user
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum EntityDescriptionMode {
/// Describe the entities that the user is walking over.
///
/// This means:
/// - Skip the character themselves
/// - Describe nothing if there are no items other than the character
Walk,
/// Describe entities that the user is actively asking about.
///
/// This means:
/// - Describe the character themselves if they've asked to look at the tile
/// they're standing on
/// - Explicitly say there's nothing there if there's nothing there.
Look,
}
impl PromptResolution {
fn is_cancellable(&self) -> bool {
use PromptResolution::*;
match self {
Uncancellable(_) => false,
Cancellable(_) => true,
}
}
fn fulfill(&mut self, val: String) {
use PromptResolution::*;
match self {
Cancellable(complete) => complete.ok(val),
Uncancellable(complete) => complete.fulfill(val),
}
}
fn cancel(&mut self) {
use PromptResolution::*;
match self {
Cancellable(complete) => complete.cancel(),
Uncancellable(complete) => {}
}
}
}
/// The kind of input the game is waiting to receive
enum InputState {
/// The initial input state of the game - we're currently waiting for direct
/// commands.
Initial,
/// A free text prompt has been shown to the user, and every character
/// besides "escape" is interpreted as a response to that prompt
Prompt {
complete: PromptResolution,
buffer: String,
},
}
impl InputState {
fn uncancellable_prompt(complete: Complete<String>) -> Self {
InputState::Prompt {
complete: PromptResolution::Uncancellable(complete),
buffer: String::new(),
}
}
fn cancellable_prompt(
complete: Complete<Result<String, Cancelled>>,
) -> Self {
InputState::Prompt {
complete: PromptResolution::Cancellable(complete),
buffer: String::new(),
}
}
}
impl Default for InputState {
fn default() -> Self {
InputState::Initial
}
}
/// The full state of a running Game
pub struct Game<'a> {
settings: Settings,
viewport: Viewport<Stdout<'a>>,
/// An iterator on keypresses from the user
keys: Keys<StdinLock<'a>>,
/// The kind of input the game is waiting to receive
input_state: InputState,
/// The map of all the entities in the game
entities: EntityMap<AnEntity>,
/// The entity ID of the player character
character_entity_id: EntityID,
/// The messages that have been said to the user, in forward time order
messages: Vec<String>,
/// The index of the currently-displayed message. Used to track the index of
/// the currently displayed message when handling PreviousMessage commands
message_idx: usize,
/// A global random number generator for the game
rng: Rng,
/// A list of promises that are waiting on the game and a result
promises: Promises<'a, Self>,
}
impl<'a> Game<'a> {
pub fn new(
settings: Settings,
stdout: RawTerminal<StdoutLock<'a>>,
stdin: StdinLock<'a>,
w: u16,
h: u16,
) -> Game<'a> {
let rng = match settings.seed {
Some(seed) => SmallRng::seed_from_u64(seed),
None => SmallRng::from_entropy(),
};
let mut entities: EntityMap<AnEntity> = EntityMap::new();
// TODO make this dynamic
{
entities.insert(Box::new(Creature::new_from_raw(
"gormlak",
pos(10, 0),
)));
entities
.insert(Box::new(Item::new_from_raw("noodles", pos(0, 10))));
}
Game {
settings,
rng,
message_idx: 0,
viewport: Viewport::new(
BoundingBox::at_origin(Dimensions { w, h }),
BoundingBox::at_origin(Dimensions { w: w - 2, h: h - 2 }),
stdout,
),
keys: stdin.keys(),
input_state: Default::default(),
character_entity_id: entities.insert(Box::new(Character::new())),
messages: Vec::new(),
entities,
promises: Promises::new(),
}
}
/// Returns a list of all creature entities at the given position
fn creatures_at<'b>(&'b self, pos: Position) -> Vec<&'b Creature> {
self.entities
.at(pos)
.iter()
.filter_map(|e| e.downcast_ref())
.collect()
}
/// Returns a collision, if any, at the given Position in the game
fn collision_at(&self, pos: Position) -> Option<Collision> {
if !pos.within(self.viewport.inner) {
Some(Collision::Stop)
} else {
if self.creatures_at(pos).is_empty() {
None
} else {
Some(Collision::Combat)
}
}
}
fn character(&self) -> &Character {
(*self.entities.get(self.character_entity_id).unwrap())
.downcast_ref()
.unwrap()
}
fn mut_character(&mut self) -> &mut Character {
(*self.entities.get_mut(self.character_entity_id).unwrap())
.downcast_mut()
.unwrap()
}
/// Draw all the game entities to the screen
fn draw_entities(&mut self) -> io::Result<()> {
for entity in self.entities.entities() {
self.viewport.draw(
entity,
&self.entities.neighbor_entities(entity.position()),
)?;
}
Ok(())
}
/// Draw all the game entities to the screen
fn draw_entities_at(&mut self, pos: Position) -> io::Result<()> {
for entity in self.entities.at(pos) {
self.viewport.draw(
entity,
&self.entities.neighbor_entities(entity.position()),
)?;
}
Ok(())
}
/// Draw the game entity with the given ID, if any, to the screen
fn draw_entity(&mut self, entity_id: EntityID) -> io::Result<bool> {
if let Some(entity) = self.entities.get(entity_id) {
self.viewport.draw(
entity,
&self.entities.neighbor_entities(entity.position()),
)?;
Ok(true)
} else {
Ok(false)
}
}
/// Describe all the entities at a given position to the user.
///
/// If `force` is not set to `true`, will not do anything if there are no
/// entities
fn describe_entities_at(
&mut self,
pos: Position,
mode: EntityDescriptionMode,
) -> io::Result<()> {
use EntityDescriptionMode::*;
let mut entities = self.entities.at(pos);
if mode == Walk {
entities.retain(|e| e.id() != self.character_entity_id);
}
if entities.is_empty() {
match mode {
Walk => return Ok(()),
Look => {
return self.say(
"global.describe_no_entities",
&template_params!(),
)
}
}
}
let descriptions = list_to_sentence(
&entities
.iter()
.map(|e| e.description())
.collect::<Vec<String>>(),
);
self.say(
"global.describe_entities",
&template_params!({ "descriptions" => &descriptions, }),
)
}
/// Remove the given entity from the game, drawing over it if it's visible
fn remove_entity(&mut self, entity_id: EntityID) -> io::Result<()> {
if let Some(entity) = self.entities.remove(entity_id) {
self.viewport.clear(entity.position())?;
}
Ok(())
}
/// Step the game forward the given number of ticks
fn tick(&mut self, ticks: Ticks) {}
/// Get a message from the global map based on the rng in this game
fn message<'params>(
&mut self,
name: &'static str,
params: &TemplateParams<'params>,
) -> String {
message(name, &mut self.rng, params)
}
/// Say a message to the user
fn say<'params>(
&mut self,
message_name: &'static str,
params: &TemplateParams<'params>,
) -> io::Result<()> {
let message = self.message(message_name, params);
self.messages.push(message.to_string());
self.message_idx = self.messages.len() - 1;
self.viewport.write_message(&message)?;
Ok(())
}
/// Prompt the user for input, returning a Future for the result of the
/// prompt
fn prompt(
&mut self,
name: &'static str,
params: &TemplateParams<'_>,
) -> io::Result<Promise<Self, String>> {
let (complete, promise) = promise();
self.input_state = InputState::uncancellable_prompt(complete);
let message = self.message(name, params);
self.viewport.write_prompt(&message)?;
self.promises.push(Box::new(promise.clone()));
Ok(promise)
}
fn prompt_cancellable(
&mut self,
name: &'static str,
params: &TemplateParams<'_>,
) -> io::Result<Promise<Self, Result<String, Cancelled>>> {
let (complete, promise) = promise();
self.input_state = InputState::cancellable_prompt(complete);
let message = self.message(name, params);
self.viewport.write_prompt(&message)?;
self.promises.push(Box::new(promise.clone()));
Ok(promise)
}
fn previous_message(&mut self) -> io::Result<()> {
if self.message_idx == 0 {
return Ok(());
}
self.message_idx -= 1;
let message = &self.messages[self.message_idx];
self.viewport.write_message(message)?;
Ok(())
}
fn creature(&self, creature_id: EntityID) -> Option<&Creature> {
self.entities
.get(creature_id)
.and_then(|e| e.downcast_ref::<Creature>())
}
fn expect_creature(&self, creature_id: EntityID) -> &Creature {
self.creature(creature_id).unwrap_or_else(|| {
panic!("Creature ID went away: {:?}", creature_id)
})
}
fn mut_creature(&mut self, creature_id: EntityID) -> Option<&mut Creature> {
self.entities
.get_mut(creature_id)
.and_then(|e| e.downcast_mut::<Creature>())
}
fn expect_mut_creature(&mut self, creature_id: EntityID) -> &mut Creature {
self.mut_creature(creature_id).unwrap_or_else(|| {
panic!("Creature ID went away: {:?}", creature_id)
})
}
fn attack(&mut self, creature_id: EntityID) -> io::Result<()> {
info!("Attacking creature {:?}", creature_id);
let damage = self.character().damage();
let creature_name = self.expect_creature(creature_id).typ.name;
let tps = template_params!({
"creature" => {
"name" => creature_name,
},
});
self.say("combat.attack", &tps)?;
let creature = self.expect_mut_creature(creature_id);
creature.damage(damage);
if creature.dead() {
self.say("combat.killed", &tps)?;
info!("Killed creature {:?}", creature_id);
self.remove_entity(creature_id)?;
}
Ok(())
}
fn attack_at(&mut self, pos: Position) -> io::Result<()> {
let creatures = self.creatures_at(pos);
match creatures.len() {
0 => Ok(()),
1 => {
let creature = creatures.get(0).unwrap();
let creature_id = creature.id();
self.attack(creature_id)
}
_ => {
// TODO prompt with a menu of creatures to combat
unimplemented!()
}
}
}
fn flush_promises(&mut self) {
unsafe {
let game = self as *mut Self;
(*game).promises.give_all(&mut *game);
}
}
/// Run the game
pub fn run(mut self) -> io::Result<()> {
info!("Running game");
self.viewport.init()?;
self.draw_entities()?;
self.flush().unwrap();
self.prompt("character.name_prompt", &template_params!())?
.on_fulfill(|game, char_name| {
game.say(
"global.welcome",
&template_params!({
"character" => {
"name" => char_name,
},
}),
)
.unwrap();
game.flush().unwrap();
game.mut_character().set_name(char_name.to_string());
});
loop {
let mut old_position = None;
let next_key = self.keys.next().unwrap().unwrap();
match &mut self.input_state {
InputState::Initial => {
use Command::*;
match Command::from_key(next_key) {
Some(Quit) => {
info!("Quitting game due to user request");
break;
}
Some(Move(direction)) => {
use Collision::*;
let new_pos = self.character().position + direction;
match self.collision_at(new_pos) {
None => {
old_position =
Some(self.character().position);
self.entities.update_position(
self.character_entity_id,
new_pos,
);
}
Some(Combat) => {
self.attack_at(new_pos)?;
}
Some(Stop) => (),
}
}
Some(PreviousMessage) => self.previous_message()?,
None => (),
}
if let Some(old_pos) = old_position {
let character = self.character();
let char_pos = character.position;
self.viewport.game_cursor_position = char_pos;
self.viewport.clear(old_pos)?;
self.draw_entities_at(old_pos)?;
self.draw_entity(self.character_entity_id)?;
self.describe_entities_at(
char_pos,
EntityDescriptionMode::Walk,
)?;
self.tick(
self.character().speed().tiles_to_ticks(
(old_pos - char_pos).as_tiles(),
),
);
}
}
InputState::Prompt { complete, buffer } => {
use termion::event::Key::*;
match next_key {
Char('\n') => {
info!("Prompt complete: \"{}\"", buffer);
self.viewport.clear_prompt()?;
complete.fulfill(buffer.clone());
self.input_state = InputState::Initial;
}
Char(chr) => {
buffer.push(chr);
self.viewport.push_prompt_chr(chr)?;
}
Esc => complete.cancel(),
Backspace => {
buffer.pop();
self.viewport.pop_prompt_chr()?;
}
_ => {}
}
}
}
self.flush()?;
self.flush_promises();
debug!("{:?}", self.character());
}
Ok(())
}
}
impl<'a> Drop for Game<'a> {
fn drop(&mut self) {
display::clear(self).unwrap_or(());
}
}
impl<'a> Write for Game<'a> {
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
self.viewport.write(buf)
}
fn flush(&mut self) -> io::Result<()> {
self.viewport.flush()
}
fn write_all(&mut self, buf: &[u8]) -> io::Result<()> {
self.viewport.write_all(buf)
}
}
impl<'a> Positioned for Game<'a> {
fn position(&self) -> Position {
Position { x: 0, y: 0 }
}
}
|