package state import ( "fmt" "mvvasilev/last_light/engine" "mvvasilev/last_light/game/input" "mvvasilev/last_light/game/npc" "mvvasilev/last_light/game/player" "mvvasilev/last_light/game/rpg" "mvvasilev/last_light/game/turns" "mvvasilev/last_light/game/ui" "mvvasilev/last_light/game/world" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/views" ) type PlayingState struct { turnSystem *turns.TurnSystem inputSystem *input.InputSystem player *player.Player someNPC npc.RPGNPC eventLog *engine.GameEventLog uiEventLog *ui.UIEventLog healthBar *ui.UIHealthBar dungeon *world.Dungeon viewport *engine.Viewport viewShortLogs bool nextGameState GameState } func CreatePlayingState(turnSystem *turns.TurnSystem, inputSystem *input.InputSystem, playerStats map[rpg.Stat]int) *PlayingState { turnSystem.Clear() s := new(PlayingState) s.turnSystem = turnSystem s.inputSystem = inputSystem mapSize := engine.SizeOf(128, 128) s.dungeon = world.CreateDungeon(mapSize.Width(), mapSize.Height(), 1) s.player = player.CreatePlayer( s.dungeon.CurrentLevel().PlayerSpawnPoint().X(), s.dungeon.CurrentLevel().PlayerSpawnPoint().Y(), playerStats, ) s.turnSystem.Schedule(10, func() (complete bool, requeue bool) { requeue = true complete = false switch inputSystem.NextAction() { case input.InputAction_PauseGame: s.nextGameState = PauseGame(s, s.turnSystem, s.inputSystem) case input.InputAction_OpenInventory: s.nextGameState = CreateInventoryScreenState(s.inputSystem, s.turnSystem, s.player, s) case input.InputAction_PickUpItem: s.PickUpItemUnderPlayer() complete = true case input.InputAction_Interact: s.InteractBelowPlayer() complete = true case input.InputAction_OpenLogs: s.viewShortLogs = !s.viewShortLogs case input.InputAction_MovePlayer_East: s.MovePlayer(npc.East) complete = true case input.InputAction_MovePlayer_West: s.MovePlayer(npc.West) complete = true case input.InputAction_MovePlayer_North: s.MovePlayer(npc.North) complete = true case input.InputAction_MovePlayer_South: s.MovePlayer(npc.South) complete = true default: } return }) s.someNPC = npc.CreateRPGNPC( s.dungeon.CurrentLevel().NextLevelStaircase().X(), s.dungeon.CurrentLevel().NextLevelStaircase().Y(), "NPC", 'n', tcell.StyleDefault, rpg.RandomStats(21, 1, 20, []rpg.Stat{rpg.Stat_Attributes_Strength, rpg.Stat_Attributes_Constitution, rpg.Stat_Attributes_Intelligence, rpg.Stat_Attributes_Dexterity}), ) s.turnSystem.Schedule(20, func() (complete bool, requeue bool) { s.CalcPathToPlayerAndMove() return true, true }) s.eventLog = engine.CreateGameEventLog(100) s.uiEventLog = ui.CreateUIEventLog(0, 17, 80, 7, s.eventLog, tcell.StyleDefault) s.healthBar = ui.CreateHealthBar(68, 0, 12, 3, s.player.CurrentHealth(), rpg.BaseMaxHealth(s.player), tcell.StyleDefault) s.dungeon.CurrentLevel().AddEntity(s.player) s.dungeon.CurrentLevel().AddEntity(s.someNPC) s.viewport = engine.CreateViewport( engine.PositionAt(0, 0), s.dungeon.CurrentLevel().PlayerSpawnPoint(), engine.SizeOf(80, 24), tcell.StyleDefault, ) s.nextGameState = s return s } func (s *PlayingState) InputContext() input.Context { return input.InputContext_Play } func (ps *PlayingState) MovePlayer(direction npc.Direction) { if direction == npc.DirectionNone { return } newPlayerPos := ps.player.Position().WithOffset(npc.MovementDirectionOffset(direction)) if ps.dungeon.CurrentLevel().IsTilePassable(newPlayerPos.XY()) { dx, dy := npc.MovementDirectionOffset(direction) ps.dungeon.CurrentLevel().MoveEntity(ps.player.UniqueId(), dx, dy) ps.viewport.SetCenter(ps.player.Position()) ps.eventLog.Log("You moved " + npc.DirectionName(direction)) } ent := ps.dungeon.CurrentLevel().EntityAt(newPlayerPos.XY()) // We are moving into an entity. Attack it. if ent != nil { switch rpge := ent.(type) { case npc.RPGNPC: hit, precision, evasion, dmg, dmgType := ps.player.CalculateAttack(rpge) if !hit { ps.eventLog.Log(fmt.Sprintf("You attacked %v, but missed ( %v Evasion vs %v Precision)", rpge.Name(), evasion, precision)) return } rpge.Damage(dmg) ps.eventLog.Log(fmt.Sprintf("You attacked %v, and hit for %v %v damage", rpge.Name(), dmg, rpg.DamageTypeName(dmgType))) } } } func (ps *PlayingState) InteractBelowPlayer() { playerPos := ps.player.Position() if playerPos == ps.dungeon.CurrentLevel().NextLevelStaircase() { ps.SwitchToNextLevel() return } if playerPos == ps.dungeon.CurrentLevel().PreviousLevelStaircase() { ps.SwitchToPreviousLevel() return } } func (ps *PlayingState) SwitchToNextLevel() { if !ps.dungeon.HasNextLevel() { ps.nextGameState = CreateDialogState( ps.inputSystem, ps.turnSystem, ui.CreateOkDialog( "The Unknown Depths", "The staircases descent down to the lower levels is seemingly blocked by multiple large boulders. They appear immovable.", "Continue", 40, func() { ps.nextGameState = ps }, ), ps, ) return } ps.dungeon.CurrentLevel().DropEntity(ps.player.UniqueId()) ps.dungeon.MoveToNextLevel() ps.player.MoveTo(ps.dungeon.CurrentLevel().PlayerSpawnPoint()) ps.viewport = engine.CreateViewport( engine.PositionAt(0, 0), ps.dungeon.CurrentLevel().PlayerSpawnPoint(), engine.SizeOf(80, 24), tcell.StyleDefault, ) ps.dungeon.CurrentLevel().AddEntity(ps.player) } func (ps *PlayingState) SwitchToPreviousLevel() { if !ps.dungeon.HasPreviousLevel() { ps.nextGameState = CreateDialogState( ps.inputSystem, ps.turnSystem, ui.CreateOkDialog( "The Surface", "You feel the gentle, yet chilling breeze of the surface make its way through the weaving cavern tunnels, the very same you had to make your way through to get where you are. There is nothing above that you need. Find the last light, or die trying.", "Continue", 40, func() { ps.nextGameState = ps }, ), ps, ) return } ps.dungeon.CurrentLevel().DropEntity(ps.player.UniqueId()) ps.dungeon.MoveToPreviousLevel() ps.player.MoveTo(ps.dungeon.CurrentLevel().NextLevelStaircase()) ps.viewport = engine.CreateViewport( engine.PositionAt(0, 0), ps.dungeon.CurrentLevel().NextLevelStaircase(), engine.SizeOf(80, 24), tcell.StyleDefault, ) ps.dungeon.CurrentLevel().AddEntity(ps.player) } func (ps *PlayingState) PickUpItemUnderPlayer() { pos := ps.player.Position() item := ps.dungeon.CurrentLevel().RemoveItemAt(pos.XY()) if item == nil { return } success := ps.player.Inventory().Push(item) if !success { ps.dungeon.CurrentLevel().SetItemAt(pos.X(), pos.Y(), item) return } itemName, _ := item.Name() ps.eventLog.Log("You picked up " + itemName) } func (ps *PlayingState) HasLineOfSight(start, end engine.Position) bool { positions := engine.CastRay(start, end) for _, p := range positions { if ps.dungeon.CurrentLevel().IsGroundTileOpaque(p.XY()) { return false } } return true } func (ps *PlayingState) PlayerWithinHitRange(pos engine.Position) bool { return pos.WithOffset(-1, 0) == ps.player.Position() || pos.WithOffset(+1, 0) == ps.player.Position() || pos.WithOffset(0, -1) == ps.player.Position() || pos.WithOffset(0, +1) == ps.player.Position() } func (ps *PlayingState) CalcPathToPlayerAndMove() { playerVisibleAndInRange := false if ps.someNPC.Position().Distance(ps.player.Position()) < 20 && ps.HasLineOfSight(ps.someNPC.Position(), ps.player.Position()) { playerVisibleAndInRange = true } if !playerVisibleAndInRange { randomMove := npc.Direction(engine.RandInt(int(npc.DirectionNone), int(npc.East))) nextPos := ps.someNPC.Position() switch randomMove { case npc.North: nextPos = nextPos.WithOffset(0, -1) case npc.South: nextPos = nextPos.WithOffset(0, +1) case npc.West: nextPos = nextPos.WithOffset(-1, 0) case npc.East: nextPos = nextPos.WithOffset(+1, 0) default: return } if ps.dungeon.CurrentLevel().IsTilePassable(nextPos.XY()) { ps.dungeon.CurrentLevel().MoveEntityTo( ps.someNPC.UniqueId(), nextPos.X(), nextPos.Y(), ) } return } if ps.PlayerWithinHitRange(ps.someNPC.Position()) { hit, precision, evasion, dmg, dmgType := ps.player.CalculateAttack(ps.player) if !hit { ps.eventLog.Log(fmt.Sprintf("%v attacked you, but missed ( %v Evasion vs %v Precision)", ps.someNPC.Name(), evasion, precision)) return } ps.player.Damage(dmg) ps.healthBar.SetHealth(ps.player.CurrentHealth()) ps.eventLog.Log(fmt.Sprintf("%v attacked you, and hit for %v %v damage", ps.someNPC.Name(), dmg, rpg.DamageTypeName(dmgType))) return } pathToPlayer := engine.FindPath( ps.someNPC.Position(), ps.player.Position(), func(x, y int) bool { if x == ps.player.Position().X() && y == ps.player.Position().Y() { return true } return ps.dungeon.CurrentLevel().IsTilePassable(x, y) }, ) nextPos, hasNext := pathToPlayer.Next() if !hasNext { return } if nextPos.Equals(ps.player.Position()) { return } ps.dungeon.CurrentLevel().MoveEntityTo(ps.someNPC.UniqueId(), nextPos.X(), nextPos.Y()) } func (ps *PlayingState) OnTick(dt int64) (nextState GameState) { ps.nextGameState = ps ps.turnSystem.NextTurn() return ps.nextGameState } func (ps *PlayingState) CollectDrawables() []engine.Drawable { mainCameraDrawingInstructions := engine.CreateDrawingInstructions(func(v views.View) { visibilityMap := engine.ComputeFOV( func(x, y int) world.Tile { ps.dungeon.CurrentLevel().Flatten().MarkExplored(x, y) return ps.dungeon.CurrentLevel().TileAt(x, y) }, func(x, y int) bool { return ps.dungeon.CurrentLevel().Flatten().IsInBounds(x, y) }, func(x, y int) bool { return ps.dungeon.CurrentLevel().Flatten().TileAt(x, y).Opaque() }, ps.player.Position().X(), ps.player.Position().Y(), 13, ) ps.viewport.DrawFromProvider(v, func(x, y int) (rune, tcell.Style) { tile := visibilityMap[engine.PositionAt(x, y)] if tile != nil { return tile.Presentation() } explored := ps.dungeon.CurrentLevel().Flatten().ExploredTileAt(x, y) if explored != nil { return explored.Presentation() } return ' ', tcell.StyleDefault }) }) drawables := []engine.Drawable{} drawables = append(drawables, mainCameraDrawingInstructions) if ps.viewShortLogs { drawables = append(drawables, ps.uiEventLog) } drawables = append(drawables, ps.healthBar) return drawables }