package state import ( "fmt" "mvvasilev/last_light/engine" "mvvasilev/last_light/game/model" "mvvasilev/last_light/game/systems" "mvvasilev/last_light/game/ui" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/views" ) type PlayingState struct { turnSystem *systems.TurnSystem inputSystem *systems.InputSystem player *model.Player someNPC model.Entity eventLog *engine.GameEventLog uiEventLog *ui.UIEventLog healthBar *ui.UIHealthBar dungeon *model.Dungeon viewport *engine.Viewport viewShortLogs bool nextGameState GameState } func CreatePlayingState(turnSystem *systems.TurnSystem, inputSystem *systems.InputSystem, playerStats map[model.Stat]int) *PlayingState { turnSystem.Clear() s := new(PlayingState) s.turnSystem = turnSystem s.inputSystem = inputSystem mapSize := engine.SizeOf(128, 128) s.dungeon = model.CreateDungeon(mapSize.Width(), mapSize.Height(), 1) s.player = model.CreatePlayer( s.dungeon.CurrentLevel().Ground().PlayerSpawnPoint().Position.X(), s.dungeon.CurrentLevel().Ground().PlayerSpawnPoint().Position.Y(), playerStats, ) s.turnSystem.Schedule(10, func() (complete bool, requeue bool) { requeue = true complete = false if s.player.HealthData().IsDead { s.nextGameState = CreateGameOverState(inputSystem) } switch inputSystem.NextAction() { case systems.InputAction_PauseGame: s.nextGameState = PauseGame(s, s.turnSystem, s.inputSystem) case systems.InputAction_OpenInventory: s.nextGameState = CreateInventoryScreenState(s.eventLog, s.dungeon, s.inputSystem, s.turnSystem, s.player, s) case systems.InputAction_PickUpItem: s.PickUpItemUnderPlayer() complete = true case systems.InputAction_Interact: s.InteractBelowPlayer() complete = true case systems.InputAction_OpenLogs: s.viewShortLogs = !s.viewShortLogs case systems.InputAction_MovePlayer_East: s.MovePlayer(model.East) complete = true case systems.InputAction_MovePlayer_West: s.MovePlayer(model.West) complete = true case systems.InputAction_MovePlayer_North: s.MovePlayer(model.North) complete = true case systems.InputAction_MovePlayer_South: s.MovePlayer(model.South) complete = true default: } return }) s.someNPC = model.CreateEntity( model.WithPosition(s.dungeon.CurrentLevel().Ground().NextLevelStaircase().Position), model.WithName("NPC"), model.WithPresentation('n', tcell.StyleDefault), model.WithStats(model.RandomStats(21, 1, 20, []model.Stat{model.Stat_Attributes_Strength, model.Stat_Attributes_Constitution, model.Stat_Attributes_Intelligence, model.Stat_Attributes_Dexterity})), model.WithHealthData(20, 20, false), ) 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, 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().Ground().PlayerSpawnPoint().Position, engine.SizeOf(80, 24), tcell.StyleDefault, ) s.nextGameState = s return s } func (s *PlayingState) InputContext() systems.InputContext { return systems.InputContext_Play } func (ps *PlayingState) MovePlayer(direction model.Direction) { if direction == model.DirectionNone { return } newPlayerPos := ps.player.Position().WithOffset(model.MovementDirectionOffset(direction)) ent := ps.dungeon.CurrentLevel().EntityAt(newPlayerPos.XY()) // We are moving into an entity with health data. Attack it. if ent != nil && ent.HealthData() != nil { if ent.HealthData().IsDead { // TODO: If the entity is dead, the player should be able to move through it. return } ExecuteAttack(ps.eventLog, ps.player, ent) return } if ps.dungeon.CurrentLevel().IsTilePassable(newPlayerPos.XY()) { ps.dungeon.CurrentLevel().MoveEntityTo(ps.player.UniqueId(), newPlayerPos.X(), newPlayerPos.Y()) ps.viewport.SetCenter(ps.player.Position()) ps.eventLog.Log("You moved " + model.DirectionName(direction)) } } func ExecuteAttack(eventLog *engine.GameEventLog, attacker, victim model.Entity) { hit, precision, evasion, dmg, dmgType := CalculateAttack(attacker, victim) attackerName := "Unknown" if attacker.Named() != nil { attackerName = attacker.Named().Name } victimName := "Unknown" if victim.Named() != nil { victimName = victim.Named().Name } if !hit { eventLog.Log(fmt.Sprintf("%s attacked %s, but missed ( %v Evasion vs %v Precision)", attackerName, victimName, evasion, precision)) return } victim.HealthData().Health -= dmg if victim.HealthData().Health <= 0 { victim.HealthData().IsDead = true eventLog.Log(fmt.Sprintf("%s attacked %s, and was victorious ( %v Evasion vs %v Precision)", attackerName, victimName, evasion, precision)) return } eventLog.Log(fmt.Sprintf("%s attacked %s, and hit for %v %v damage", attackerName, victimName, dmg, model.DamageTypeName(dmgType))) } func CalculateAttack(attacker, victim model.Entity) (hit bool, precisionRoll, evasionRoll int, damage int, damageType model.DamageType) { if attacker.Equipped() != nil && attacker.Equipped().Inventory.AtSlot(model.EquippedSlotDominantHand) != nil { weapon := attacker.Equipped().Inventory.AtSlot(model.EquippedSlotDominantHand) return model.PhysicalWeaponAttack(attacker, weapon, victim) } else { return model.UnarmedAttack(attacker, victim) } } func (ps *PlayingState) InteractBelowPlayer() { playerPos := ps.player.Position() if playerPos == ps.dungeon.CurrentLevel().Ground().NextLevelStaircase().Position { ps.SwitchToNextLevel() return } if playerPos == ps.dungeon.CurrentLevel().Ground().PreviousLevelStaircase().Position { 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.Positioned().Position = ps.dungeon.CurrentLevel().Ground().PlayerSpawnPoint().Position ps.viewport = engine.CreateViewport( engine.PositionAt(0, 0), ps.dungeon.CurrentLevel().Ground().PlayerSpawnPoint().Position, 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.Positioned().Position = ps.dungeon.CurrentLevel().Ground().NextLevelStaircase().Position ps.viewport = engine.CreateViewport( engine.PositionAt(0, 0), ps.dungeon.CurrentLevel().Ground().NextLevelStaircase().Position, 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 } if item.Named() != nil { itemName := item.Named().Name ps.eventLog.Log("You picked up " + itemName) } else { ps.eventLog.Log("You picked up an item") } } 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() { if ps.someNPC.HealthData().IsDead { ps.dungeon.CurrentLevel().DropEntity(ps.someNPC.UniqueId()) return } playerVisibleAndInRange := false if ps.someNPC.Positioned().Position.Distance(ps.player.Position()) < 20 && ps.HasLineOfSight(ps.someNPC.Positioned().Position, ps.player.Position()) { playerVisibleAndInRange = true } if !playerVisibleAndInRange { randomMove := model.Direction(engine.RandInt(int(model.DirectionNone), int(model.East))) nextPos := ps.someNPC.Positioned().Position switch randomMove { case model.North: nextPos = nextPos.WithOffset(0, -1) case model.South: nextPos = nextPos.WithOffset(0, +1) case model.West: nextPos = nextPos.WithOffset(-1, 0) case model.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.Positioned().Position) { ExecuteAttack(ps.eventLog, ps.someNPC, ps.player) } pathToPlayer := engine.FindPath( ps.someNPC.Positioned().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) model.Tile { model.Map_MarkExplored(ps.dungeon.CurrentLevel().Ground(), x, y) return ps.dungeon.CurrentLevel().TileAt(x, y) }, func(x, y int) bool { return model.Map_IsInBounds(ps.dungeon.CurrentLevel().Ground(), x, y) }, func(x, y int) bool { return ps.dungeon.CurrentLevel().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 { if tile.Entity() != nil { return tile.Entity().Entity.Presentable().Rune, tile.Entity().Entity.Presentable().Style } if tile.Item() != nil { return tile.Item().Item.TileIcon(), tile.Item().Item.Style() } return tile.DefaultPresentation() } explored := model.Map_ExploredTileAt(ps.dungeon.CurrentLevel().Ground(), x, y) if explored != nil { return explored.DefaultPresentation() } 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 }