package ui import ( "fmt" "mvvasilev/last_light/engine" "mvvasilev/last_light/game/model" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/views" "github.com/google/uuid" ) type UIItem struct { id uuid.UUID item model.Item window UIWindow engine.Positioned engine.Sized } func CreateUIItem(x, y int, item model.Item, style tcell.Style) *UIItem { return &UIItem{ id: uuid.New(), item: item, window: *CreateWindow(x, y, 33, 8, "Item", style), Positioned: engine.WithPosition(engine.PositionAt(x, y)), Sized: engine.WithSize(engine.SizeOf(33, 8)), } } func (uibi *UIItem) Input(e *tcell.EventKey) { } func (uibi *UIItem) UniqueId() uuid.UUID { return uibi.id } func (uibi *UIItem) Draw(v views.View) { uibi.window.Draw(v) if uibi.item.Named() != nil { engine.DrawText(uibi.Position().X()+1, uibi.Position().Y()+1, uibi.item.Named().Name, uibi.item.Named().Style, v) } if uibi.item.Described() != nil { engine.DrawText(uibi.Position().X()+1, uibi.Position().Y()+2, uibi.item.Described().Description, uibi.item.Described().Style, v) } if uibi.item.StatModifier() == nil { return } statModifiers := uibi.item.StatModifier().StatModifiers originalX, y := uibi.Position().XY() x := originalX + 1 y += 3 for i, sm := range statModifiers { drawRPGItemStatModifier(x, y, tcell.StyleDefault, v, &sm) x += 9 + 2 // each stat is 9 characters long, with 2 characters separating the stats // Only 3 stats per line if i > 0 && (i+1)%3 == 0 { x = originalX + 1 y++ } } } func drawRPGItemStatModifier(x, y int, style tcell.Style, view views.View, sm *model.StatModifier) { // 5 characters per stat name // 1 separating character // 3 characters for bonus ( including sign, modifiers are limited to -99 and +99) const SEPARATING_CHARACTER rune = ':' switch sm.Stat { case model.Stat_Attributes_Strength: engine.DrawText(x, y, "STR", style, view) case model.Stat_Attributes_Dexterity: engine.DrawText(x, y, "DEX", style, view) case model.Stat_Attributes_Intelligence: engine.DrawText(x, y, "INT", style, view) case model.Stat_Attributes_Constitution: engine.DrawText(x, y, "CON", style, view) case model.Stat_PhysicalPrecisionBonus: engine.DrawText(x, y, "pPrcs", style, view) case model.Stat_EvasionBonus: engine.DrawText(x, y, "Evasn", style, view) case model.Stat_MagicPrecisionBonus: engine.DrawText(x, y, "mPrcs", style, view) case model.Stat_TotalPrecisionBonus: engine.DrawText(x, y, "tPrcs", style, view) case model.Stat_DamageBonus_Physical_Unarmed: engine.DrawText(x, y, "Unrmd", style, view) case model.Stat_DamageBonus_Physical_Slashing: engine.DrawText(x, y, "Slshn", style, view) case model.Stat_DamageBonus_Physical_Piercing: engine.DrawText(x, y, "Prcng", style, view) case model.Stat_DamageBonus_Physical_Bludgeoning: engine.DrawText(x, y, "Bldgn", style, view) case model.Stat_DamageBonus_Magic_Fire: engine.DrawText(x, y, "Fire", style, view) case model.Stat_DamageBonus_Magic_Cold: engine.DrawText(x, y, "Cold", style, view) case model.Stat_DamageBonus_Magic_Necrotic: engine.DrawText(x, y, "Ncrtc", style, view) case model.Stat_DamageBonus_Magic_Thunder: engine.DrawText(x, y, "Thndr", style, view) case model.Stat_DamageBonus_Magic_Acid: engine.DrawText(x, y, "Acid", style, view) case model.Stat_DamageBonus_Magic_Poison: engine.DrawText(x, y, "Poisn", style, view) case model.Stat_MaxHealthBonus: engine.DrawText(x, y, "maxHP", style, view) default: } view.SetContent(x+5, y, SEPARATING_CHARACTER, nil, style) if sm.Bonus < 0 { engine.DrawText(x+6, y, fmt.Sprintf("-%02d", -sm.Bonus), tcell.StyleDefault.Foreground(tcell.ColorIndianRed), view) } else { engine.DrawText(x+6, y, fmt.Sprintf("+%02d", sm.Bonus), tcell.StyleDefault.Foreground(tcell.ColorLime), view) } }