package state import ( "math/rand" "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 npcs []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(s.player.DefaultSpeed().Speed, func() (complete bool, requeue bool) { requeue = true complete = false if s.player.HealthData().Health <= 0 || 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_EnterLookMode: s.viewShortLogs = !s.viewShortLogs s.nextGameState = CreateLookState(s, s.eventLog, s.dungeon, s.inputSystem, s.turnSystem, s.player) case systems.InputAction_PickUpItem: complete = PickUpItemUnderPlayer(s.eventLog, s.dungeon, s.player) case systems.InputAction_Interact: complete = s.InteractBelowPlayer() case systems.InputAction_OpenLogs: s.viewShortLogs = !s.viewShortLogs case systems.InputAction_Move_East: complete = s.MovePlayer(model.East) case systems.InputAction_Move_West: complete = s.MovePlayer(model.West) case systems.InputAction_Move_North: complete = s.MovePlayer(model.North) case systems.InputAction_Move_South: complete = s.MovePlayer(model.South) default: } if s.player.IsNextTurnSkipped() { s.player.SkipNextTurn(false) complete = true } return }) 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) entityTable := model.CreateEntityTable() entityTable.Add(1, func(x, y int) model.Entity { return model.Entity_Imp(x, y, model.HostileNPCBehavior(s.eventLog, s.dungeon, s.player)) }) entityTable.Add(1, func(x, y int) model.Entity { return model.Entity_SkeletalKnight(x, y, model.HostileNPCBehavior(s.eventLog, s.dungeon, s.player)) }) entityTable.Add(1, func(x, y int) model.Entity { return model.Entity_SkeletalWarrior(x, y, model.HostileNPCBehavior(s.eventLog, s.dungeon, s.player)) }) s.npcs = SpawnNPCs(s.dungeon, 7, entityTable) for _, npc := range s.npcs { if npc.Behavior() != nil { speed := npc.Behavior().Speed s.turnSystem.Schedule(speed, npc.Behavior().Behavior) } } 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 SpawnNPCs(dungeon *model.Dungeon, number int, genTable *model.EntityTable) []model.Entity { rooms := dungeon.CurrentLevel().Ground().Rooms().Rooms entities := make([]model.Entity, 0, number) for range number { r := rooms[rand.Intn(len(rooms))] x, y := engine.RandInt(r.Position().X()+1, r.Position().X()+r.Size().Width()-1), engine.RandInt(r.Position().Y()+1, r.Position().Y()+r.Size().Height()-1) entity := genTable.Generate(x, y) entities = append(entities, entity) dungeon.CurrentLevel().AddEntity(entity) } return entities } func (ps *PlayingState) MovePlayer(direction model.Direction) (success bool) { if direction == model.DirectionNone { return true } newPlayerPos := ps.player.Position().WithOffset(model.MovementDirectionOffset(direction)) ent := ps.dungeon.CurrentLevel().EntitiesAt(newPlayerPos.XY())[0] // 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 false } model.ExecuteAttack(ps.eventLog, ps.player, ent) return true } 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)) return true } else { ps.eventLog.Log("You bump into an impassable object") return false } } func (ps *PlayingState) InteractBelowPlayer() (success bool) { playerPos := ps.player.Position() if playerPos == ps.dungeon.CurrentLevel().Ground().NextLevelStaircase().Position { ps.SwitchToNextLevel() return true } if playerPos == ps.dungeon.CurrentLevel().Ground().PreviousLevelStaircase().Position { ps.SwitchToPreviousLevel() return true } ps.eventLog.Log("There is nothing to interact with here") return false } 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 PickUpItemUnderPlayer(eventLog *engine.GameEventLog, dungeon *model.Dungeon, player *model.Player) (success bool) { pos := player.Position() item := dungeon.CurrentLevel().RemoveItemAt(pos.XY()) if item == nil { eventLog.Log("There is no item to pick up here") return false } success = player.Inventory().Push(item) if !success { eventLog.Log("Unable to pick up item") dungeon.CurrentLevel().SetItemAt(pos.X(), pos.Y(), item) return } if item.Named() != nil { itemName := item.Named().Name eventLog.Log("You picked up " + itemName) } else { eventLog.Log("You picked up an item") } return true } 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.Entities() != nil { return tile.Entities().Entities[0].Presentable().Rune, tile.Entities().Entities[0].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 }