last_light/game/state/playing_state.go

365 lines
8.7 KiB
Go

package state
import (
"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.BasicNPC
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) *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().XY())
s.player.Heal(rpg.BaseMaxHealth(s.player))
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.CreateNPC(s.dungeon.CurrentLevel().NextLevelStaircase())
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, '@', tcell.StyleDefault)
s.dungeon.CurrentLevel().AddEntity(s.someNPC, 'N', tcell.StyleDefault)
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))
}
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, '@', tcell.StyleDefault)
}
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, '@', tcell.StyleDefault)
}
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) 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
}
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
}