last_light/game/state/playing_state.go

318 lines
7.1 KiB
Go

package state
import (
"mvvasilev/last_light/engine"
"mvvasilev/last_light/game/model"
"mvvasilev/last_light/game/player"
"mvvasilev/last_light/game/ui"
"mvvasilev/last_light/game/world"
"github.com/gdamore/tcell/v2"
"github.com/gdamore/tcell/v2/views"
)
type PlayingState struct {
player *player.Player
someNPC *model.BasicNPC
dungeon *world.Dungeon
viewport *engine.Viewport
movePlayerDirection model.Direction
pauseGame bool
openInventory bool
pickUpUnderPlayer bool
interact bool
moveEntities bool
nextGameState GameState
}
func BeginPlayingState() *PlayingState {
s := new(PlayingState)
mapSize := engine.SizeOf(128, 128)
s.dungeon = world.CreateDungeon(mapSize.Width(), mapSize.Height(), 1)
s.player = player.CreatePlayer(s.dungeon.CurrentLevel().PlayerSpawnPoint().XY())
s.someNPC = model.CreateNPC(s.dungeon.CurrentLevel().NextLevelStaircase())
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 (ps *PlayingState) Pause() {
ps.pauseGame = true
}
func (ps *PlayingState) Unpause() {
ps.pauseGame = false
}
func (ps *PlayingState) SetPaused(paused bool) {
ps.pauseGame = paused
}
func (ps *PlayingState) MovePlayer() {
if ps.movePlayerDirection == model.DirectionNone {
return
}
newPlayerPos := ps.player.Position().WithOffset(model.MovementDirectionOffset(ps.movePlayerDirection))
if ps.dungeon.CurrentLevel().IsTilePassable(newPlayerPos.XY()) {
dx, dy := model.MovementDirectionOffset(ps.movePlayerDirection)
ps.dungeon.CurrentLevel().MoveEntity(ps.player.UniqueId(), dx, dy)
ps.viewport.SetCenter(ps.player.Position())
}
ps.movePlayerDirection = model.DirectionNone
}
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(
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(
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)
}
}
func (ps *PlayingState) CalcPathToPlayerAndMove() {
distanceToPlayer := ps.someNPC.Position().Distance(ps.player.Position())
if distanceToPlayer > 20 {
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) OnInput(e *tcell.EventKey) {
ps.player.Input(e)
if e.Key() == tcell.KeyEsc {
ps.pauseGame = true
return
}
if e.Key() == tcell.KeyRune && e.Rune() == 'i' {
ps.openInventory = true
return
}
if e.Key() == tcell.KeyRune && e.Rune() == 'p' {
ps.pickUpUnderPlayer = true
return
}
if e.Key() == tcell.KeyRune && e.Rune() == 'e' {
ps.interact = true
return
}
switch e.Key() {
case tcell.KeyUp:
ps.movePlayerDirection = model.DirectionUp
ps.moveEntities = true
case tcell.KeyDown:
ps.movePlayerDirection = model.DirectionDown
ps.moveEntities = true
case tcell.KeyLeft:
ps.movePlayerDirection = model.DirectionLeft
ps.moveEntities = true
case tcell.KeyRight:
ps.movePlayerDirection = model.DirectionRight
ps.moveEntities = true
}
}
func (ps *PlayingState) OnTick(dt int64) GameState {
ps.player.Tick(dt)
if ps.pauseGame {
return PauseGame(ps)
}
if ps.openInventory {
ps.openInventory = false
return CreateInventoryScreenState(ps.player, ps)
}
if ps.movePlayerDirection != model.DirectionNone {
ps.MovePlayer()
}
if ps.pickUpUnderPlayer {
ps.pickUpUnderPlayer = false
ps.PickUpItemUnderPlayer()
}
if ps.interact {
ps.interact = false
ps.InteractBelowPlayer()
}
if ps.moveEntities {
ps.moveEntities = false
ps.CalcPathToPlayerAndMove()
}
return ps.nextGameState
}
func (ps *PlayingState) CollectDrawables() []engine.Drawable {
return engine.Multidraw(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
})
}))
}