last_light/game/state/playing_state.go
2024-06-06 23:17:22 +03:00

453 lines
12 KiB
Go

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_V2
someNPC model.Entity_V2
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_V2(
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_V2) {
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_V2) (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_V2 {
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
}