last_light/game/ui/ui_item.go
2024-06-06 23:28:06 +03:00

133 lines
3.8 KiB
Go

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)
}
}