use crossterm::cursor::MoveTo; use crossterm::{execute, queue, Output}; use std::io::{stdout, Write}; use crate::entities::{Character, Entity, Player}; use crate::tiling::{tile_to_str, Tile, TileGrid, TileType}; use crate::world::{apply_movement, Dungeon, Generatable, Level, Movement}; const PLAYER_SIGHT: usize = 3; pub struct State { pub player: Character, dungeon: Dungeon, level: usize, grid: Option, } impl State { pub fn new(player: Character, dungeon: Dungeon) -> State { State { player, dungeon, level: 0, grid: None, } } pub fn init(&mut self) { self.dungeon.generate(); self.switch_level(0); self.player.place(self.current_level().start_point()); self.clear_los() } pub fn switch_level(&mut self, num_level: usize) { self.level = num_level; self.grid = Some(self.current_level().to_tilegrid().unwrap()); } pub fn render_level(&self) { let mut sout = stdout(); execute!(sout, MoveTo(0, 0)).unwrap(); for (linenum, line) in self.grid.as_ref().unwrap().raw_data().iter().enumerate() { let linestr = line.iter().map(tile_to_str).collect::>(); let mut linestr2 = String::from(""); for chr in linestr { linestr2.push_str(chr); } queue!(sout, Output(linestr2), MoveTo(0, linenum as u16)).unwrap(); sout.flush().unwrap(); } } fn render_entity(&self, entity: &dyn Entity) { if !entity.is_visible() || !entity.is_dirty() { return; } let dirt = entity.previous_location(); let background = self.grid.as_ref().unwrap().block_at(dirt.0, dirt.1); let mut sout = stdout(); queue!( sout, MoveTo(dirt.0 as u16, dirt.1 as u16), Output(tile_to_str(background)), MoveTo(entity.location().0 as u16, entity.location().1 as u16), Output(tile_to_str(entity.tile())) ) .unwrap(); sout.flush().unwrap(); } pub fn render_entities(&self) { for e in self.current_level().entities.iter() { self.render_entity(&**e); } } pub fn render_player(&mut self) { self.render_entity(&self.player); } fn ui_state_position(&self) -> MoveTo { MoveTo(0, (self.dungeon.ysize()) as u16) } fn ui_notification_position(&self) -> MoveTo { MoveTo(0, (self.dungeon.ysize() + 1) as u16) } pub fn render_ui(&self) { let mut sout = stdout(); queue!(sout, self.ui_state_position(), Output(self.player.stats())).unwrap(); sout.flush().unwrap(); } pub fn notify(&self, message: String) { let mut sout = stdout(); queue!( sout, self.ui_notification_position(), Output(" ".repeat(self.dungeon.xsize())), self.ui_notification_position(), Output(message) ) .unwrap(); sout.flush().unwrap(); } pub fn ui_help(&self) { self.notify(String::from( "quit: q, movement{up(k), down(j), left(h), right(l)}", )) } pub fn current_level(&self) -> &Level { &self.dungeon.levels[self.level] } pub fn current_level_mut(&mut self) -> &mut Level { &mut self.dungeon.levels[self.level] } fn can_step_on(tile: &Tile) -> bool { match tile.get_type() { TileType::Floor => true, TileType::StairsDown => true, TileType::StairsUp => true, _ => false, } } fn clear_los(&mut self) { { let grid = self.grid.as_mut().unwrap(); grid.clear_fog_of_war(self.player.location(), PLAYER_SIGHT); } for i in 0..self.current_level().entities.len() { let loc = *self.current_level().entities[i].location(); if self .grid .as_ref() .unwrap() .block_at(loc.0, loc.1) .is_visible() && !self.current_level().entities[i].is_visible() { self.current_level_mut().entities[i].visibility(true); } } } pub fn move_player(&mut self, dir: Movement) -> Result<(), String> { let grid = match &self.grid { Some(g) => g, None => return Err(String::from("No level loaded!")), }; let loc = apply_movement(*self.player.location(), dir)?; // Is the new location colliding with anything? if !State::can_step_on(grid.block_at(loc.0, loc.1)) { return Err(String::from("Can't move entity!")); } self.player.move_by(dir)?; self.clear_los(); Ok(()) } pub fn down_stairs(&mut self) -> Result<(), String> { let grid = match &self.grid { Some(g) => g, None => return Err(String::from("No level loaded!")), }; if self.level == self.dungeon.depth() - 1 { return Err(String::from("Already at the bottom level")); } let loc = self.player.location(); match grid.block_at(loc.0, loc.1).get_type() { TileType::StairsDown => { self.switch_level(self.level + 1); self.render_level(); Ok(()) } _ => Err(String::from("Not on stairs!")), } } pub fn up_stairs(&mut self) -> Result<(), String> { let grid = match &self.grid { Some(g) => g, None => return Err(String::from("No level loaded!")), }; if self.level == 0 { return Err(String::from("Already at the top level")); } let loc = self.player.location(); match grid.block_at(loc.0, loc.1).get_type() { TileType::StairsUp => { self.switch_level(self.level - 1); self.render_level(); Ok(()) } _ => Err(String::from("Not on stairs!")), } } }