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use pancurses::Window;
use crate::entities::{Character, Entity};
use crate::tiling::{tile_to_str, TileGrid, TileType};
use crate::world::{Dungeon, Generatable, Level};
pub struct State {
pub player: Character,
dungeon: Dungeon,
level: usize,
grid: Option<TileGrid>,
}
pub fn draw_block(window: &Window, block: &TileType) {
window.printw(tile_to_str(block));
}
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.player.place(self.current_level().get_start_point());
self.switch_level(0);
}
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, window: &Window) {
for (linenum, line) in self.grid.as_ref().unwrap().raw_data().iter().enumerate() {
for block in line.iter() {
draw_block(&window, &block);
}
window.mv(linenum as i32, 0);
}
}
fn render_entity(&self, entity: &dyn Entity, window: &Window) {
if !entity.is_dirty() {
return;
}
let dirt = entity.get_previous_location();
window.mv(dirt.1 as i32, dirt.0 as i32);
draw_block(
window,
self.grid.as_ref().unwrap().get_block_at(dirt.0, dirt.1),
);
window.mv(
entity.get_location().1 as i32,
entity.get_location().0 as i32,
);
draw_block(window, entity.get_tiletype());
}
pub fn render_entities(&self, window: &Window) {
for e in self.current_level().entities.iter() {
self.render_entity(&**e, window);
}
}
pub fn render_player(&self, window: &Window) {
self.render_entity(&self.player, window)
}
pub fn current_level(&self) -> &Level {
&self.dungeon.levels[self.level]
}
pub fn get_player_mut(&mut self) -> &mut Character {
&mut self.player
}
}
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