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use crossterm::cursor::MoveTo;
use crossterm::{queue, Output};
use std::io::{stdout, Write};
use crate::entities::{Character, Entity, Player};
use crate::tiling::{tile_to_str, TileGrid};
use crate::world::{Dungeon, Generatable, Level};
pub struct State {
pub player: Character,
dungeon: Dungeon,
level: usize,
grid: Option<TileGrid>,
}
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());
}
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();
for (linenum, line) in self.grid.as_ref().unwrap().raw_data().iter().enumerate() {
let linestr = line.iter().map(tile_to_str).collect::<Vec<&str>>();
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_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.tiletype()))
)
.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(&self) {
self.render_entity(&self.player)
}
pub fn render_ui(&self) {
let mut sout = stdout();
queue!(
sout,
MoveTo(0, (self.dungeon.ysize() + 1) as u16),
Output(self.player.stats())
)
.unwrap();
sout.flush().unwrap();
}
pub fn current_level(&self) -> &Level {
&self.dungeon.levels[self.level]
}
}
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