snix/src/Xanthous/Game/Draw.hs
Griffin Smith 5c5aa14a3d Don't render moving entities that aren't visible
When the character walks away from or around the corner from entities
that move such that they're no longer visible, stop rendering them.
Still render static entities like walls, doors, and items though. This
prevents entities walking into a "revealed position" after the
character's left being visible despite not being in a line of sight any
more.
2020-01-03 12:04:08 -05:00

169 lines
6.1 KiB
Haskell

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module Xanthous.Game.Draw
( drawGame
) where
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import Xanthous.Prelude
import Brick hiding (loc, on)
import Brick.Widgets.Border
import Brick.Widgets.Border.Style
import Brick.Widgets.Edit
--------------------------------------------------------------------------------
import Xanthous.Data
import Xanthous.Data.EntityMap (EntityMap, atPosition)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Game.State
import Xanthous.Entities.Character
import Xanthous.Entities.Item (Item)
import Xanthous.Game
( GameState(..)
, entities
, revealedPositions
, characterPosition
, characterVisiblePositions
, character
, MessageHistory(..)
, messageHistory
, GamePromptState(..)
, promptState
, debugState, allRevealed
)
import Xanthous.Game.Prompt
import Xanthous.Resource (Name, Panel(..))
import qualified Xanthous.Resource as Resource
import Xanthous.Orphans ()
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cursorPosition :: GameState -> Widget Name -> Widget Name
cursorPosition game
| WaitingPrompt _ (Prompt _ SPointOnMap (PointOnMapPromptState pos) _ _)
<- game ^. promptState
= showCursor Resource.Prompt (pos ^. loc)
| otherwise
= showCursor Resource.Character (game ^. characterPosition . loc)
drawMessages :: MessageHistory -> Widget Name
drawMessages = txtWrap . (<> " ") . unwords . oextract
drawPromptState :: GamePromptState m -> Widget Name
drawPromptState NoPrompt = emptyWidget
drawPromptState (WaitingPrompt msg (Prompt _ pt ps pri _)) =
case (pt, ps, pri) of
(SStringPrompt, StringPromptState edit, _) ->
txtWrap msg <+> txt " " <+> renderEditor (txt . fold) True edit
(SDirectionPrompt, DirectionPromptState, _) -> txtWrap msg
(SContinue, _, _) -> txtWrap msg
(SMenu, _, menuItems) ->
txtWrap msg
<=> foldl' (<=>) emptyWidget (map drawMenuItem $ itoList menuItems)
_ -> txtWrap msg
where
drawMenuItem (chr, MenuOption m _) =
str ("[" <> pure chr <> "] ") <+> txtWrap m
drawEntities
:: (Position -> Bool)
-- ^ Is a given position directly visible to the character?
-> (Position -> Bool)
-- ^ Has a given position *ever* been seen by the character?
-> EntityMap SomeEntity -- ^ all entities
-> Widget Name
drawEntities isVisible isRevealed allEnts
= vBox rows
where
entityPositions = EntityMap.positions allEnts
maxY = fromMaybe 0 $ maximumOf (folded . y) entityPositions
maxX = fromMaybe 0 $ maximumOf (folded . x) entityPositions
rows = mkRow <$> [0..maxY]
mkRow rowY = hBox $ renderEntityAt . flip Position rowY <$> [0..maxX]
renderEntityAt pos
= let entitiesAtPosition = allEnts ^. atPosition pos
immobileEntitiesAtPosition =
filter (not . entityCanMove) entitiesAtPosition
in renderTopEntity pos
$ if | isVisible pos -> entitiesAtPosition
| isRevealed pos -> immobileEntitiesAtPosition
| otherwise -> mempty
renderTopEntity pos ents
= let neighbors = EntityMap.neighbors pos allEnts
in maybe (str " ") (drawWithNeighbors neighbors)
$ maximumBy (compare `on` drawPriority)
<$> fromNullable ents
drawMap :: GameState -> Widget Name
drawMap game
= viewport Resource.MapViewport Both
. cursorPosition game
$ drawEntities
(\pos -> (game ^. debugState . allRevealed)
|| (pos `member` (game ^. revealedPositions)))
(`member` characterVisiblePositions game)
-- FIXME: this will break down as soon as creatures can walk around on their
-- own, since we don't want to render things walking around when the
-- character can't see them
(game ^. entities)
bullet :: Char
bullet = '•'
drawInventoryPanel :: GameState -> Widget Name
drawInventoryPanel game
= drawWielded (game ^. character . inventory . wielded)
<=> drawBackpack (game ^. character . inventory . backpack)
where
drawWielded (Hands Nothing Nothing) = emptyWidget
drawWielded (DoubleHanded i) =
txtWrap $ "You are holding " <> description i <> " in both hands"
drawWielded (Hands l r) = drawHand "left" l <=> drawHand "right" r
drawHand side = maybe emptyWidget $ \i ->
txtWrap ( "You are holding "
<> description i
<> " in your " <> side <> " hand"
)
<=> txt " "
drawBackpack :: Vector Item -> Widget Name
drawBackpack Empty = txtWrap "Your backpack is empty right now."
drawBackpack backpackItems
= txtWrap ( "You are currently carrying the following items in your "
<> "backpack:")
<=> txt " "
<=> foldl' (<=>) emptyWidget
(map
(txtWrap . ((bullet <| " ") <>) . description)
backpackItems)
drawPanel :: GameState -> Panel -> Widget Name
drawPanel game panel
= border
. hLimit 35
. viewport (Resource.Panel panel) Vertical
. case panel of
InventoryPanel -> drawInventoryPanel
$ game
drawCharacterInfo :: Character -> Widget Name
drawCharacterInfo ch = txt " " <+> charName <+> charHitpoints
where
charName | Just n <- ch ^. characterName
= txt $ n <> " "
| otherwise
= emptyWidget
charHitpoints
= txt "Hitpoints: "
<+> txt (tshow $ let Hitpoints hp = characterHitpoints ch in hp)
drawGame :: GameState -> [Widget Name]
drawGame game
= pure
. withBorderStyle unicode
$ case game ^. promptState of
NoPrompt -> drawMessages (game ^. messageHistory)
_ -> emptyWidget
<=> drawPromptState (game ^. promptState)
<=>
(maybe emptyWidget (drawPanel game) (game ^. activePanel)
<+> border (drawMap game)
)
<=> drawCharacterInfo (game ^. character)