Add title, lobby, class select, game, shop, and result screens. Rewrite model.go with 6-screen state machine and input routing. Wire server/ssh.go and main.go with lobby and store. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
134 lines
3.1 KiB
Go
134 lines
3.1 KiB
Go
package ui
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import (
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"fmt"
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"strings"
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"github.com/charmbracelet/lipgloss"
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"github.com/tolelom/catacombs/dungeon"
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"github.com/tolelom/catacombs/game"
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)
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func renderGame(state game.GameState, width, height int) string {
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mapView := renderMap(state.Floor)
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hudView := renderHUD(state)
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return lipgloss.JoinVertical(lipgloss.Left,
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mapView,
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hudView,
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)
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}
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func renderMap(floor *dungeon.Floor) string {
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if floor == nil {
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return ""
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}
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var sb strings.Builder
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headerStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("205")).Bold(true)
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sb.WriteString(headerStyle.Render(fmt.Sprintf("── Catacombs B%d ──", floor.Number)))
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sb.WriteString("\n\n")
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roomStyle := lipgloss.NewStyle().Border(lipgloss.RoundedBorder())
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dimStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("240"))
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hiddenStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("236"))
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for i, room := range floor.Rooms {
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vis := dungeon.GetRoomVisibility(floor, i)
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symbol := roomTypeSymbol(room.Type)
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label := fmt.Sprintf("[%d] %s %s", i, symbol, room.Type.String())
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if i == floor.CurrentRoom {
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label = ">> " + label + " <<"
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}
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switch vis {
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case dungeon.Visible:
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sb.WriteString(roomStyle.Render(label))
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case dungeon.Visited:
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sb.WriteString(dimStyle.Render(label))
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case dungeon.Hidden:
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sb.WriteString(hiddenStyle.Render("[?] ???"))
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}
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// Show connections
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for _, n := range room.Neighbors {
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if n > i {
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sb.WriteString(" ─── ")
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}
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}
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sb.WriteString("\n")
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}
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return sb.String()
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}
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func renderHUD(state game.GameState) string {
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var sb strings.Builder
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border := lipgloss.NewStyle().
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Border(lipgloss.NormalBorder()).
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Padding(0, 1)
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for _, p := range state.Players {
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hpBar := renderHPBar(p.HP, p.MaxHP, 20)
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status := ""
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if p.IsDead() {
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status = " [DEAD]"
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}
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sb.WriteString(fmt.Sprintf("%s (%s) %s %d/%d%s Gold: %d\n",
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p.Name, p.Class, hpBar, p.HP, p.MaxHP, status, p.Gold))
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}
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if state.Phase == game.PhaseCombat {
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sb.WriteString("\n")
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for i, m := range state.Monsters {
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if !m.IsDead() {
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mhpBar := renderHPBar(m.HP, m.MaxHP, 15)
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sb.WriteString(fmt.Sprintf(" [%d] %s %s %d/%d\n", i, m.Name, mhpBar, m.HP, m.MaxHP))
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}
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}
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sb.WriteString("\n[1]Attack [2]Skill [3]Item [4]Flee [5]Wait")
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} else if state.Phase == game.PhaseExploring {
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sb.WriteString("\nChoose a room to enter (number) or [Q] quit")
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}
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return border.Render(sb.String())
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}
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func renderHPBar(current, max, width int) string {
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if max == 0 {
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return ""
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}
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filled := current * width / max
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if filled < 0 {
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filled = 0
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}
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empty := width - filled
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greenStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("46"))
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redStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("196"))
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bar := greenStyle.Render(strings.Repeat("█", filled)) +
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redStyle.Render(strings.Repeat("░", empty))
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return bar
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}
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func roomTypeSymbol(rt dungeon.RoomType) string {
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switch rt {
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case dungeon.RoomCombat:
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return "D"
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case dungeon.RoomTreasure:
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return "$"
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case dungeon.RoomShop:
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return "S"
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case dungeon.RoomEvent:
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return "?"
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case dungeon.RoomEmpty:
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return "."
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case dungeon.RoomBoss:
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return "B"
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default:
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return " "
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}
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}
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