312 lines
9.0 KiB
Go
312 lines
9.0 KiB
Go
package ui
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import (
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"fmt"
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"strings"
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"time"
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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/entity"
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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, targetCursor int, moveCursor int, chatting bool, chatInput string) string {
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mapView := renderMap(state.Floor)
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hudView := renderHUD(state, targetCursor, moveCursor)
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logView := renderCombatLog(state.CombatLog)
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if chatting {
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chatStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("117"))
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chatView := chatStyle.Render(fmt.Sprintf("> %s_", chatInput))
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return lipgloss.JoinVertical(lipgloss.Left, mapView, hudView, logView, chatView)
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}
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return lipgloss.JoinVertical(lipgloss.Left,
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mapView,
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hudView,
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logView,
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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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theme := dungeon.GetFloorTheme(floor.Number)
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headerStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("205")).Bold(true)
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// Count explored rooms
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explored := 0
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for _, r := range floor.Rooms {
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if r.Visited || r.Cleared {
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explored++
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}
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}
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total := len(floor.Rooms)
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header := headerStyle.Render(fmt.Sprintf("── Catacombs B%d: %s ── %d/%d Rooms ──", floor.Number, theme.Name, explored, total))
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return header + "\n" + dungeon.RenderFloor(floor, floor.CurrentRoom, true)
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}
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func renderHUD(state game.GameState, targetCursor int, moveCursor int) 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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// Player info
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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",
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p.Name, p.Class, hpBar, p.HP, p.MaxHP, status, p.Gold))
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// Show inventory count
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itemCount := len(p.Inventory)
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relicCount := len(p.Relics)
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if itemCount > 0 || relicCount > 0 {
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sb.WriteString(fmt.Sprintf(" Items:%d Relics:%d", itemCount, relicCount))
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}
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sb.WriteString("\n")
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}
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if state.Phase == game.PhaseCombat {
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// Two-panel layout: PARTY | ENEMIES
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partyContent := renderPartyPanel(state.Players, state.SubmittedActions)
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enemyContent := renderEnemyPanel(state.Monsters, targetCursor)
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partyPanel := lipgloss.NewStyle().
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Border(lipgloss.RoundedBorder()).
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BorderForeground(colorGray).
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Width(35).
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Padding(0, 1).
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Render(partyContent)
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enemyPanel := lipgloss.NewStyle().
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Border(lipgloss.RoundedBorder()).
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BorderForeground(colorGray).
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Width(38).
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Padding(0, 1).
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Render(enemyContent)
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panels := lipgloss.JoinHorizontal(lipgloss.Top, partyPanel, enemyPanel)
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sb.WriteString(panels)
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sb.WriteString("\n")
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// Action bar
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sb.WriteString(styleAction.Render("[1]Attack [2]Skill [3]Item [4]Flee [5]Wait [Tab]Target [/]Chat"))
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sb.WriteString("\n")
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// Timer
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if !state.TurnDeadline.IsZero() {
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remaining := time.Until(state.TurnDeadline)
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if remaining < 0 {
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remaining = 0
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}
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sb.WriteString(styleTimer.Render(fmt.Sprintf(" Timer: %.1fs", remaining.Seconds())))
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sb.WriteString("\n")
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}
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// Skill description for first alive player only
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for _, p := range state.Players {
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if !p.IsDead() {
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var skillDesc string
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switch p.Class {
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case entity.ClassWarrior:
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skillDesc = "Skill: Taunt — enemies attack you for 2 turns"
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case entity.ClassMage:
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skillDesc = "Skill: Fireball — AoE 0.8x dmg to all enemies"
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case entity.ClassHealer:
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skillDesc = "Skill: Heal — restore 30 HP to an ally"
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case entity.ClassRogue:
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skillDesc = "Skill: Scout — reveal neighboring rooms"
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}
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skillDesc += fmt.Sprintf(" (%d uses left)", p.SkillUses)
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sb.WriteString(styleSystem.Render(skillDesc))
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sb.WriteString("\n")
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break
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}
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}
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} else if state.Phase == game.PhaseExploring {
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if state.Floor != nil && state.Floor.CurrentRoom >= 0 && state.Floor.CurrentRoom < len(state.Floor.Rooms) {
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current := state.Floor.Rooms[state.Floor.CurrentRoom]
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if len(current.Neighbors) > 0 {
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sb.WriteString("\n")
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selectedStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("46")).Bold(true)
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normalStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("255"))
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for i, n := range current.Neighbors {
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if n >= 0 && n < len(state.Floor.Rooms) {
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r := state.Floor.Rooms[n]
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status := r.Type.String()
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if r.Cleared {
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status = "Cleared"
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}
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marker := " "
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style := normalStyle
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if i == moveCursor {
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marker = "> "
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style = selectedStyle
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}
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sb.WriteString(style.Render(fmt.Sprintf("%sRoom %d: %s", marker, n, status)))
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sb.WriteString("\n")
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}
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}
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}
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}
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sb.WriteString("[Up/Down] Select [Enter] Move [Q] Quit")
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}
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if state.Phase == game.PhaseCombat {
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return sb.String()
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}
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return border.Render(sb.String())
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}
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func renderCombatLog(log []string) string {
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if len(log) == 0 {
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return ""
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}
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border := lipgloss.NewStyle().
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Border(lipgloss.RoundedBorder()).
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BorderForeground(colorGray).
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Padding(0, 1)
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var sb strings.Builder
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for _, msg := range log {
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colored := colorizeLog(msg)
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sb.WriteString(" > " + colored + "\n")
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}
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return border.Render(sb.String())
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}
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func colorizeLog(msg string) string {
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switch {
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case strings.Contains(msg, "fled"):
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return styleFlee.Render(msg)
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case strings.Contains(msg, "co-op"):
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return styleCoop.Render(msg)
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case strings.Contains(msg, "healed") || strings.Contains(msg, "Heal") || strings.Contains(msg, "Blessing"):
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return styleHeal.Render(msg)
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case strings.Contains(msg, "dmg") || strings.Contains(msg, "hit") || strings.Contains(msg, "attacks") || strings.Contains(msg, "Trap"):
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return styleDamage.Render(msg)
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case strings.Contains(msg, "Taunt") || strings.Contains(msg, "scouted"):
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return styleStatus.Render(msg)
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case strings.Contains(msg, "gold") || strings.Contains(msg, "Gold") || strings.Contains(msg, "found"):
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return styleGold.Render(msg)
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case strings.Contains(msg, "defeated") || strings.Contains(msg, "cleared") || strings.Contains(msg, "Descending"):
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return styleSystem.Render(msg)
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default:
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return msg
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}
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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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if filled > width {
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filled = width
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}
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empty := width - filled
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pct := float64(current) / float64(max)
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var barStyle lipgloss.Style
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switch {
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case pct > 0.5:
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barStyle = lipgloss.NewStyle().Foreground(colorGreen)
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case pct > 0.25:
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barStyle = lipgloss.NewStyle().Foreground(colorYellow)
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default:
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barStyle = lipgloss.NewStyle().Foreground(colorRed)
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}
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emptyStyle := lipgloss.NewStyle().Foreground(colorGray)
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return barStyle.Render(strings.Repeat("█", filled)) +
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emptyStyle.Render(strings.Repeat("░", empty))
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}
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func renderPartyPanel(players []*entity.Player, submittedActions map[string]string) string {
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var sb strings.Builder
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sb.WriteString(styleHeader.Render(" PARTY") + "\n\n")
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for _, p := range players {
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nameStr := stylePlayer.Render(fmt.Sprintf(" ♦ %s", p.Name))
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classStr := styleSystem.Render(fmt.Sprintf(" (%s)", p.Class))
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status := ""
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if p.IsDead() {
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status = styleDamage.Render(" [DEAD]")
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}
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sb.WriteString(nameStr + classStr + status + "\n")
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hpBar := renderHPBar(p.HP, p.MaxHP, 16)
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sb.WriteString(fmt.Sprintf(" %s %d/%d\n", hpBar, p.HP, p.MaxHP))
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if len(p.Effects) > 0 {
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var effects []string
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for _, e := range p.Effects {
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switch e.Type {
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case entity.StatusPoison:
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effects = append(effects, styleHeal.Render(fmt.Sprintf("☠Poison(%dt)", e.Duration)))
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case entity.StatusBurn:
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effects = append(effects, styleDamage.Render(fmt.Sprintf("🔥Burn(%dt)", e.Duration)))
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case entity.StatusFreeze:
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effects = append(effects, styleFlee.Render(fmt.Sprintf("❄Freeze(%dt)", e.Duration)))
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}
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}
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sb.WriteString(" " + strings.Join(effects, " ") + "\n")
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}
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sb.WriteString(fmt.Sprintf(" ATK:%-3d DEF:%-3d ", p.EffectiveATK(), p.EffectiveDEF()))
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sb.WriteString(styleGold.Render(fmt.Sprintf("G:%d", p.Gold)))
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sb.WriteString("\n")
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if action, ok := submittedActions[p.Fingerprint]; ok {
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sb.WriteString(styleHeal.Render(fmt.Sprintf(" ✓ %s", action)))
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sb.WriteString("\n")
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} else if !p.IsOut() {
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sb.WriteString(styleSystem.Render(" ... Waiting"))
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sb.WriteString("\n")
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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 renderEnemyPanel(monsters []*entity.Monster, targetCursor int) string {
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var sb strings.Builder
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sb.WriteString(styleHeader.Render(" ENEMIES") + "\n\n")
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for i, m := range monsters {
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if m.IsDead() {
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continue
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}
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// ASCII art
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art := MonsterArt(m.Type)
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for _, line := range art {
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sb.WriteString(styleEnemy.Render(" "+line) + "\n")
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}
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// Name + HP
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marker := " "
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if i == targetCursor {
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marker = "> "
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}
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hpBar := renderHPBar(m.HP, m.MaxHP, 12)
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taunt := ""
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if m.TauntTarget {
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taunt = styleStatus.Render(fmt.Sprintf(" [TAUNTED %dt]", m.TauntTurns))
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}
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sb.WriteString(fmt.Sprintf(" %s[%d] %s %s %d/%d%s\n\n",
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marker, i, styleEnemy.Render(m.Name), hpBar, m.HP, m.MaxHP, taunt))
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}
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return sb.String()
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}
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