swarm-0.1.0.0: src/Swarm/TUI/View.hs
{-# LANGUAGE OverloadedStrings #-}
-- |
-- Module : Swarm.TUI.View
-- Copyright : Brent Yorgey
-- Maintainer : byorgey@gmail.com
--
-- SPDX-License-Identifier: BSD-3-Clause
--
-- Code for drawing the TUI.
module Swarm.TUI.View (
drawUI,
drawTPS,
-- * Dialog box
drawDialog,
generateModal,
chooseCursor,
-- * Key hint menu
drawKeyMenu,
drawModalMenu,
drawKeyCmd,
-- * World
drawWorld,
-- * Robot panel
drawRobotPanel,
drawItem,
drawLabelledEntityName,
-- * Info panel
drawInfoPanel,
explainFocusedItem,
-- * REPL
drawREPL,
) where
import Brick hiding (Direction)
import Brick.Focus
import Brick.Forms
import Brick.Widgets.Border (hBorder, hBorderWithLabel, joinableBorder, vBorder)
import Brick.Widgets.Center (center, centerLayer, hCenter)
import Brick.Widgets.Dialog
import Brick.Widgets.List qualified as BL
import Brick.Widgets.Table qualified as BT
import Control.Lens hiding (Const, from)
import Control.Monad (guard)
import Control.Monad.Reader (withReaderT)
import Data.Array (range)
import Data.Bits (shiftL, shiftR, (.&.))
import Data.Foldable qualified as F
import Data.Functor (($>))
import Data.IntMap qualified as IM
import Data.List (intersperse)
import Data.List qualified as L
import Data.List.NonEmpty (NonEmpty (..))
import Data.List.NonEmpty qualified as NE
import Data.List.Split (chunksOf)
import Data.Map qualified as M
import Data.Maybe (catMaybes, fromMaybe, mapMaybe, maybeToList)
import Data.Semigroup (sconcat)
import Data.Sequence qualified as Seq
import Data.String (fromString)
import Data.Text (Text)
import Data.Text qualified as T
import Data.Time (NominalDiffTime, defaultTimeLocale, formatTime)
import Graphics.Vty qualified as V
import Linear
import Network.Wai.Handler.Warp (Port)
import Swarm.Game.CESK (CESK (..))
import Swarm.Game.Display
import Swarm.Game.Entity as E
import Swarm.Game.Recipe
import Swarm.Game.Robot
import Swarm.Game.Scenario (scenarioAuthor, scenarioDescription, scenarioName, scenarioObjectives)
import Swarm.Game.ScenarioInfo (
ScenarioItem (..),
ScenarioStatus (..),
scenarioBestTicks,
scenarioBestTime,
scenarioItemName,
scenarioStatus,
)
import Swarm.Game.State
import Swarm.Game.Terrain (terrainMap)
import Swarm.Game.World qualified as W
import Swarm.Language.Pretty (prettyText)
import Swarm.Language.Syntax
import Swarm.Language.Typecheck (inferConst)
import Swarm.Language.Types (Polytype)
import Swarm.TUI.Attr
import Swarm.TUI.Border
import Swarm.TUI.Model
import Swarm.TUI.Panel
import Swarm.Util
import Swarm.Version (NewReleaseFailure (..))
import System.Clock (TimeSpec (..))
import Text.Printf
import Text.Wrap
import Witch (from, into)
-- | The main entry point for drawing the entire UI. Figures out
-- which menu screen we should show (if any), or just the game itself.
drawUI :: AppState -> [Widget Name]
drawUI s
| s ^. uiState . uiPlaying = drawGameUI s
| otherwise = case s ^. uiState . uiMenu of
-- We should never reach the NoMenu case if uiPlaying is false; we would have
-- quit the app instead. But just in case, we display the main menu anyway.
NoMenu -> [drawMainMenuUI s (mainMenu NewGame)]
MainMenu l -> [drawMainMenuUI s l]
NewGameMenu stk -> [drawNewGameMenuUI stk]
MessagesMenu -> [drawMainMessages s]
AboutMenu -> [drawAboutMenuUI (s ^. uiState . appData . at "about")]
drawMainMessages :: AppState -> Widget Name
drawMainMessages s = renderDialog dial . padBottom Max . scrollList $ drawLogs ls
where
ls = reverse $ s ^. runtimeState . eventLog . notificationsContent
dial = dialog (Just "Messages") Nothing maxModalWindowWidth
scrollList = withVScrollBars OnRight . vBox
drawLogs = map (drawLogEntry True)
drawMainMenuUI :: AppState -> BL.List Name MainMenuEntry -> Widget Name
drawMainMenuUI s l =
vBox . catMaybes $
[ drawLogo <$> logo
, hCenter . padTopBottom 2 <$> newVersionWidget version
, Just . centerLayer . vLimit 5 . hLimit 20 $
BL.renderList (const (hCenter . drawMainMenuEntry s)) True l
]
where
logo = s ^. uiState . appData . at "logo"
version = s ^. runtimeState . upstreamRelease
newVersionWidget :: Either NewReleaseFailure String -> Maybe (Widget n)
newVersionWidget = \case
Right ver -> Just . txt $ "New version " <> T.pack ver <> " is available!"
Left (OnDevelopmentBranch _b) -> Just . txt $ "Good luck developing!"
Left (FailedReleaseQuery _f) -> Nothing
Left (NoMainUpstreamRelease _fails) -> Nothing
Left (OldUpstreamRelease _up _my) -> Nothing
drawLogo :: Text -> Widget Name
drawLogo = centerLayer . vBox . map (hBox . T.foldr (\c ws -> drawThing c : ws) []) . T.lines
where
drawThing :: Char -> Widget Name
drawThing c = withAttr (attrFor c) $ str [c]
attrFor :: Char -> AttrName
attrFor c
| c `elem` ("<>v^" :: String) = robotAttr
attrFor 'T' = plantAttr
attrFor '@' = rockAttr
attrFor '~' = waterAttr
attrFor '▒' = dirtAttr
attrFor _ = defAttr
drawNewGameMenuUI :: NonEmpty (BL.List Name ScenarioItem) -> Widget Name
drawNewGameMenuUI (l :| ls) =
padLeftRight 20
. centerLayer
$ hBox
[ vBox
[ withAttr boldAttr . txt $ breadcrumbs ls
, txt " "
, vLimit 20 . hLimit 35
. BL.renderList (const $ padRight Max . drawScenarioItem) True
$ l
]
, padLeft (Pad 5) (maybe (txt "") (drawDescription . snd) (BL.listSelectedElement l))
]
where
drawScenarioItem (SISingle s si) = padRight (Pad 1) (drawStatusInfo s si) <+> txt (s ^. scenarioName)
drawScenarioItem (SICollection nm _) = padRight (Pad 1) (withAttr boldAttr $ txt " > ") <+> txt nm
drawStatusInfo s si = case si ^. scenarioBestTime of
NotStarted -> txt " ○ "
InProgress {} -> case s ^. scenarioObjectives of
[] -> withAttr cyanAttr $ txt " ◉ "
_ -> withAttr yellowAttr $ txt " ◎ "
Complete {} -> withAttr greenAttr $ txt " ● "
describeStatus = \case
NotStarted -> txt "none"
InProgress _s e _t ->
withAttr yellowAttr . vBox $
[ txt "in progress"
, txt $ "(played for " <> formatTimeDiff e <> ")"
]
Complete _s e t ->
withAttr greenAttr . vBox $
[ txt $ "completed in " <> formatTimeDiff e
, hBox
[ txt "("
, drawTime t True
, txt " ticks)"
]
]
formatTimeDiff :: NominalDiffTime -> Text
formatTimeDiff = T.pack . formatTime defaultTimeLocale "%hh %Mm %Ss"
breadcrumbs :: [BL.List Name ScenarioItem] -> Text
breadcrumbs =
T.intercalate " > "
. ("Scenarios" :)
. reverse
. mapMaybe (fmap (scenarioItemName . snd) . BL.listSelectedElement)
drawDescription :: ScenarioItem -> Widget Name
drawDescription (SICollection _ _) = txtWrap " "
drawDescription (SISingle s si) = do
let oneBest = si ^. scenarioBestTime == si ^. scenarioBestTicks
let bestRealTime = if oneBest then "best:" else "best real time:"
let noSame = if oneBest then const Nothing else Just
let lastText = let la = "last:" in padRight (Pad $ T.length bestRealTime - T.length la) (txt la)
vBox . catMaybes $
[ Just $ txtWrap (nonBlank (s ^. scenarioDescription))
, padTop (Pad 1)
. withAttr dimAttr
. (txt "Author: " <+>)
. txt
<$> (s ^. scenarioAuthor)
, Just $
padTop (Pad 3) $
padRight (Pad 1) (txt bestRealTime) <+> describeStatus (si ^. scenarioBestTime)
, noSame $ -- hide best game time if it is same as best real time
padTop (Pad 1) $
txt "best game time: " <+> describeStatus (si ^. scenarioBestTicks)
, Just $
padTop (Pad 1) $
padRight (Pad 1) lastText <+> describeStatus (si ^. scenarioStatus)
]
nonBlank "" = " "
nonBlank t = t
drawMainMenuEntry :: AppState -> MainMenuEntry -> Widget Name
drawMainMenuEntry s = \case
NewGame -> txt "New game"
Tutorial -> txt "Tutorial"
About -> txt "About"
Messages -> highlightMessages $ txt "Messages"
Quit -> txt "Quit"
where
highlightMessages =
if s ^. runtimeState . eventLog . notificationsCount > 0
then withAttr notifAttr
else id
drawAboutMenuUI :: Maybe Text -> Widget Name
drawAboutMenuUI Nothing = centerLayer $ txt "About swarm!"
drawAboutMenuUI (Just t) = centerLayer . vBox . map (hCenter . txt . nonblank) $ T.lines t
where
-- Turn blank lines into a space so they will take up vertical space as widgets
nonblank "" = " "
nonblank s = s
-- | Draw the main game UI. Generates a list of widgets, where each
-- represents a layer. Right now we just generate two layers: the
-- main layer and a layer for a floating dialog that can be on top.
drawGameUI :: AppState -> [Widget Name]
drawGameUI s =
[ drawDialog s
, joinBorders $
hBox
[ hLimitPercent 25 $
vBox
[ vLimitPercent 50 $ panel highlightAttr fr RobotPanel plainBorder $ drawRobotPanel s
, panel
highlightAttr
fr
InfoPanel
( plainBorder
& topLabels . centerLabel
.~ (if moreTop then Just (txt " · · · ") else Nothing)
& bottomLabels . centerLabel
.~ (if moreBot then Just (txt " · · · ") else Nothing)
)
$ drawInfoPanel s
]
, vBox
[ panel
highlightAttr
fr
WorldPanel
( plainBorder
& bottomLabels . rightLabel ?~ padLeftRight 1 (drawTPS s)
& topLabels . leftLabel ?~ drawModalMenu s
& addCursorPos
& addClock
)
(drawWorld $ s ^. gameState)
, drawKeyMenu s
, clickable REPLPanel $
panel
highlightAttr
fr
REPLPanel
( plainBorder
& topLabels . rightLabel .~ (drawType <$> (s ^. uiState . uiReplType))
)
( vLimit replHeight
. padBottom Max
. padLeftRight 1
$ drawREPL s
)
]
]
]
where
addCursorPos = case s ^. uiState . uiWorldCursor of
Just coord -> bottomLabels . leftLabel ?~ padLeftRight 1 (drawWorldCursorInfo (s ^. gameState) coord)
Nothing -> id
-- Add clock display in top right of the world view if focused robot
-- has a clock installed
addClock = topLabels . rightLabel ?~ padLeftRight 1 (drawClockDisplay $ s ^. gameState)
fr = s ^. uiState . uiFocusRing
moreTop = s ^. uiState . uiMoreInfoTop
moreBot = s ^. uiState . uiMoreInfoBot
drawWorldCursorInfo :: GameState -> W.Coords -> Widget Name
drawWorldCursorInfo g i@(W.Coords (y, x)) =
hBox [drawLoc g i, txt $ " at " <> from (show x) <> " " <> from (show (y * (-1)))]
-- | Format the clock display to be shown in the upper right of the
-- world panel.
drawClockDisplay :: GameState -> Widget n
drawClockDisplay gs = hBox . intersperse (txt " ") $ catMaybes [clockWidget, pauseWidget]
where
clockWidget = maybeDrawTime (gs ^. ticks) (gs ^. paused) gs
pauseWidget = guard (gs ^. paused) $> txt "(PAUSED)"
-- | Check whether the currently focused robot (if any) has a clock
-- device installed.
clockInstalled :: GameState -> Bool
clockInstalled gs = case focusedRobot gs of
Nothing -> False
Just r
| countByName "clock" (r ^. installedDevices) > 0 -> True
| otherwise -> False
-- | Format a ticks count as a hexadecimal clock.
drawTime :: Integer -> Bool -> Widget n
drawTime t showTicks =
str . mconcat $
[ printf "%x" (t `shiftR` 20)
, ":"
, printf "%02x" ((t `shiftR` 12) .&. ((1 `shiftL` 8) - 1))
, ":"
, printf "%02x" ((t `shiftR` 4) .&. ((1 `shiftL` 8) - 1))
]
++ if showTicks then [".", printf "%x" (t .&. ((1 `shiftL` 4) - 1))] else []
-- | Return a possible time display, if the currently focused robot
-- has a clock device installed. The first argument is the number
-- of ticks (e.g. 943 = 0x3af), and the second argument indicates
-- whether the time should be shown down to single-tick resolution
-- (e.g. 0:00:3a.f) or not (e.g. 0:00:3a).
maybeDrawTime :: Integer -> Bool -> GameState -> Maybe (Widget n)
maybeDrawTime t showTicks gs = guard (clockInstalled gs) $> drawTime t showTicks
-- | Render the type of the current REPL input to be shown to the user.
drawType :: Polytype -> Widget Name
drawType = withAttr infoAttr . padLeftRight 1 . txt . prettyText
-- | Draw info about the current number of ticks per second.
drawTPS :: AppState -> Widget Name
drawTPS s = hBox (tpsInfo : rateInfo)
where
tpsInfo
| l >= 0 = hBox [str (show n), txt " ", txt (number n "tick"), txt " / s"]
| otherwise = hBox [txt "1 tick / ", str (show n), txt " s"]
rateInfo
| s ^. uiState . uiShowFPS =
[ txt " ("
, str (printf "%0.1f" (s ^. uiState . uiTPF))
, txt " tpf, "
, str (printf "%0.1f" (s ^. uiState . uiFPS))
, txt " fps)"
]
| otherwise = []
l = s ^. uiState . lgTicksPerSecond
n = 2 ^ abs l
-- | The height of the REPL box. Perhaps in the future this should be
-- configurable.
replHeight :: Int
replHeight = 10
-- | Hide the cursor when a modal is set
chooseCursor :: AppState -> [CursorLocation n] -> Maybe (CursorLocation n)
chooseCursor s locs = case s ^. uiState . uiModal of
Nothing -> showFirstCursor s locs
Just _ -> Nothing
-- | Width cap for modal and error message windows
maxModalWindowWidth :: Int
maxModalWindowWidth = 500
-- | Render the error dialog window with a given error message
renderErrorDialog :: Text -> Widget Name
renderErrorDialog err = renderDialog (dialog (Just "Error") Nothing (maxModalWindowWidth `min` requiredWidth)) errContent
where
errContent = txtWrapWith indent2 {preserveIndentation = True} err
requiredWidth = 2 + maximum (textWidth <$> T.lines err)
-- | Draw the error dialog window, if it should be displayed right now.
drawDialog :: AppState -> Widget Name
drawDialog s = case s ^. uiState . uiModal of
Just (Modal mt d) -> renderDialog d (maybeScroll ModalViewport $ drawModal s mt)
Nothing -> maybe emptyWidget renderErrorDialog (s ^. uiState . uiError)
-- | Make a widget scrolling if it is bigger than the available
-- vertical space. Thanks to jtdaugherty for this code.
maybeScroll :: (Ord n, Show n) => n -> Widget n -> Widget n
maybeScroll vpName contents =
Widget Greedy Greedy $ do
ctx <- getContext
result <- withReaderT (availHeightL .~ 10000) (render contents)
if V.imageHeight (result ^. imageL) <= ctx ^. availHeightL
then return result
else
render $
withVScrollBars OnRight $
viewport vpName Vertical $
Widget Fixed Fixed $
return result
-- | Draw one of the various types of modal dialog.
drawModal :: AppState -> ModalType -> Widget Name
drawModal s = \case
HelpModal -> helpWidget (s ^. gameState . seed) (s ^. runtimeState . webPort)
RobotsModal -> robotsListWidget s
RecipesModal -> availableListWidget (s ^. gameState) RecipeList
CommandsModal -> availableListWidget (s ^. gameState) CommandList
MessagesModal -> availableListWidget (s ^. gameState) MessageList
WinModal -> padBottom (Pad 1) $ hCenter $ txt "Congratulations!"
DescriptionModal e -> descriptionWidget s e
QuitModal -> padBottom (Pad 1) $ hCenter $ txt (quitMsg (s ^. uiState . uiMenu))
GoalModal g -> padLeftRight 1 (displayParagraphs g)
quitMsg :: Menu -> Text
quitMsg m = "Are you sure you want to " <> quitAction <> "? All progress will be lost!"
where
quitAction = case m of
NoMenu -> "quit"
_ -> "quit and return to the menu"
-- | Generate a fresh modal window of the requested type.
generateModal :: AppState -> ModalType -> Modal
generateModal s mt = Modal mt (dialog (Just title) buttons (maxModalWindowWidth `min` requiredWidth))
where
haltingMessage = case s ^. uiState . uiMenu of
NoMenu -> Just "Quit"
_ -> Nothing
descriptionWidth = 100
helpWidth = 80
(title, buttons, requiredWidth) =
case mt of
HelpModal -> (" Help ", Nothing, helpWidth)
RobotsModal -> ("Robots", Nothing, descriptionWidth)
RecipesModal -> ("Available Recipes", Nothing, descriptionWidth)
CommandsModal -> ("Available Commands", Nothing, descriptionWidth)
MessagesModal -> ("Messages", Nothing, descriptionWidth)
WinModal ->
let nextMsg = "Next challenge!"
stopMsg = fromMaybe "Return to the menu" haltingMessage
continueMsg = "Keep playing"
in ( ""
, Just
( 0
, [ (nextMsg, NextButton scene)
| Just scene <- [nextScenario (s ^. uiState . uiMenu)]
]
++ [ (stopMsg, QuitButton)
, (continueMsg, CancelButton)
]
)
, sum (map length [nextMsg, stopMsg, continueMsg]) + 32
)
DescriptionModal e -> (descriptionTitle e, Nothing, descriptionWidth)
QuitModal ->
let stopMsg = fromMaybe "Quit to menu" haltingMessage
in ( ""
, Just (0, [("Keep playing", CancelButton), (stopMsg, QuitButton)])
, T.length (quitMsg (s ^. uiState . uiMenu)) + 4
)
GoalModal _ -> (" Goal ", Nothing, 80)
robotsListWidget :: AppState -> Widget Name
robotsListWidget s = hCenter table
where
table =
BT.renderTable
. BT.columnBorders False
. BT.setDefaultColAlignment BT.AlignCenter
-- Inventory count is right aligned
. BT.alignRight 4
. BT.table
$ map (padLeftRight 1) <$> (headers : robotsTable)
headers =
withAttr robotAttr
<$> [ txt "Name"
, txt "Age"
, txt "Position"
, txt "Inventory"
, txt "Status"
, txt "Log"
]
robotsTable = mkRobotRow <$> robots
mkRobotRow robot =
[ nameWidget
, txt $ from ageStr
, locWidget
, padRight (Pad 1) (txt $ from $ show rInvCount)
, statusWidget
, txt rLog
]
where
nameWidget = hBox [renderDisplay (robot ^. robotDisplay), higlightSystem . txt $ " " <> robot ^. robotName]
higlightSystem = if robot ^. systemRobot then withAttr highlightAttr else id
ageStr
| age < 60 = show age <> "sec"
| age < 3600 = show (age `div` 60) <> "min"
| age < 3600 * 24 = show (age `div` 3600) <> "hour"
| otherwise = show (age `div` 3600 * 24) <> "day"
where
TimeSpec createdAtSec _ = robot ^. robotCreatedAt
TimeSpec nowSec _ = s ^. uiState . lastFrameTime
age = nowSec - createdAtSec
rInvCount = sum $ map fst . E.elems $ robot ^. robotEntity . entityInventory
rLog
| robot ^. robotLogUpdated = "x"
| otherwise = " "
locWidget = hBox [worldCell, txt $ " " <> locStr]
where
rloc@(V2 x y) = robot ^. robotLocation
worldCell = drawLoc g (W.locToCoords rloc)
locStr = from (show x) <> " " <> from (show y)
statusWidget = case robot ^. machine of
Waiting {} -> txt "waiting"
_
| isActive robot -> withAttr notifAttr $ txt "busy"
| otherwise -> withAttr greenAttr $ txt "idle"
basePos :: V2 Double
basePos = realToFrac <$> fromMaybe (V2 0 0) (g ^? robotMap . ix 0 . robotLocation)
-- Keep the base and non sytem robot (e.g. no seed)
isRelevant robot = robot ^. robotID == 0 || not (robot ^. systemRobot)
-- Keep the robot that are less than 32 unit away from the base
isNear robot = creative || distance (realToFrac <$> robot ^. robotLocation) basePos < 32
robots :: [Robot]
robots =
filter (\robot -> debugging || (isRelevant robot && isNear robot))
. IM.elems
$ g ^. robotMap
creative = g ^. creativeMode
cheat = s ^. uiState . uiCheatMode
debugging = creative && cheat
g = s ^. gameState
helpWidget :: Seed -> Maybe Port -> Widget Name
helpWidget theSeed mport =
padTop (Pad 1) $
(hBox . map (padLeftRight 2) $ [helpKeys, info])
<=> padTop (Pad 1) (hCenter tips)
where
tips =
vBox
[ txt "Have questions? Want some tips? Check out:"
, txt " "
, txt " - The Swarm wiki, https://github.com/swarm-game/swarm/wiki"
, txt " - The #swarm IRC channel on Libera.Chat"
]
info =
vBox
[ txt "Configuration"
, txt " "
, txt ("Seed: " <> into @Text (show theSeed))
, txt ("Web server port: " <> maybe "none" (into @Text . show) mport)
]
helpKeys =
vBox
[ txt "Keybindings"
, txt " "
, mkTable glKeyBindings
]
mkTable =
BT.renderTable
. BT.surroundingBorder False
. BT.rowBorders False
. BT.table
. map toRow
toRow (k, v) = [padRight (Pad 1) $ txt k, padLeft (Pad 1) $ txt v]
glKeyBindings =
[ ("F1", "Help")
, ("F2", "Robots list")
, ("F3", "Available recipes")
, ("F4", "Available commands")
, ("F5", "Messages")
, ("Ctrl-g", "show goal")
, ("Ctrl-p", "pause")
, ("Ctrl-o", "single step")
, ("Ctrl-z", "decrease speed")
, ("Ctrl-w", "increase speed")
, ("Ctrl-q", "quit the game")
, ("Meta-w", "focus on the world map")
, ("Meta-e", "focus on the robot inventory")
, ("Meta-r", "focus on the REPL")
, ("Meta-t", "focus on the info panel")
]
data NotificationList = RecipeList | CommandList | MessageList
availableListWidget :: GameState -> NotificationList -> Widget Name
availableListWidget gs nl = padTop (Pad 1) $ vBox widgetList
where
widgetList = case nl of
RecipeList -> mkAvailableList gs availableRecipes renderRecipe
CommandList -> mkAvailableList gs availableCommands renderCommand & (<> constWiki) . (padLeftRight 18 constHeader :)
MessageList -> messagesWidget gs
renderRecipe = padLeftRight 18 . drawRecipe Nothing (fromMaybe E.empty inv)
inv = gs ^? to focusedRobot . _Just . robotInventory
renderCommand = padLeftRight 18 . drawConst
mkAvailableList :: GameState -> Lens' GameState (Notifications a) -> (a -> Widget Name) -> [Widget Name]
mkAvailableList gs notifLens notifRender = map padRender news <> notifSep <> map padRender knowns
where
padRender = padBottom (Pad 1) . notifRender
count = gs ^. notifLens . notificationsCount
(news, knowns) = splitAt count (gs ^. notifLens . notificationsContent)
notifSep
| count > 0 && not (null knowns) =
[ padBottom (Pad 1) (withAttr redAttr $ hBorderWithLabel (padLeftRight 1 (txt "new↑")))
]
| otherwise = []
constHeader :: Widget Name
constHeader = padBottom (Pad 1) $ withAttr robotAttr $ padLeft (Pad 1) $ txt "command name : type"
constWiki :: [Widget Name]
constWiki =
padLeftRight 13
<$> [ padTop (Pad 2) $ txt "For the full list of available commands see the Wiki at:"
, txt "https://github.com/swarm-game/swarm/wiki/Commands-Cheat-Sheet"
]
drawConst :: Const -> Widget Name
drawConst c = hBox [padLeft (Pad $ 13 - T.length constName) (txt constName), txt constSig]
where
constName = syntax . constInfo $ c
constSig = " : " <> prettyText (inferConst c)
descriptionTitle :: Entity -> String
descriptionTitle e = " " ++ from @Text (e ^. entityName) ++ " "
-- | Generate a pop-up widget to display the description of an entity.
descriptionWidget :: AppState -> Entity -> Widget Name
descriptionWidget s e = padLeftRight 1 (explainEntry s e)
-- | Draw a widget with messages to the current robot.
messagesWidget :: GameState -> [Widget Name]
messagesWidget gs = widgetList
where
widgetList = focusNewest . map drawLogEntry' $ gs ^. messageNotifications . notificationsContent
focusNewest = if gs ^. paused then id else over _last visible
drawLogEntry' e =
withAttr (colorLogs e) $
hBox
[ fromMaybe (txt "") $ maybeDrawTime (e ^. leTime) True gs
, padLeft (Pad 2) . txt $ "[" <> e ^. leRobotName <> "]"
, padLeft (Pad 1) . txt2 $ e ^. leText
]
txt2 = txtWrapWith indent2
colorLogs :: LogEntry -> AttrName
colorLogs e = case e ^. leSaid of
Said -> robotColor (e ^. leRobotID)
Logged -> notifAttr
ErrorTrace -> redAttr
where
-- color each robot message with different color of the world
robotColor rid = fgCols !! (rid `mod` fgColLen)
fgCols = map fst worldAttributes
fgColLen = length fgCols
-- | Draw the F-key modal menu. This is displayed in the top left world corner.
drawModalMenu :: AppState -> Widget Name
drawModalMenu s = vLimit 1 . hBox $ map (padLeftRight 1 . drawKeyCmd) globalKeyCmds
where
notificationKey :: Getter GameState (Notifications a) -> Text -> Text -> Maybe (KeyHighlight, Text, Text)
notificationKey notifLens key name
| null (s ^. gameState . notifLens . notificationsContent) = Nothing
| otherwise =
let highlight
| s ^. gameState . notifLens . notificationsCount > 0 = Highlighted
| otherwise = NoHighlight
in Just (highlight, key, name)
globalKeyCmds =
catMaybes
[ Just (NoHighlight, "F1", "Help")
, Just (NoHighlight, "F2", "Robots")
, notificationKey availableRecipes "F3" "Recipes"
, notificationKey availableCommands "F4" "Commands"
, notificationKey messageNotifications "F5" "Messages"
]
-- | Draw a menu explaining what key commands are available for the
-- current panel. This menu is displayed as a single line in
-- between the world panel and the REPL.
--
-- This excludes the F-key modals that are shown elsewhere.
drawKeyMenu :: AppState -> Widget Name
drawKeyMenu s =
vLimit 1
. hBox
. (++ [gameModeWidget])
. map (padLeftRight 1 . drawKeyCmd)
. (globalKeyCmds ++)
. map (\(k, n) -> (NoHighlight, k, n))
. keyCmdsFor
. focusGetCurrent
. view (uiState . uiFocusRing)
$ s
where
isReplWorking = s ^. gameState . replWorking
isPaused = s ^. gameState . paused
viewingBase = (s ^. gameState . viewCenterRule) == VCRobot 0
creative = s ^. gameState . creativeMode
cheat = s ^. uiState . uiCheatMode
goal = case s ^. uiState . uiGoal of
Just g | g /= [] -> True
_ -> False
showZero = s ^. uiState . uiShowZero
gameModeWidget =
padLeft Max . padLeftRight 1
. txt
. (<> " mode")
$ case creative of
False -> "Classic"
True -> "Creative"
globalKeyCmds =
catMaybes
[ may goal (NoHighlight, "^g", "goal")
, may cheat (NoHighlight, "^v", "creative")
, Just (NoHighlight, "^p", if isPaused then "unpause" else "pause")
, Just (NoHighlight, "^o", "step")
, Just (NoHighlight, "^zx", "speed")
]
may b = if b then Just else const Nothing
keyCmdsFor (Just REPLPanel) =
[ ("↓↑", "history")
]
++ [("Ret", "execute") | not isReplWorking]
++ [("^c", "cancel") | isReplWorking]
keyCmdsFor (Just WorldPanel) =
[ ("←↓↑→ / hjkl", "scroll") | creative
]
++ [("c", "recenter") | not viewingBase]
keyCmdsFor (Just RobotPanel) =
[ ("Ret", "focus")
, ("m", "make")
, ("0", (if showZero then "hide" else "show") <> " 0")
]
keyCmdsFor (Just InfoPanel) = []
keyCmdsFor _ = []
data KeyHighlight = NoHighlight | Highlighted
-- | Draw a single key command in the menu.
drawKeyCmd :: (KeyHighlight, Text, Text) -> Widget Name
drawKeyCmd (Highlighted, key, cmd) = hBox [withAttr notifAttr (txt $ T.concat ["[", key, "] "]), txt cmd]
drawKeyCmd (NoHighlight, key, cmd) = txt $ T.concat ["[", key, "] ", cmd]
------------------------------------------------------------
-- World panel
------------------------------------------------------------
-- | Draw the current world view.
drawWorld :: GameState -> Widget Name
drawWorld g =
center
. cached WorldCache
. reportExtent WorldExtent
-- Set the clickable request after the extent to play nice with the cache
. clickable WorldPanel
. Widget Fixed Fixed
$ do
ctx <- getContext
let w = ctx ^. availWidthL
h = ctx ^. availHeightL
ixs = range (viewingRegion g (fromIntegral w, fromIntegral h))
render . vBox . map hBox . chunksOf w . map (drawLoc g) $ ixs
-- | Render the 'Display' for a specific location.
drawLoc :: GameState -> W.Coords -> Widget Name
drawLoc g = renderDisplay . displayLoc g
-- | Get the 'Display' for a specific location, by combining the
-- 'Display's for the terrain, entity, and robots at the location.
displayLoc :: GameState -> W.Coords -> Display
displayLoc g coords =
sconcat . NE.fromList $
[terrainMap M.! toEnum (W.lookupTerrain coords (g ^. world))]
++ maybeToList (displayForEntity <$> W.lookupEntity coords (g ^. world))
++ map (view robotDisplay) (robotsAtLocation (W.coordsToLoc coords) g)
where
displayForEntity :: Entity -> Display
displayForEntity e = (if known e then id else hidden) (e ^. entityDisplay)
known e =
e `hasProperty` Known
|| (e ^. entityName) `elem` (g ^. knownEntities)
|| case hidingMode g of
HideAllEntities -> False
HideNoEntity -> True
HideEntityUnknownTo ro -> ro `robotKnows` e
data HideEntity = HideAllEntities | HideNoEntity | HideEntityUnknownTo Robot
hidingMode :: GameState -> HideEntity
hidingMode g
| g ^. creativeMode = HideNoEntity
| otherwise = maybe HideAllEntities HideEntityUnknownTo $ focusedRobot g
------------------------------------------------------------
-- Robot inventory panel
------------------------------------------------------------
-- | Draw info about the currently focused robot, such as its name,
-- position, orientation, and inventory.
drawRobotPanel :: AppState -> Widget Name
drawRobotPanel s = case (s ^. gameState . to focusedRobot, s ^. uiState . uiInventory) of
(Just r, Just (_, lst)) ->
let V2 x y = r ^. robotLocation
drawClickableItem pos selb = clickable (InventoryListItem pos) . drawItem (lst ^. BL.listSelectedL) pos selb
in padBottom Max $
vBox
[ hCenter $
hBox
[ txt (r ^. robotName)
, padLeft (Pad 2) $ str (printf "(%d, %d)" x y)
, padLeft (Pad 2) $ renderDisplay (r ^. robotDisplay)
]
, padAll 1 (BL.renderListWithIndex drawClickableItem True lst)
]
_ -> padRight Max . padBottom Max $ str " "
-- | Draw an inventory entry.
drawItem ::
-- | The index of the currently selected inventory entry
Maybe Int ->
-- | The index of the entry we are drawing
Int ->
-- | Whether this entry is selected; we can ignore this
-- because it will automatically have a special attribute
-- applied to it.
Bool ->
-- | The entry to draw.
InventoryListEntry ->
Widget Name
drawItem sel i _ (Separator l) =
-- Make sure a separator right before the focused element is
-- visible. Otherwise, when a separator occurs as the very first
-- element of the list, once it scrolls off the top of the viewport
-- it will never become visible again.
-- See https://github.com/jtdaugherty/brick/issues/336#issuecomment-921220025
(if sel == Just (i + 1) then visible else id) $ hBorderWithLabel (txt l)
drawItem _ _ _ (InventoryEntry n e) = drawLabelledEntityName e <+> showCount n
where
showCount = padLeft Max . str . show
drawItem _ _ _ (InstalledEntry e) = drawLabelledEntityName e <+> padLeft Max (str " ")
-- | Draw the name of an entity, labelled with its visual
-- representation as a cell in the world.
drawLabelledEntityName :: Entity -> Widget Name
drawLabelledEntityName e =
hBox
[ padRight (Pad 2) (renderDisplay (e ^. entityDisplay))
, txt (e ^. entityName)
]
------------------------------------------------------------
-- Info panel
------------------------------------------------------------
-- | Draw the info panel in the bottom-left corner, which shows info
-- about the currently focused inventory item.
drawInfoPanel :: AppState -> Widget Name
drawInfoPanel s =
viewport InfoViewport Vertical
. padLeftRight 1
$ explainFocusedItem s
-- | Display info about the currently focused inventory entity,
-- such as its description and relevant recipes.
explainFocusedItem :: AppState -> Widget Name
explainFocusedItem s = case focusedItem s of
Just (InventoryEntry _ e) -> explainEntry s e
Just (InstalledEntry e) ->
explainEntry s e
-- Special case: installed logger device displays the robot's log.
<=> if e ^. entityName == "logger" then drawRobotLog s else emptyWidget
_ -> txt " "
explainEntry :: AppState -> Entity -> Widget Name
explainEntry s e =
vBox
[ displayProperties (e ^. entityProperties)
, displayParagraphs (e ^. entityDescription)
, explainRecipes s e
]
displayProperties :: [EntityProperty] -> Widget Name
displayProperties = displayList . mapMaybe showProperty
where
showProperty Growable = Just "growing"
showProperty Infinite = Just "infinite"
showProperty Liquid = Just "liquid"
showProperty Unwalkable = Just "blocking"
-- Most things are portable so we don't show that.
showProperty Portable = Nothing
-- 'Known' is just a technical detail of how we handle some entities
-- in challenge scenarios and not really something the player needs
-- to know.
showProperty Known = Nothing
displayList [] = emptyWidget
displayList ps =
vBox
[ hBox . L.intersperse (txt ", ") . map (withAttr robotAttr . txt) $ ps
, txt " "
]
explainRecipes :: AppState -> Entity -> Widget Name
explainRecipes s e
| null recipes = emptyWidget
| otherwise =
vBox
[ padBottom (Pad 1) (hBorderWithLabel (txt "Recipes"))
, padLeftRight 2 $
hCenter $
vBox $
map (hLimit widthLimit . padBottom (Pad 1) . drawRecipe (Just e) inv) recipes
]
where
recipes = recipesWith s e
inv = fromMaybe E.empty $ s ^? gameState . to focusedRobot . _Just . robotInventory
width (n, ingr) =
length (show n) + 1 + maximum0 (map T.length . T.words $ ingr ^. entityName)
maxInputWidth =
fromMaybe 0 $
maximumOf (traverse . recipeInputs . traverse . to width) recipes
maxOutputWidth =
fromMaybe 0 $
maximumOf (traverse . recipeOutputs . traverse . to width) recipes
widthLimit = 2 * max maxInputWidth maxOutputWidth + 11
-- | Return all recipes that involve a given entity.
recipesWith :: AppState -> Entity -> [Recipe Entity]
recipesWith s e =
let getRecipes select = recipesFor (s ^. gameState . select) e
in -- The order here is chosen intentionally. See https://github.com/swarm-game/swarm/issues/418.
--
-- 1. Recipes where the entity is an input --- these should go
-- first since the first thing you will want to know when you
-- obtain a new entity is what you can do with it.
--
-- 2. Recipes where it serves as a catalyst --- for the same reason.
--
-- 3. Recipes where it is an output --- these should go last,
-- since if you have it, you probably already figured out how
-- to make it.
L.nub $ getRecipes recipesIn ++ getRecipes recipesReq ++ getRecipes recipesOut
-- | Draw an ASCII art representation of a recipe. For now, the
-- weight is not shown.
drawRecipe :: Maybe Entity -> Inventory -> Recipe Entity -> Widget Name
drawRecipe me inv (Recipe ins outs reqs time _weight) =
vBox
-- any requirements (e.g. furnace) go on top.
[ hCenter $ drawReqs reqs
, -- then we draw inputs, a connector, and outputs.
hBox
[ vBox (zipWith drawIn [0 ..] (ins <> times))
, connector
, vBox (zipWith drawOut [0 ..] outs)
]
]
where
-- The connector is either just a horizontal line ─────
-- or, if there are requirements, a horizontal line with
-- a vertical piece coming out of the center, ──┴── .
connector
| null reqs = hLimit 5 hBorder
| otherwise =
hBox
[ hLimit 2 hBorder
, joinableBorder (Edges True False True True)
, hLimit 2 hBorder
]
inLen = length ins + length times
outLen = length outs
times = [(fromIntegral time, timeE) | time /= 1]
-- Draw inputs and outputs.
drawIn, drawOut :: Int -> (Count, Entity) -> Widget Name
drawIn i (n, ingr) =
hBox
[ padRight (Pad 1) $ str (show n) -- how many?
, fmtEntityName missing ingr -- name of the input
, padLeft (Pad 1) $ -- a connecting line: ─────┬
hBorder
<+> ( joinableBorder (Edges (i /= 0) (i /= inLen - 1) True False) -- ...maybe plus vert ext: │
<=> if i /= inLen - 1
then vLimit (subtract 1 . length . T.words $ ingr ^. entityName) vBorder
else emptyWidget
)
]
where
missing = E.lookup ingr inv < n
drawOut i (n, ingr) =
hBox
[ padRight (Pad 1) $
( joinableBorder (Edges (i /= 0) (i /= outLen - 1) False True)
<=> if i /= outLen - 1
then vLimit (subtract 1 . length . T.words $ ingr ^. entityName) vBorder
else emptyWidget
)
<+> hBorder
, fmtEntityName False ingr
, padLeft (Pad 1) $ str (show n)
]
-- If it's the focused entity, draw it highlighted.
-- If the robot doesn't have any, draw it in red.
fmtEntityName missing ingr
| Just ingr == me = withAttr highlightAttr $ txtLines nm
| ingr == timeE = withAttr yellowAttr $ txtLines nm
| missing = withAttr invalidFormInputAttr $ txtLines nm
| otherwise = txtLines nm
where
-- Split up multi-word names, one line per word
nm = ingr ^. entityName
txtLines = vBox . map txt . T.words
-- | Ad-hoc entity to represent time - only used in recipe drawing
timeE :: Entity
timeE = mkEntity (defaultEntityDisplay '.') "ticks" [] [] []
drawReqs :: IngredientList Entity -> Widget Name
drawReqs = vBox . map (hCenter . drawReq)
where
drawReq (1, e) = txt $ e ^. entityName
drawReq (n, e) = str (show n) <+> txt " " <+> txt (e ^. entityName)
indent2 :: WrapSettings
indent2 = defaultWrapSettings {fillStrategy = FillIndent 2}
drawRobotLog :: AppState -> Widget Name
drawRobotLog s =
vBox
[ padBottom (Pad 1) (hBorderWithLabel (txt "Log"))
, vBox . imap drawEntry $ logEntries
]
where
logEntries =
s
& view (gameState . to focusedRobot . _Just . robotLog)
& Seq.sort
& F.toList
& uniq
rn = s ^? gameState . to focusedRobot . _Just . robotName
n = length logEntries
allMe = all ((== rn) . Just . view leRobotName) logEntries
drawEntry i e =
(if i == n - 1 && s ^. uiState . uiScrollToEnd then visible else id) $
drawLogEntry (not allMe) e
-- | Draw one log entry with an optional robot name first.
drawLogEntry :: Bool -> LogEntry -> Widget a
drawLogEntry addName e = withAttr (colorLogs e) . txtWrapWith indent2 $ if addName then name else t
where
t = e ^. leText
name = "[" <> view leRobotName e <> "] " <> (if e ^. leSaid == Said then "said " <> quote t else t)
------------------------------------------------------------
-- REPL panel
------------------------------------------------------------
-- | Draw the REPL.
drawREPL :: AppState -> Widget Name
drawREPL s =
vBox $
map fmt (getLatestREPLHistoryItems (replHeight - inputLines) history)
++ case isActive <$> base of
Just False -> [renderForm (s ^. uiState . uiReplForm)]
_ -> [padRight Max $ txt "..."]
++ [padRight Max $ txt histIdx | debugging]
where
debugging = False -- Turn ON to get extra line with history index
inputLines = 1 + fromEnum debugging
history = s ^. uiState . uiReplHistory
base = s ^. gameState . robotMap . at 0
histIdx = fromString $ show (history ^. replIndex)
fmt (REPLEntry e) = txt $ "> " <> e
fmt (REPLOutput t) = txt t
------------------------------------------------------------
-- Utility
------------------------------------------------------------
-- | Display a list of text-wrapped paragraphs with one blank line after
-- each.
displayParagraphs :: [Text] -> Widget Name
displayParagraphs = vBox . map (padBottom (Pad 1) . txtWrap)