swarm-0.3.0.0: 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, Location)
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.Edit (getEditContents, renderEditor)
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 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.Set qualified as Set (toList)
import Data.Text (Text)
import Data.Text qualified as T
import Data.Time (NominalDiffTime, defaultTimeLocale, formatTime)
import Linear
import Linear.Affine (Point)
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.Scenario.Objective.Presentation.Model (goalsContent, hasAnythingToShow)
import Swarm.Game.Scenario.Objective.Presentation.Render qualified as GR
import Swarm.Game.ScenarioInfo (
ScenarioItem (..),
ScenarioStatus (..),
scenarioBestTicks,
scenarioBestTime,
scenarioItemName,
scenarioStatus,
)
import Swarm.Game.State
import Swarm.Game.World qualified as W
import Swarm.Language.Capability (constCaps)
import Swarm.Language.Pretty (prettyText)
import Swarm.Language.Syntax
import Swarm.Language.Typecheck (inferConst)
import Swarm.TUI.Attr
import Swarm.TUI.Border
import Swarm.TUI.Inventory.Sorting (renderSortMethod)
import Swarm.TUI.Model
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.UI
import Swarm.TUI.Panel
import Swarm.TUI.View.Achievement
import Swarm.TUI.View.CellDisplay
import Swarm.TUI.View.Util
import Swarm.Util
import Swarm.Util.Location
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]
AchievementsMenu l -> [drawAchievementsMenuUI s l]
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 $ str "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 6 . 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"
Achievements -> txt "Achievements"
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 =
[ joinBorders $ drawDialog s
, joinBorders $
hBox
[ hLimitPercent 25 $
vBox
[ vLimitPercent 50 $ panel highlightAttr fr (FocusablePanel RobotPanel) plainBorder $ drawRobotPanel s
, panel
highlightAttr
fr
(FocusablePanel 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
(FocusablePanel WorldPanel)
( plainBorder
& bottomLabels . rightLabel ?~ padLeftRight 1 (drawTPS s)
& topLabels . leftLabel ?~ drawModalMenu s
& addCursorPos
& addClock
)
(drawWorld (s ^. uiState . uiShowRobots) (s ^. gameState))
, drawKeyMenu s
, clickable (FocusablePanel REPLPanel) $
panel
highlightAttr
fr
(FocusablePanel REPLPanel)
( plainBorder
& topLabels . rightLabel .~ (drawType <$> (s ^. uiState . uiREPL . replType))
)
( vLimit replHeight
. padBottom Max
. padLeftRight 1
$ drawREPL s
)
]
]
]
where
addCursorPos = case s ^. uiState . uiWorldCursor of
Nothing -> id
Just coord ->
let worldCursorInfo = drawWorldCursorInfo (s ^. gameState) coord
in bottomLabels . leftLabel ?~ padLeftRight 1 worldCursorInfo
-- Add clock display in top right of the world view if focused robot
-- has a clock equipped
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 coords@(W.Coords (y, x)) =
hBox $ tileMemberWidgets ++ [coordsWidget]
where
coordsWidget =
txt $
T.unwords
[ from $ show x
, from $ show $ y * (-1)
]
tileMembers = terrain : mapMaybe merge [entity, robot]
tileMemberWidgets =
map (padRight $ Pad 1) $
concat $
reverse $
zipWith f tileMembers ["at", "on", "with"]
where
f cell preposition = [renderDisplay cell, txt preposition]
terrain = displayTerrainCell g coords
entity = displayEntityCell g coords
robot = displayRobotCell g coords
merge = fmap sconcat . NE.nonEmpty . filter (not . (^. invisible))
-- | 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 equipped.
clockEquipped :: GameState -> Bool
clockEquipped gs = case focusedRobot gs of
Nothing -> False
Just r
| countByName "clock" (r ^. equippedDevices) > 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 equipped. 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 (clockEquipped gs) $> drawTime t showTicks
-- | 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
-- | Render the error dialog window with a given error message
renderErrorDialog :: Text -> Widget Name
renderErrorDialog err = renderDialog (dialog (Just $ str "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 $ case mt of
GoalModal -> drawModal s mt
_ -> maybeScroll ModalViewport $ drawModal s mt
Nothing -> maybe emptyWidget renderErrorDialog (s ^. uiState . uiError)
-- | 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 -> commandsListWidget (s ^. gameState)
MessagesModal -> availableListWidget (s ^. gameState) MessageList
WinModal -> padBottom (Pad 1) $ hCenter $ txt "Congratulations!"
LoseModal ->
padBottom (Pad 1) $
vBox $
map
(hCenter . txt)
[ "Condolences!"
, "This scenario is no longer winnable."
]
DescriptionModal e -> descriptionWidget s e
QuitModal -> padBottom (Pad 1) $ hCenter $ txt (quitMsg (s ^. uiState . uiMenu))
GoalModal -> GR.renderGoalsDisplay (s ^. uiState . uiGoal)
KeepPlayingModal -> padLeftRight 1 (displayParagraphs ["Have fun! Hit Ctrl-Q whenever you're ready to proceed to the next challenge or return to the menu."])
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@(Location x y) = robot ^. robotLocation
worldCell = drawLoc (s ^. uiState . uiShowRobots) 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 :: Point V2 Double
basePos = realToFrac <$> fromMaybe origin (g ^? baseRobot . robotLocation)
-- Keep the base and non system robot (e.g. no seed)
isRelevant robot = robot ^. robotID == 0 || not (robot ^. systemRobot)
-- Keep the robot that are less than 32 unit away from the base
isNear robot = creative || distance (realToFrac <$> 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 current scenario")
, ("Meta-h", "hide robots for 2s")
, ("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 | MessageList
availableListWidget :: GameState -> NotificationList -> Widget Name
availableListWidget gs nl = padTop (Pad 1) $ vBox widgetList
where
widgetList = case nl of
RecipeList -> mkAvailableList gs availableRecipes renderRecipe
MessageList -> messagesWidget gs
renderRecipe = padLeftRight 18 . drawRecipe Nothing (fromMaybe E.empty inv)
inv = gs ^? to focusedRobot . _Just . robotInventory
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 = []
commandsListWidget :: GameState -> Widget Name
commandsListWidget gs =
hCenter $
vBox
[ table
, padTop (Pad 1) $ txt "For the full list of available commands see the Wiki at:"
, txt "https://github.com/swarm-game/swarm/wiki/Commands-Cheat-Sheet"
]
where
commands = gs ^. availableCommands . notificationsContent
table =
BT.renderTable
. BT.surroundingBorder False
. BT.columnBorders False
. BT.rowBorders False
. BT.setDefaultColAlignment BT.AlignLeft
. BT.alignRight 0
. BT.table
$ headers : commandsTable
headers =
withAttr robotAttr
<$> [ txt "command name"
, txt " : type"
, txt "Enabled by"
]
commandsTable = mkCmdRow <$> commands
mkCmdRow cmd =
map
(padTop $ Pad 1)
[ txt $ syntax $ constInfo cmd
, padRight (Pad 2) $ txt $ " : " <> prettyText (inferConst cmd)
, listDevices cmd
]
base = gs ^? baseRobot
entsByCap = case base of
Just r ->
M.map NE.toList $
entitiesByCapability $
(r ^. equippedDevices) `union` (r ^. robotInventory)
Nothing -> mempty
listDevices cmd = vBox $ map drawLabelledEntityName providerDevices
where
providerDevices =
concatMap (flip (M.findWithDefault []) entsByCap) $
maybeToList $
constCaps cmd
-- | 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 ^. leSource of
Said -> robotColor (e ^. leRobotID)
Logged -> notifAttr
ErrorTrace l -> case l of
Debug -> dimAttr
Warning -> yellowAttr
Error -> redAttr
Critical -> 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 = Alert
| 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 2 $
hBox
[ vBox
[ mkCmdRow globalKeyCmds
, padLeft (Pad 2) $ mkCmdRow focusedPanelCmds
]
, gameModeWidget
]
where
mkCmdRow = hBox . map drawPaddedCmd
drawPaddedCmd = padLeftRight 1 . drawKeyCmd
focusedPanelCmds =
map highlightKeyCmds $
keyCmdsFor $
focusGetCurrent $
view (uiState . uiFocusRing) s
isReplWorking = s ^. gameState . replWorking
isPaused = s ^. gameState . paused
viewingBase = (s ^. gameState . viewCenterRule) == VCRobot 0
creative = s ^. gameState . creativeMode
cheat = s ^. uiState . uiCheatMode
goal = hasAnythingToShow $ s ^. uiState . uiGoal . goalsContent
showZero = s ^. uiState . uiShowZero
inventorySort = s ^. uiState . uiInventorySort
ctrlMode = s ^. uiState . uiREPL . replControlMode
renderControlModeSwitch :: ReplControlMode -> T.Text
renderControlModeSwitch = \case
Piloting -> "REPL"
Typing -> "pilot"
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")
, Just (if s ^. uiState . uiShowRobots then NoHighlight else Alert, "M-h", "hide robots")
]
may b = if b then Just else const Nothing
highlightKeyCmds (k, n) = (,k,n) $ case n of
"pop out" | (s ^. uiState . uiMoreInfoBot) || (s ^. uiState . uiMoreInfoTop) -> Alert
_ -> PanelSpecific
keyCmdsFor (Just (FocusablePanel REPLPanel)) =
[ ("↓↑", "history")
]
++ [("Enter", "execute") | not isReplWorking]
++ [("^c", "cancel") | isReplWorking]
++ [("M-p", renderControlModeSwitch ctrlMode) | creative]
keyCmdsFor (Just (FocusablePanel WorldPanel)) =
[ ("←↓↑→ / hjkl", "scroll") | creative
]
++ [("c", "recenter") | not viewingBase]
++ [("f", "FPS")]
keyCmdsFor (Just (FocusablePanel RobotPanel)) =
[ ("Enter", "pop out")
, ("m", "make")
, ("0", (if showZero then "hide" else "show") <> " 0")
, (":/;", T.unwords ["Sort:", renderSortMethod inventorySort])
]
keyCmdsFor (Just (FocusablePanel InfoPanel)) = []
keyCmdsFor _ = []
data KeyHighlight = NoHighlight | Alert | PanelSpecific
-- | Draw a single key command in the menu.
drawKeyCmd :: (KeyHighlight, Text, Text) -> Widget Name
drawKeyCmd (h, key, cmd) =
hBox
[ withAttr attr (txt $ T.concat ["[", key, "] "])
, txt cmd
]
where
attr = case h of
NoHighlight -> defAttr
Alert -> notifAttr
PanelSpecific -> highlightAttr
------------------------------------------------------------
-- World panel
------------------------------------------------------------
-- | Draw the current world view.
drawWorld :: Bool -> GameState -> Widget Name
drawWorld showRobots g =
center
. cached WorldCache
. reportExtent WorldExtent
-- Set the clickable request after the extent to play nice with the cache
. clickable (FocusablePanel 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 showRobots g) $ ixs
------------------------------------------------------------
-- 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 Location 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 _ _ _ (EquippedEntry 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 (EquippedEntry e) ->
explainEntry s e
-- Special case: equipped 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 $ Set.toList (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 . F.toList . imap drawEntry $ logEntries
]
where
logEntries = s ^. gameState . to focusedRobot . _Just . robotLog
rn = s ^? gameState . to focusedRobot . _Just . robotName
n = Seq.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 ^. leSource == Said then "said " <> quote t else t)
------------------------------------------------------------
-- REPL panel
------------------------------------------------------------
-- | Turn the repl prompt into a decorator for the form
replPromptAsWidget :: Text -> REPLPrompt -> Widget Name
replPromptAsWidget _ (CmdPrompt _) = txt "> "
replPromptAsWidget t (SearchPrompt rh) =
case lastEntry t rh of
Nothing -> txt "[nothing found] "
Just lastentry
| T.null t -> txt "[find] "
| otherwise -> txt $ "[found: \"" <> lastentry <> "\"] "
renderREPLPrompt :: FocusRing Name -> REPLState -> Widget Name
renderREPLPrompt focus repl = ps1 <+> replE
where
prompt = repl ^. replPromptType
replEditor = repl ^. replPromptEditor
color = if repl ^. replValid then id else withAttr redAttr
ps1 = replPromptAsWidget (T.concat $ getEditContents replEditor) prompt
replE =
renderEditor
(color . vBox . map txt)
(focusGetCurrent focus `elem` [Nothing, Just (FocusablePanel REPLPanel), Just REPLInput])
replEditor
-- | Draw the REPL.
drawREPL :: AppState -> Widget Name
drawREPL s = vBox $ latestHistory <> [currentPrompt]
where
-- rendered history lines fitting above REPL prompt
latestHistory :: [Widget n]
latestHistory = map fmt (getLatestREPLHistoryItems (replHeight - inputLines) (repl ^. replHistory))
currentPrompt :: Widget Name
currentPrompt = case isActive <$> base of
Just False -> renderREPLPrompt (s ^. uiState . uiFocusRing) repl
_running -> padRight Max $ txt "..."
inputLines = 1
repl = s ^. uiState . uiREPL
base = s ^. gameState . robotMap . at 0
fmt (REPLEntry e) = txt $ "> " <> e
fmt (REPLOutput t) = txt t