swarm-0.7.0.0: src/swarm-tui/Swarm/TUI/View.hs
{-# LANGUAGE OverloadedStrings #-}
-- |
-- SPDX-License-Identifier: BSD-3-Clause
--
-- Code for drawing the TUI.
module Swarm.TUI.View (
drawUI,
drawTPS,
-- * Dialog box
drawDialog,
chooseCursor,
-- * Key hint menu
drawKeyMenu,
drawModalMenu,
drawKeyCmd,
-- * Robot panel
drawRobotPanel,
drawItem,
-- * Info panel
drawInfoPanel,
explainFocusedItem,
-- * REPL
drawREPL,
) where
import Brick hiding (Direction, Location)
import Brick.Focus
import Brick.Forms
import Brick.Keybindings (KeyConfig)
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 as Lens hiding (Const, from)
import Control.Monad (guard)
import Data.Array (range)
import Data.Foldable (toList)
import Data.Foldable qualified as F
import Data.Functor (($>))
import Data.List (intersperse)
import Data.List qualified as L
import Data.List.Extra (enumerate)
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, isJust, mapMaybe, maybeToList)
import Data.Semigroup (sconcat)
import Data.Sequence qualified as Seq
import Data.Set (Set)
import Data.Set qualified as Set
import Data.Text (Text)
import Data.Text qualified as T
import Data.Time (NominalDiffTime, defaultTimeLocale, formatTime)
import Network.Wai.Handler.Warp (Port)
import Swarm.Constant
import Swarm.Game.Device (commandCost, commandsForDeviceCaps, enabledCommands, getCapabilitySet, getMap, ingredients)
import Swarm.Game.Display
import Swarm.Game.Entity as E
import Swarm.Game.Ingredients
import Swarm.Game.Land
import Swarm.Game.Location
import Swarm.Game.Recipe
import Swarm.Game.Robot
import Swarm.Game.Robot.Concrete
import Swarm.Game.Scenario (
scenarioAuthor,
scenarioCreative,
scenarioDescription,
scenarioKnown,
scenarioLandscape,
scenarioMetadata,
scenarioName,
scenarioObjectives,
scenarioOperation,
scenarioSeed,
scenarioTerrainAndEntities,
)
import Swarm.Game.Scenario.Scoring.Best
import Swarm.Game.Scenario.Scoring.CodeSize
import Swarm.Game.Scenario.Scoring.ConcreteMetrics
import Swarm.Game.Scenario.Scoring.GenericMetrics
import Swarm.Game.Scenario.Status
import Swarm.Game.Scenario.Topography.Center
import Swarm.Game.Scenario.Topography.Structure.Recognition.Type
import Swarm.Game.ScenarioInfo (
ScenarioItem (..),
scenarioItemByPath,
scenarioItemName,
_SISingle,
)
import Swarm.Game.State
import Swarm.Game.State.Landscape
import Swarm.Game.State.Robot
import Swarm.Game.State.Runtime
import Swarm.Game.State.Substate
import Swarm.Game.Tick (TickNumber (..), formatTicks)
import Swarm.Game.Universe
import Swarm.Game.World.Coords
import Swarm.Game.World.Gen (Seed)
import Swarm.Language.Capability (Capability (..), constCaps)
import Swarm.Language.Syntax
import Swarm.Language.Typecheck (inferConst)
import Swarm.Log
import Swarm.Pretty (prettyText, prettyTextLine, prettyTextWidth)
import Swarm.TUI.Border
import Swarm.TUI.Controller (ticksPerFrameCap)
import Swarm.TUI.Controller.EventHandlers (allEventHandlers, mainEventHandlers, replEventHandlers, robotEventHandlers, worldEventHandlers)
import Swarm.TUI.Controller.Util (hasDebugCapability)
import Swarm.TUI.Editor.Model
import Swarm.TUI.Editor.View qualified as EV
import Swarm.TUI.Inventory.Sorting (renderSortMethod)
import Swarm.TUI.Launch.Model
import Swarm.TUI.Launch.View
import Swarm.TUI.Model
import Swarm.TUI.Model.DebugOption (DebugOption (..))
import Swarm.TUI.Model.Dialog.Goal (goalsContent, hasAnythingToShow)
import Swarm.TUI.Model.Event qualified as SE
import Swarm.TUI.Model.KeyBindings (handlerNameKeysDescription)
import Swarm.TUI.Model.Menu
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.UI
import Swarm.TUI.Model.UI.Gameplay
import Swarm.TUI.Panel
import Swarm.TUI.View.Achievement
import Swarm.TUI.View.Attribute.Attr
import Swarm.TUI.View.CellDisplay
import Swarm.TUI.View.Logo
import Swarm.TUI.View.Objective qualified as GR
import Swarm.TUI.View.Popup
import Swarm.TUI.View.Robot
import Swarm.TUI.View.Structure qualified as SR
import Swarm.TUI.View.Util as VU
import Swarm.Util
import Text.Printf
import Text.Wrap
import Witch (into)
data KeyCmd
= SingleButton KeyHighlight Text Text
| MultiButton KeyHighlight [(Text, Text)] Text
-- | The main entry point for drawing the entire UI.
drawUI :: AppState -> [Widget Name]
drawUI s = drawPopups s : mainLayers
where
mainLayers
| s ^. uiState . uiPlaying = drawGameUI s
| otherwise = drawMenuUI s
drawMenuUI :: AppState -> [Widget Name]
drawMenuUI s = 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 s stk $ s ^. uiState . uiLaunchConfig
AchievementsMenu l -> [drawAchievementsMenuUI s l]
MessagesMenu -> [drawMainMessages s]
AboutMenu -> [drawAboutMenuUI (s ^. runtimeState . 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 ^. runtimeState . appData . at "logo"
version = s ^. runtimeState . upstreamRelease
newVersionWidget :: Either (Severity, Text) String -> Maybe (Widget n)
newVersionWidget = \case
Right ver -> Just . txt $ "New version " <> T.pack ver <> " is available!"
Left _ -> Nothing
-- | When launching a game, a modal prompt may appear on another layer
-- to input seed and/or a script to run.
drawNewGameMenuUI ::
AppState ->
NonEmpty (BL.List Name (ScenarioItem ScenarioPath)) ->
LaunchOptions ->
[Widget Name]
drawNewGameMenuUI appState (l :| ls) launchOptions = case displayedFor of
Nothing -> pure mainWidget
Just _ -> drawLaunchConfigPanel launchOptions <> pure mainWidget
where
displayedFor = launchOptions ^. controls . isDisplayedFor
mainWidget =
vBox
[ padLeftRight 20
. centerLayer
$ hBox
[ vBox
[ withAttr boldAttr . txt $ breadcrumbs ls
, txt " "
, vLimit 20
. hLimit 35
. withLeftPaddedVScrollBars
. padLeft (Pad 1)
. padTop (Pad 1)
. BL.renderList (const $ padRight Max . drawScenarioItem) True
$ l
]
, padLeft (Pad 5) (maybe (txt "") (drawDescription . snd) (BL.listSelectedElement l))
]
, launchOptionsMessage
]
launchOptionsMessage = case (displayedFor, snd <$> BL.listSelectedElement l) of
(Nothing, Just (SISingle _)) -> hCenter $ txt "Press 'o' for launch options, or 'Enter' to launch with defaults"
_ -> txt " "
drawScenarioItem (SISingle (ScenarioWith s (ScenarioPath sPath))) = padRight (Pad 1) (drawStatusInfo s sPath) <+> txt (s ^. scenarioMetadata . scenarioName)
drawScenarioItem (SICollection nm _) = padRight (Pad 1) (withAttr boldAttr $ txt " > ") <+> txt nm
drawStatusInfo s sPath = case currentScenarioInfo of
Nothing -> emptyWidget
Just si -> case si ^. scenarioStatus of
NotStarted -> txt " ○ "
Played _script _latestMetric best | isCompleted best -> withAttr greenAttr $ txt " ● "
Played {} -> case s ^. scenarioOperation . scenarioObjectives of
[] -> withAttr cyanAttr $ txt " ◉ "
_ -> withAttr yellowAttr $ txt " ◎ "
where
currentScenarioInfo = appState ^? playState . progression . scenarios . scenarioItemByPath sPath . _SISingle . getScenarioInfo
isCompleted :: BestRecords -> Bool
isCompleted best = best ^. scenarioBestByTime . metricProgress == Completed
describeStatus :: ScenarioStatus -> Widget n
describeStatus = \case
NotStarted -> withAttr cyanAttr $ txt "not started"
Played _initialScript pm _best -> describeProgress pm
breadcrumbs :: [BL.List Name (ScenarioItem ScenarioPath)] -> Text
breadcrumbs =
T.intercalate " > "
. ("Scenarios" :)
. reverse
. mapMaybe (fmap (scenarioItemName . snd) . BL.listSelectedElement)
drawDescription :: ScenarioItem ScenarioPath -> Widget Name
drawDescription (SICollection _ _) = txtWrap " "
drawDescription (SISingle (ScenarioWith s (ScenarioPath sPath))) =
vBox
[ drawMarkdown (nonBlank (s ^. scenarioOperation . scenarioDescription))
, cached (ScenarioPreview sPath) $
hCenter . padTop (Pad 1) . vLimit 6 $
hLimitPercent 60 worldPeek
, padTop (Pad 1) table
]
where
vc = determineStaticViewCenter (s ^. scenarioLandscape) worldTuples
currentScenarioInfo = appState ^? playState . progression . scenarios . scenarioItemByPath sPath . _SISingle . getScenarioInfo
worldTuples = buildWorldTuples $ s ^. scenarioLandscape
theWorlds =
genMultiWorld worldTuples $
fromMaybe 0 $
s ^. scenarioLandscape . scenarioSeed
entIsKnown =
getEntityIsKnown $
EntityKnowledgeDependencies
{ isCreativeMode = s ^. scenarioOperation . scenarioCreative
, globallyKnownEntities = s ^. scenarioLandscape . scenarioKnown
, theFocusedRobot = Nothing
}
tm = s ^. scenarioLandscape . scenarioTerrainAndEntities . terrainMap
ri = RenderingInput theWorlds entIsKnown tm
renderCoord = renderDisplay . displayLocRaw (WorldOverdraw False mempty) ri []
worldPeek = worldWidget renderCoord vc
firstRow =
( withAttr dimAttr $ txt "Author:"
, withAttr dimAttr . txt <$> s ^. scenarioMetadata . scenarioAuthor
)
secondRow =
( txt "last:"
, stat
)
where
stat = describeStatus . view scenarioStatus <$> currentScenarioInfo
padTopLeft = padTop (Pad 1) . padLeft (Pad 1)
tableRows =
map (map padTopLeft . pairToList) $
mapMaybe sequenceA $
firstRow : secondRow : maybe [] (makeBestScoreRows . view scenarioStatus) currentScenarioInfo
table =
BT.renderTable
. BT.surroundingBorder False
. BT.rowBorders False
. BT.columnBorders False
. BT.alignRight 0
. BT.alignLeft 1
. BT.table
$ tableRows
nonBlank "" = " "
nonBlank t = t
pairToList :: (a, a) -> [a]
pairToList (x, y) = [x, y]
describeProgress :: ProgressMetric -> Widget n
describeProgress (Metric p (ProgressStats _startedAt (AttemptMetrics (DurationMetrics e t) maybeCodeMetrics))) = case p of
Attempted ->
withAttr yellowAttr . vBox $
[ txt "in progress"
, txt $ parens $ T.unwords ["played for", formatTimeDiff e]
]
Completed ->
withAttr greenAttr . vBox $
[ txt $ T.unwords ["completed in", formatTimeDiff e]
, txt . (" " <>) . parens $ T.unwords [T.pack $ formatTicks True t, "ticks"]
]
<> maybeToList (sizeDisplay <$> maybeCodeMetrics)
where
sizeDisplay (ScenarioCodeMetrics myCharCount myAstSize) =
withAttr greenAttr $
vBox $
map
txt
[ T.unwords
[ "Code:"
, T.pack $ show myCharCount
, "chars"
]
, (" " <>) $
parens $
T.unwords
[ T.pack $ show myAstSize
, "AST nodes"
]
]
where
formatTimeDiff :: NominalDiffTime -> Text
formatTimeDiff = T.pack . formatTime defaultTimeLocale "%hh %Mm %Ss"
-- | If there are multiple different games that each are \"best\"
-- by different criteria, display them all separately, labeled
-- by which criteria they were best in.
--
-- On the other hand, if all of the different \"best\" criteria are for the
-- same game, consolidate them all into one entry and don't bother
-- labelling the criteria.
makeBestScoreRows ::
ScenarioStatus ->
[(Widget n1, Maybe (Widget n2))]
makeBestScoreRows scenarioStat =
maybe [] makeBestRows getBests
where
getBests = case scenarioStat of
NotStarted -> Nothing
Played _initialScript _ best -> Just best
makeBestRows b = map (makeBestRow hasMultiple) groups
where
groups = getBestGroups b
hasMultiple = length groups > 1
makeBestRow hasDistinctByCriteria (b, criteria) =
( hLimit (maxLeftColumnWidth + 2) $
vBox $
[ padLeft Max $ txt "best:"
]
<> elaboratedCriteria
, Just $ describeProgress b
)
where
maxLeftColumnWidth = maximum0 (map (T.length . describeCriteria) enumerate)
mkCriteriaRow =
withAttr dimAttr
. padLeft Max
. txt
. mconcat
. pairToList
. fmap (\x -> T.singleton $ if x == 0 then ',' else ' ')
elaboratedCriteria =
if hasDistinctByCriteria
then
map mkCriteriaRow
. flip zip [(0 :: Int) ..]
. NE.toList
. NE.reverse
. NE.map describeCriteria
$ criteria
else []
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 =
applyWhen (s ^. runtimeState . eventLog . notificationsCount > 0) $
withAttr notifAttr
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 h isNoMenu ps
, joinBorders $
hBox
[ hLimitPercent 25 $
vBox
[ vLimitPercent 50
$ panel
highlightAttr
fr
(FocusablePanel RobotPanel)
( plainBorder
& bottomLabels . centerLabel
.~ fmap
(txt . (" Search: " <>) . (<> " "))
(uig ^. uiInventory . uiInventorySearch)
)
$ drawRobotPanel ps
, panel
highlightAttr
fr
(FocusablePanel InfoPanel)
plainBorder
$ drawInfoPanel ps
, hCenter
. clickable (FocusablePanel WorldEditorPanel)
. EV.drawWorldEditor fr
$ uig
]
, vBox rightPanel
]
]
where
debugOpts = s ^. uiState . uiDebugOptions
keyConf = s ^. keyEventHandling . keyConfig
ps = s ^. playState . scenarioState
gs = ps ^. gameState
uig = ps ^. uiGameplay
h =
ToplevelConfigurationHelp
(s ^. runtimeState . webPort)
keyConf
isNoMenu = case s ^. uiState . uiMenu of
NoMenu -> True
_ -> False
addCursorPos = bottomLabels . leftLabel ?~ padLeftRight 1 widg
where
widg = case uig ^. uiWorldCursor of
Nothing -> str $ renderCoordsString $ gs ^. robotInfo . viewCenter
Just coord -> clickable WorldPositionIndicator $ drawWorldCursorInfo (uig ^. uiWorldEditor . worldOverdraw) gs coord
-- Add clock display in top right of the world view if focused robot
-- has a clock equipped
addClock = topLabels . rightLabel ?~ padLeftRight 1 (drawClockDisplay (uig ^. uiTiming . lgTicksPerSecond) gs)
fr = uig ^. uiFocusRing
showREPL = uig ^. uiShowREPL
rightPanelBottom = if showREPL then replPanel else minimizedREPL
rightPanel = worldPanel ++ rightPanelBottom
minimizedREPL = case focusGetCurrent fr of
(Just (FocusablePanel REPLPanel)) -> [separateBorders $ clickable (FocusablePanel REPLPanel) (forceAttr highlightAttr hBorder)]
_ -> [separateBorders $ clickable (FocusablePanel REPLPanel) hBorder]
worldPanel =
[ panel
highlightAttr
fr
(FocusablePanel WorldPanel)
( plainBorder
& bottomLabels . rightLabel ?~ padLeftRight 1 (drawTPS $ uig ^. uiTiming)
& topLabels . leftLabel ?~ drawModalMenu gs keyConf
& addCursorPos
& addClock
)
(drawWorldPane uig gs)
, drawKeyMenu ps keyConf debugOpts
]
replPanel =
[ clickable (FocusablePanel REPLPanel) $
panel
highlightAttr
fr
(FocusablePanel REPLPanel)
( plainBorder
& topLabels . rightLabel .~ (drawType <$> (uig ^. uiREPL . replType))
)
( vLimit replHeight
. padBottom Max
. padLeft (Pad 1)
$ drawREPL ps
)
]
drawWorldCursorInfo :: WorldOverdraw -> GameState -> Cosmic Coords -> Widget Name
drawWorldCursorInfo worldEditor g cCoords =
case getStatic g coords of
Just s -> renderDisplay $ displayStatic s
Nothing -> hBox $ tileMemberWidgets ++ [coordsWidget]
where
Cosmic _ coords = cCoords
coordsWidget = str $ renderCoordsString $ fmap coordsToLoc cCoords
tileMembers = terrain : mapMaybe merge [entity, r]
tileMemberWidgets =
map (padRight $ Pad 1)
. concat
. reverse
. zipWith f tileMembers
$ ["at", "on", "with"]
where
f cell preposition = [renderDisplay cell, txt preposition]
ri =
RenderingInput
(g ^. landscape . multiWorld)
(getEntityIsKnown $ mkEntityKnowledge g)
(g ^. landscape . terrainAndEntities . terrainMap)
terrain = displayTerrainCell worldEditor ri cCoords
entity = displayEntityCell worldEditor ri cCoords
r = displayRobotCell g cCoords
merge = fmap sconcat . NE.nonEmpty . filter (not . (^. invisible))
-- | Format the clock display to be shown in the upper right of the
-- world panel.
drawClockDisplay :: Int -> GameState -> Widget n
drawClockDisplay lgTPS gs = hBox . intersperse (txt " ") $ catMaybes [clockWidget, pauseWidget]
where
clockWidget = maybeDrawTime (gs ^. temporal . ticks) (gs ^. temporal . paused || lgTPS < 3) gs
pauseWidget = guard (gs ^. temporal . paused) $> txt "(PAUSED)"
-- | Check whether the currently focused robot (if any) has some kind
-- of a clock device equipped.
clockEquipped :: GameState -> Bool
clockEquipped gs = case focusedRobot gs of
Nothing -> False
Just r -> CExecute Time `Set.member` getCapabilitySet (r ^. robotCapabilities)
-- | 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 :: TickNumber -> Bool -> GameState -> Maybe (Widget n)
maybeDrawTime t showTicks gs = guard (clockEquipped gs) $> str (formatTicks showTicks t)
-- | Draw info about the current number of ticks per second.
drawTPS :: UITiming -> Widget Name
drawTPS timing = 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
| timing ^. uiShowFPS =
[ txt " ("
, let tpf = timing ^. uiTPF
in applyWhen (tpf >= fromIntegral ticksPerFrameCap) (withAttr redAttr) $
str (printf "%0.1f" tpf)
, txt " tpf, "
, str (printf "%0.1f" (timing ^. uiFPS))
, txt " fps)"
]
| otherwise = []
l = timing ^. 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 = do
guard $ null m
showFirstCursor s locs
where
m = s ^. playState . scenarioState . uiGameplay . uiDialogs . uiModal
-- | Draw a dialog window, if one should be displayed right now.
drawDialog ::
ToplevelConfigurationHelp ->
Bool ->
ScenarioState ->
Widget Name
drawDialog h isNoMenu ps =
maybe emptyWidget go m
where
m = ps ^. uiGameplay . uiDialogs . uiModal
go (Modal mt d) = renderDialog d $ case mt of
MidScenarioModal GoalModal -> draw
MidScenarioModal RobotsModal -> draw
_ -> maybeScroll ModalViewport draw
where
draw = drawModal h ps isNoMenu mt
-- | Draw one of the various types of modal dialog.
drawModal ::
ToplevelConfigurationHelp ->
ScenarioState ->
Bool ->
ModalType ->
Widget Name
drawModal h ps isNoMenu = \case
MidScenarioModal x -> case x of
HelpModal -> helpWidget h $ gs ^. randomness . seed
RobotsModal -> drawRobotsDisplayModal uig gs $ uig ^. uiDialogs . uiRobot
RecipesModal -> availableListWidget gs RecipeList
CommandsModal -> commandsListWidget gs
MessagesModal -> availableListWidget gs MessageList
StructuresModal -> SR.renderStructuresDisplay gs $ uig ^. uiDialogs . uiStructure
DescriptionModal e -> descriptionWidget ps e
GoalModal ->
GR.renderGoalsDisplay (uig ^. uiDialogs . uiGoal) $
view (getScenario . scenarioOperation . scenarioDescription) <$> uig ^. scenarioRef
TerrainPaletteModal -> EV.drawTerrainSelector uig
EntityPaletteModal -> EV.drawEntityPaintSelector uig
EndScenarioModal x -> case x of
ScenarioFinishModal outcome ->
padBottom (Pad 1) $
vBox $
map
(hCenter . txt)
content
where
content = case outcome of
WinModal -> ["Congratulations!"]
LoseModal ->
[ "Condolences!"
, "This scenario is no longer winnable."
]
QuitModal -> padBottom (Pad 1) $ hCenter $ txt (quitMsg isNoMenu)
KeepPlayingModal ->
padLeftRight 1 $
displayParagraphs $
pure
"Have fun! Hit Ctrl-Q whenever you're ready to proceed to the next challenge or return to the menu."
where
gs = ps ^. gameState
uig = ps ^. uiGameplay
data ToplevelConfigurationHelp = ToplevelConfigurationHelp
{ _helpPort :: Maybe Port
, _helpKeyConf :: KeyConfig SE.SwarmEvent
}
helpWidget :: ToplevelConfigurationHelp -> Seed -> Widget Name
helpWidget (ToplevelConfigurationHelp mport keyConf) theSeed =
padLeftRight 2 . vBox $
padTop (Pad 1)
<$> [ info
, colorizationLegend
, helpKeys
, tips
]
where
tips =
vBox
[ heading boldAttr "Have questions? Want some tips? Check out:"
, txt " - The Swarm wiki, " <+> hyperlink wikiUrl (txt wikiUrl)
, txt " - The Swarm Discord server at " <+> hyperlink swarmDiscord (txt swarmDiscord)
]
info =
vBox
[ heading boldAttr "Configuration"
, txt ("Seed: " <> into @Text (show theSeed))
, txt ("Web server port: " <> maybe "none" (into @Text . show) mport)
]
colorizationLegend =
vBox
[ heading boldAttr "Colorization legend"
, drawMarkdown
"In text, snippets of code like `3 + 4` or `scan down` will be colorized. Types like `Cmd Text`{=type} have a dedicated color. The names of an `entity`{=entity}, a `structure`{=structure}, and a `tag`{=tag} also each have their own color."
]
helpKeys =
vBox
[ heading boldAttr "Keybindings"
, keySection "Main (always active)" mainEventHandlers
, keySection "REPL panel" replEventHandlers
, keySection "World view panel" worldEventHandlers
, keySection "Robot inventory panel" robotEventHandlers
]
keySection name handlers =
padBottom (Pad 1) $
vBox
[ heading italicAttr name
, mkKeyTable handlers
]
mkKeyTable =
BT.renderTable
. BT.surroundingBorder False
. BT.rowBorders False
. BT.table
. map (toRow . keyHandlerToText)
heading attr = padBottom (Pad 1) . withAttr attr . txt
toRow (n, k, d) =
[ padRight (Pad 1) $ txtFilled maxN n
, padLeftRight 1 $ txtFilled maxK k
, padLeft (Pad 1) $ txtFilled maxD d
]
keyHandlerToText = handlerNameKeysDescription keyConf
-- Get maximum width of the table columns so it all neatly aligns
txtFilled n t = padRight (Pad $ max 0 (n - textWidth t)) $ txt t
(maxN, maxK, maxD) = map3 (maximum0 . map textWidth) . unzip3 $ keyHandlerToText <$> allEventHandlers
map3 f (n, k, d) = (f n, f k, f d)
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 (discovery . 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 wikiCheatSheet
]
where
commands = gs ^. discovery . 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) . withAttr magentaAttr . txt $ " : " <> prettyTextLine (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 :: ScenarioState -> Entity -> Widget Name
descriptionWidget s e = padLeftRight 1 (explainEntry uig gs e)
where
gs = s ^. gameState
uig = s ^. uiGameplay
-- | 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 = applyWhen (not $ gs ^. temporal . paused) $ over _last visible
drawLogEntry' e =
withAttr (colorLogs e) $
hBox
[ fromMaybe (txt "") $ maybeDrawTime (e ^. leTime) True gs
, padLeft (Pad 2) . txt $ brackets $ e ^. leName
, padLeft (Pad 1) . txt2 $ e ^. leText
]
txt2 = txtWrapWith indent2
colorLogs :: LogEntry -> AttrName
colorLogs e = case e ^. leSource of
SystemLog -> colorSeverity (e ^. leSeverity)
RobotLog rls rid _loc -> case rls of
Said -> robotColor rid
Logged -> notifAttr
RobotError -> colorSeverity (e ^. leSeverity)
CmdStatus -> notifAttr
where
-- color each robot message with different color of the world
robotColor = indexWrapNonEmpty messageAttributeNames
colorSeverity :: Severity -> AttrName
colorSeverity = \case
Info -> infoAttr
Debug -> dimAttr
Warning -> yellowAttr
Error -> redAttr
Critical -> redAttr
-- | Draw the F-key modal menu. This is displayed in the top left world corner.
drawModalMenu :: GameState -> KeyConfig SE.SwarmEvent -> Widget Name
drawModalMenu gs keyConf = vLimit 1 . hBox $ map (padLeftRight 1 . drawKeyCmd) globalKeyCmds
where
notificationKey :: Getter GameState (Notifications a) -> SE.MainEvent -> Text -> Maybe KeyCmd
notificationKey notifLens key name
| null (gs ^. notifLens . notificationsContent) = Nothing
| otherwise =
let highlight
| gs ^. notifLens . notificationsCount > 0 = Alert
| otherwise = NoHighlight
in Just (SingleButton highlight (keyM key) name)
-- Hides this key if the recognizable structure list is empty
structuresKey =
if null $ gs ^. landscape . recognizerAutomatons . originalStructureDefinitions
then Nothing
else Just (SingleButton NoHighlight (keyM SE.ViewStructuresEvent) "Structures")
globalKeyCmds =
catMaybes
[ Just (SingleButton NoHighlight (keyM SE.ViewHelpEvent) "Help")
, Just (SingleButton NoHighlight (keyM SE.ViewRobotsEvent) "Robots")
, notificationKey (discovery . availableRecipes) SE.ViewRecipesEvent "Recipes"
, notificationKey (discovery . availableCommands) SE.ViewCommandsEvent "Commands"
, notificationKey messageNotifications SE.ViewMessagesEvent "Messages"
, structuresKey
]
keyM = VU.bindingText keyConf . SE.Main
-- | Draw a menu explaining what key commands are available for the
-- current panel. This menu is displayed as one or two lines in
-- between the world panel and the REPL.
--
-- This excludes the F-key modals that are shown elsewhere.
drawKeyMenu ::
ScenarioState ->
KeyConfig SE.SwarmEvent ->
Set DebugOption ->
Widget Name
drawKeyMenu ps keyConf debugOpts =
vLimit 2 $
hBox
[ padBottom Max $
vBox
[ mkCmdRow globalKeyCmds
, padLeft (Pad 2) contextCmds
]
, gameModeWidget
]
where
mkCmdRow = hBox . map drawPaddedCmd
drawPaddedCmd = padLeftRight 1 . drawKeyCmd
contextCmds
| ctrlMode == Handling = txt $ fromMaybe "" (gs ^? gameControls . inputHandler . _Just . _1)
| otherwise = mkCmdRow focusedPanelCmds
focusedPanelCmds =
map highlightKeyCmds
. keyCmdsFor
. focusGetCurrent
. view uiFocusRing
$ uig
uig = ps ^. uiGameplay
gs = ps ^. gameState
isReplWorking = gs ^. gameControls . replWorking
isPaused = gs ^. temporal . paused
hasDebug = hasDebugCapability creative gs
creative = gs ^. creativeMode
showCreative = debugOpts ^. Lens.contains ToggleCreative
showEditor = debugOpts ^. Lens.contains ToggleWorldEditor
goal = hasAnythingToShow $ uig ^. uiDialogs . uiGoal . goalsContent
showZero = uig ^. uiInventory . uiShowZero
inventorySort = uig ^. uiInventory . uiInventorySort
inventorySearch = uig ^. uiInventory . uiInventorySearch
ctrlMode = uig ^. uiREPL . replControlMode
canScroll = creative || (gs ^. landscape . worldScrollable)
handlerInstalled = isJust (gs ^. gameControls . inputHandler)
renderPilotModeSwitch :: ReplControlMode -> T.Text
renderPilotModeSwitch = \case
Piloting -> "REPL"
_ -> "pilot"
renderHandlerModeSwitch :: ReplControlMode -> T.Text
renderHandlerModeSwitch = \case
Handling -> "REPL"
_ -> "key handler"
gameModeWidget =
padLeft Max
. padLeftRight 1
. txt
. (<> " mode")
$ case creative of
False -> "Classic"
True -> "Creative"
globalKeyCmds :: [KeyCmd]
globalKeyCmds =
catMaybes
[ may goal (SingleButton NoHighlight (keyM SE.ViewGoalEvent) "goal")
, may showCreative (SingleButton NoHighlight (keyM SE.ToggleCreativeModeEvent) "creative")
, may showEditor (SingleButton NoHighlight (keyM SE.ToggleWorldEditorEvent) "editor")
, Just (SingleButton NoHighlight (keyM SE.PauseEvent) (if isPaused then "unpause" else "pause"))
, may isPaused (SingleButton NoHighlight (keyM SE.RunSingleTickEvent) "step")
, may
(isPaused && hasDebug)
( SingleButton
(if uig ^. uiShowDebug then Alert else NoHighlight)
(keyM SE.ShowCESKDebugEvent)
"debug"
)
, Just (MultiButton NoHighlight [(keyM SE.IncreaseTpsEvent, "speed-up"), (keyM SE.DecreaseTpsEvent, "speed-down")] "speed")
, Just
( SingleButton
NoHighlight
(keyM SE.ToggleREPLVisibilityEvent)
(if uig ^. uiShowREPL then "hide REPL" else "show REPL")
)
, Just
( SingleButton
(if uig ^. uiShowRobots then NoHighlight else Alert)
(keyM SE.HideRobotsEvent)
"hide robots"
)
]
may b = if b then Just else const Nothing
highlightKeyCmds (k, n) = SingleButton PanelSpecific k n
keyCmdsFor (Just (FocusablePanel WorldEditorPanel)) =
[("^s", "save map")]
keyCmdsFor (Just (FocusablePanel REPLPanel)) =
[ ("↓↑", "history")
]
++ [("Enter", "execute") | not isReplWorking]
++ [(keyR SE.CancelRunningProgramEvent, "cancel") | isReplWorking]
++ [(keyR SE.TogglePilotingModeEvent, renderPilotModeSwitch ctrlMode) | creative]
++ [(keyR SE.ToggleCustomKeyHandlingEvent, renderHandlerModeSwitch ctrlMode) | handlerInstalled]
++ [("PgUp/Dn", "scroll")]
keyCmdsFor (Just (FocusablePanel WorldPanel)) =
[(T.intercalate "/" $ map keyW enumerate, "scroll") | canScroll]
keyCmdsFor (Just (FocusablePanel RobotPanel)) =
("Enter", "pop out")
: if isJust inventorySearch
then [("Esc", "exit search")]
else
[ (keyE SE.MakeEntityEvent, "make")
, (keyE SE.ShowZeroInventoryEntitiesEvent, (if showZero then "hide" else "show") <> " 0")
,
( keyE SE.SwitchInventorySortDirection <> "/" <> keyE SE.CycleInventorySortEvent
, T.unwords ["Sort:", renderSortMethod inventorySort]
)
, (keyE SE.SearchInventoryEvent, "search")
]
keyCmdsFor (Just (FocusablePanel InfoPanel)) = []
keyCmdsFor _ = []
keyM = VU.bindingText keyConf . SE.Main
keyR = VU.bindingText keyConf . SE.REPL
keyE = VU.bindingText keyConf . SE.Robot
keyW = VU.bindingText keyConf . SE.World
data KeyHighlight = NoHighlight | Alert | PanelSpecific
-- | Draw a single key command in the menu.
drawKeyCmd :: KeyCmd -> Widget Name
drawKeyCmd keycmd =
case keycmd of
(SingleButton h key cmd) ->
clickable (UIShortcut cmd) $
hBox
[ withAttr (attr h) (txt $ brackets key)
, txt cmd
]
(MultiButton h keyArr cmd) ->
hBox $ intersperse (txt "/") (map (createCmd h) keyArr) ++ [txt cmd]
where
createCmd h (key, cmd) = clickable (UIShortcut cmd) $ withAttr (attr h) (txt $ brackets key)
attr h = case h of
NoHighlight -> defAttr
Alert -> notifAttr
PanelSpecific -> highlightAttr
------------------------------------------------------------
-- World panel
------------------------------------------------------------
-- | Compare to: 'Swarm.Util.Content.getMapRectangle'
worldWidget ::
(Cosmic Coords -> Widget n) ->
-- | view center
Cosmic Location ->
Widget n
worldWidget renderCoord gameViewCenter = Widget Fixed Fixed $
do
ctx <- getContext
let w = ctx ^. availWidthL
h = ctx ^. availHeightL
vr = viewingRegion gameViewCenter (fromIntegral w, fromIntegral h)
ixs = range $ vr ^. planar
render . vBox . map hBox . chunksOf w . map (renderCoord . Cosmic (vr ^. subworld)) $ ixs
-- | Draw the current world view.
drawWorldPane :: UIGameplay -> GameState -> Widget Name
drawWorldPane ui g =
center
. cached WorldCache
. reportExtent WorldExtent
-- Set the clickable request after the extent to play nice with the cache
. clickable (FocusablePanel WorldPanel)
$ worldWidget renderCoord (g ^. robotInfo . viewCenter)
where
renderCoord = drawLoc ui g
------------------------------------------------------------
-- Robot inventory panel
------------------------------------------------------------
-- | Draw info about the currently focused robot, such as its name,
-- position, orientation, and inventory, as long as it is not too
-- far away.
drawRobotPanel :: ScenarioState -> Widget Name
drawRobotPanel s
-- If the focused robot is too far away to communicate, just leave the panel blank.
-- There should be no way to tell the difference between a robot that is too far
-- away and a robot that does not exist.
| Just r <- s ^. gameState . to focusedRobot
, Just (_, lst) <- s ^. uiGameplay . uiInventory . uiInventoryList =
let drawClickableItem pos selb = clickable (InventoryListItem pos) . drawItem (lst ^. BL.listSelectedL) pos selb
details =
[ txt (r ^. robotName)
, padLeft (Pad 2) . str . renderCoordsString $ r ^. robotLocation
, padLeft (Pad 2) $ renderDisplay (r ^. robotDisplay)
]
in padBottom Max $
vBox
[ hCenter $ hBox details
, withLeftPaddedVScrollBars . padLeft (Pad 1) . padTop (Pad 1) $
BL.renderListWithIndex drawClickableItem True lst
]
| otherwise = blank
blank :: Widget Name
blank = 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
applyWhen (sel == Just (i + 1)) visible $ 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 " ")
------------------------------------------------------------
-- Info panel
------------------------------------------------------------
-- | Draw the info panel in the bottom-left corner, which shows info
-- about the currently focused inventory item.
drawInfoPanel :: ScenarioState -> Widget Name
drawInfoPanel s
| Just Far <- s ^. gameState . to focusedRange = blank
| otherwise =
withVScrollBars OnRight
. viewport InfoViewport Vertical
. padLeftRight 1
$ explainFocusedItem s
-- | Display info about the currently focused inventory entity,
-- such as its description and relevant recipes.
explainFocusedItem :: ScenarioState -> Widget Name
explainFocusedItem s = case focusedItem s of
Just (InventoryEntry _ e) -> explainEntry uig gs e
Just (EquippedEntry e) -> explainEntry uig gs e
_ -> txt " "
where
gs = s ^. gameState
uig = s ^. uiGameplay
explainEntry :: UIGameplay -> GameState -> Entity -> Widget Name
explainEntry uig gs e =
vBox $
[ displayProperties $ Set.toList (e ^. entityProperties)
, drawMarkdown (e ^. entityDescription)
, explainCapabilities gs e
, explainRecipes gs e
]
<> [drawRobotMachine gs False | CDebug `M.member` getMap (e ^. entityCapabilities)]
<> [drawRobotLog uig gs | CExecute Log `M.member` getMap (e ^. entityCapabilities)]
displayProperties :: [EntityProperty] -> Widget Name
displayProperties = displayList . mapMaybe showProperty
where
showProperty Growable = Just "growing"
showProperty Pushable = Just "pushable"
showProperty Combustible = Just "combustible"
showProperty Infinite = Just "infinite"
showProperty Liquid = Just "liquid"
showProperty Unwalkable = Just "blocking"
showProperty Opaque = Just "opaque"
showProperty Boundary = Just "boundary"
showProperty Evanescent = Just "evanescent"
-- Most things are pickable so we don't show that.
showProperty Pickable = 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
showProperty Printable = Just "printable"
displayList [] = emptyWidget
displayList ps =
vBox
[ hBox . L.intersperse (txt ", ") . map (withAttr robotAttr . txt) $ ps
, txt " "
]
-- | This widget can have potentially multiple "headings"
-- (one per capability), each with multiple commands underneath.
-- Directly below each heading there will be a "exercise cost"
-- description, unless the capability is free-to-exercise.
explainCapabilities :: GameState -> Entity -> Widget Name
explainCapabilities gs e
| null capabilitiesAndCommands = emptyWidget
| otherwise =
padBottom (Pad 1) $
vBox
[ hBorderWithLabel (txt "Enabled commands")
, hCenter
. vBox
. L.intersperse (txt " ") -- Inserts an extra blank line between major "Cost" sections
$ map drawSingleCapabilityWidget capabilitiesAndCommands
]
where
eLookup = lookupEntityE $ entitiesByName $ gs ^. landscape . terrainAndEntities . entityMap
eitherCosts = (traverse . traverse) eLookup $ e ^. entityCapabilities
capabilitiesAndCommands = case eitherCosts of
Right eCaps -> M.elems . getMap . commandsForDeviceCaps $ eCaps
-- The Left case should never happen - we check when parsing a
-- scenario that all entity references are defined. However, if
-- it does happen, there's no sense crashing the game; just
-- return an empty list of capabilities + commands.
Left _ -> []
drawSingleCapabilityWidget cmdsAndCost =
vBox
[ costWidget cmdsAndCost
, padLeft (Pad 1) . vBox . map renderCmdInfo . NE.toList $ enabledCommands cmdsAndCost
]
renderCmdInfo c =
Widget Fixed Fixed $ do
ctx <- getContext
let w = ctx ^. availWidthL
constType = inferConst c
info = constInfo c
requiredWidthForTypes = textWidth (syntax info <> " : " <> prettyTextLine constType)
render
. padTop (Pad 1)
$ vBox
[ hBox
[ padRight (Pad 1) (txt $ syntax info)
, padRight (Pad 1) (txt ":")
, if requiredWidthForTypes <= w
then withAttr magentaAttr . txt $ prettyTextLine constType
else emptyWidget
]
, hBox $
if requiredWidthForTypes > w
then
[ padRight (Pad 1) (txt " ")
, withAttr magentaAttr . txt $ prettyTextWidth constType (w - 2)
]
else [emptyWidget]
, padTop (Pad 1) . padLeft (Pad 1) . txtWrap . briefDoc $ constDoc info
]
costWidget cmdsAndCost =
if null ings
then emptyWidget
else padTop (Pad 1) $ vBox $ withAttr boldAttr (txt "Cost:") : map drawCost ings
where
ings = ingredients $ commandCost cmdsAndCost
drawCost (n, ingr) =
padRight (Pad 1) (str (show n)) <+> eName
where
eName = applyEntityNameAttr Nothing missing ingr $ txt $ ingr ^. entityName
missing = E.lookup ingr robotInv < n
robotInv = fromMaybe E.empty $ gs ^? to focusedRobot . _Just . robotInventory
explainRecipes :: GameState -> Entity -> Widget Name
explainRecipes gs 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 gs e
inv = fromMaybe E.empty $ gs ^? 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 :: GameState -> Entity -> [Recipe Entity]
recipesWith gs e =
let getRecipes select = recipesFor (gs ^. recipesInfo . 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 $
concat
[ getRecipes recipesIn
, getRecipes recipesCat
, 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 :: Bool -> Entity -> Widget n
fmtEntityName missing ingr =
applyEntityNameAttr me missing ingr $ txtLines nm
where
-- Split up multi-word names, one line per word
nm = ingr ^. entityName
txtLines = vBox . map txt . T.words
applyEntityNameAttr :: Maybe Entity -> Bool -> Entity -> (Widget n -> Widget n)
applyEntityNameAttr me missing ingr
| Just ingr == me = withAttr highlightAttr
| ingr == timeE = withAttr yellowAttr
| missing = withAttr invalidFormInputAttr
| otherwise = id
-- | Ad-hoc entity to represent time - only used in recipe drawing
timeE :: Entity
timeE = mkEntity (defaultEntityDisplay '.') "ticks" mempty [] mempty
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}
-- | Only show the most recent entry, and any entries which were
-- produced by "say" or "log" commands. Other entries (i.e. errors
-- or command status reports) are thus ephemeral, i.e. they are only
-- shown when they are the most recent log entry, but hidden once
-- something else is logged.
getLogEntriesToShow :: GameState -> [LogEntry]
getLogEntriesToShow gs = logEntries ^.. traversed . ifiltered shouldShow
where
logEntries = gs ^. to focusedRobot . _Just . robotLog
n = Seq.length logEntries
shouldShow i le =
(i == n - 1) || case le ^. leSource of
RobotLog src _ _ -> src `elem` [Said, Logged]
SystemLog -> False
drawRobotLog :: UIGameplay -> GameState -> Widget Name
drawRobotLog uig gs =
vBox
[ padBottom (Pad 1) (hBorderWithLabel (txt "Log"))
, vBox . F.toList . imap drawEntry $ logEntriesToShow
]
where
logEntriesToShow = getLogEntriesToShow gs
n = length logEntriesToShow
drawEntry i e =
applyWhen (i == n - 1 && uig ^. uiScrollToEnd) visible $
drawLogEntry (not allMe) e
rid = gs ^? to focusedRobot . _Just . robotID
allMe = all me logEntriesToShow
me le = case le ^. leSource of
RobotLog _ i _ -> Just i == rid
_ -> False
-- | Show the 'CESK' machine of focused robot. Puts a separator above.
drawRobotMachine :: GameState -> Bool -> Widget Name
drawRobotMachine gs showName = case gs ^. to focusedRobot of
Nothing -> machineLine "no selected robot"
Just r ->
vBox
[ machineLine $ r ^. robotName <> "#" <> r ^. robotID . to tshow
, txt $ r ^. machine . to prettyText
]
where
tshow = T.pack . show
hLine t = padBottom (Pad 1) (hBorderWithLabel (txt t))
machineLine r = hLine $ if showName then "Machine [" <> r <> "]" else "Machine"
-- | 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 leName e
<> "] "
<> case e ^. leSource of
RobotLog Said _ _ -> "said " <> quote t
_ -> 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 theRepl = ps1 <+> replE
where
prompt = theRepl ^. replPromptType
replEditor = theRepl ^. replPromptEditor
color t =
case theRepl ^. replValid of
Right () -> txt t
Left NoLoc -> withAttr redAttr (txt t)
Left (SrcLoc s e) | s == e || s >= T.length t -> withAttr redAttr (txt t)
Left (SrcLoc s e) ->
let (validL, (invalid, validR)) = T.splitAt (e - s) <$> T.splitAt s t
in hBox [txt validL, withAttr redAttr (txt invalid), txt validR]
ps1 = replPromptAsWidget (T.concat $ getEditContents replEditor) prompt
replE =
renderEditor
(vBox . map color)
(focusGetCurrent focus `elem` [Nothing, Just (FocusablePanel REPLPanel), Just REPLInput])
replEditor
-- | Draw the REPL.
drawREPL :: ScenarioState -> Widget Name
drawREPL ps =
vBox
[ withLeftPaddedVScrollBars
. viewport REPLViewport Vertical
. vBox
$ [cached REPLHistoryCache (vBox history), currentPrompt]
, vBox mayDebug
]
where
uig = ps ^. uiGameplay
gs = ps ^. gameState
-- rendered history lines fitting above REPL prompt
history :: [Widget n]
history = map fmt . filter (not . isREPLSaved) . toList . getSessionREPLHistoryItems $ theRepl ^. replHistory
currentPrompt :: Widget Name
currentPrompt = case (isActive <$> base, theRepl ^. replControlMode) of
(_, Handling) -> padRight Max $ txt "[key handler running, M-k to toggle]"
(Just False, _) -> renderREPLPrompt (uig ^. uiFocusRing) theRepl
_running -> padRight Max $ txt "..."
theRepl = uig ^. uiREPL
-- NOTE: there exists a lens named 'baseRobot' that uses "unsafe"
-- indexing that may be an alternative to this:
base = gs ^. robotInfo . robotMap . at 0
fmt (REPLHistItem itemType _tick t) = case itemType of
REPLEntry {} -> txt $ "> " <> t
REPLOutput -> txt t
REPLError -> txtWrapWith indent2 {preserveIndentation = True} t
mayDebug = [drawRobotMachine gs True | uig ^. uiShowDebug]
------------------------------------------------------------
-- Utility
------------------------------------------------------------
-- See https://github.com/jtdaugherty/brick/discussions/484
withLeftPaddedVScrollBars :: Widget n -> Widget n
withLeftPaddedVScrollBars =
withVScrollBarRenderer (addLeftSpacing verticalScrollbarRenderer)
. withVScrollBars OnRight
where
addLeftSpacing :: VScrollbarRenderer n -> VScrollbarRenderer n
addLeftSpacing r =
r
{ scrollbarWidthAllocation = 2
, renderVScrollbar = hLimit 1 $ renderVScrollbar r
, renderVScrollbarTrough = hLimit 1 $ renderVScrollbarTrough r
}