{-# 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.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 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.Set qualified as Set (toList) 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.Inventory.Sorting (renderSortMethod) 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 = [ joinBorders $ 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 ^. uiState . uiShowRobots) (s ^. gameState)) , drawKeyMenu s , clickable REPLPanel $ panel highlightAttr fr 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 worlCursorInfo = drawWorldCursorInfo (s ^. uiState . uiShowRobots) (s ^. gameState) coord in bottomLabels . leftLabel ?~ padLeftRight 1 worlCursorInfo -- 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 :: Bool -> GameState -> W.Coords -> Widget Name drawWorldCursorInfo showRobots g i@(W.Coords (y, x)) = hBox [drawLoc showRobots 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) KeepPlayingModal -> padLeftRight 1 (displayParagraphs ["Have fun! Hit Ctrl-Q whenever you're ready to proceed to the next challenge or return to the menu."]) quitMsg :: Menu -> Text quitMsg m = "Are you sure you want to " <> quitAction <> "? All progress on this scenario will be lost!" where quitAction = case m of NoMenu -> "quit" _ -> "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 currentScenario = s ^. uiState . scenarioRef currentSeed = s ^. gameState . seed 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, KeepPlayingButton) ] ) , sum (map length [nextMsg, stopMsg, continueMsg]) + 32 ) DescriptionModal e -> (descriptionTitle e, Nothing, descriptionWidth) QuitModal -> let stopMsg = fromMaybe ("Quit to" ++ maybe "" (" " ++) (into @String <$> curMenuName s) ++ " menu") haltingMessage maybeStartOver = sequenceA ("Start over", StartOverButton currentSeed <$> currentScenario) in ( "" , Just ( 0 , catMaybes [ Just ("Keep playing", CancelButton) , maybeStartOver , Just (stopMsg, QuitButton) ] ) , T.length (quitMsg (s ^. uiState . uiMenu)) + 4 ) GoalModal _ -> let goalModalTitle = case currentScenario of Nothing -> "Goal" Just (scenario, _) -> scenario ^. scenarioName in (" " <> T.unpack goalModalTitle <> " ", Nothing, 80) KeepPlayingModal -> ("", Just (0, [("OK", CancelButton)]), 80) -- | Get the name of the current New Game menu. curMenuName :: AppState -> Maybe Text curMenuName s = case s ^. uiState . uiMenu of NewGameMenu (_ :| (parentMenu : _)) -> Just (parentMenu ^. BL.listSelectedElementL . to scenarioItemName) NewGameMenu _ -> Just "Scenarios" _ -> Nothing 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 (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 :: V2 Double basePos = realToFrac <$> fromMaybe (V2 0 0) (g ^? baseRobot . robotLocation) -- Keep the base and non sytem robot (e.g. no seed) isRelevant robot = robot ^. robotID == 0 || not (robot ^. systemRobot) -- Keep the robot that are less than 32 unit away from the base isNear robot = creative || distance (realToFrac <$> 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 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 | 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 = 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 1 . hBox . (++ [gameModeWidget]) . map (padLeftRight 1 . drawKeyCmd) . (globalKeyCmds ++) . map highlightKeyCmds . 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 inventorySort = s ^. uiState . uiInventorySort 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 REPLPanel) = [ ("↓↑", "history") ] ++ [("Enter", "execute") | not isReplWorking] ++ [("^c", "cancel") | isReplWorking] keyCmdsFor (Just WorldPanel) = [ ("←↓↑→ / hjkl", "scroll") | creative ] ++ [("c", "recenter") | not viewingBase] ++ [("f", "FPS")] keyCmdsFor (Just RobotPanel) = [ ("Enter", "pop out") , ("m", "make") , ("0", (if showZero then "hide" else "show") <> " 0") , (":/;", T.unwords ["Sort:", renderSortMethod inventorySort]) ] keyCmdsFor (Just 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 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 -- | Render the 'Display' for a specific location. drawLoc :: Bool -> GameState -> W.Coords -> Widget Name drawLoc showRobots g = renderDisplay . displayLoc showRobots g -- | Get the 'Display' for a specific location, by combining the -- 'Display's for the terrain, entity, and robots at the location. displayLoc :: Bool -> GameState -> W.Coords -> Display displayLoc showRobots g coords = sconcat $ terrain NE.:| entity <> robots where terrain = terrainMap M.! toEnum (W.lookupTerrain coords (g ^. world)) entity = maybeToList (displayForEntity <$> W.lookupEntity coords (g ^. world)) robots = if showRobots then map (view robotDisplay) (robotsAtLocation (W.coordsToLoc coords) g) else [] 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 $ 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 . 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 ------------------------------------------------------------ -- | 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 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 ------------------------------------------------------------ -- 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)