alchemyst/cmd/game/main.go
2019-11-01 22:01:23 +03:00

187 lines
4.6 KiB
Go

package main
import (
"github.com/rs/zerolog"
"github.com/rs/zerolog/log"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"lab.zaar.be/thefish/alchemyst-go/engine/mob"
"lab.zaar.be/thefish/alchemyst-go/engine/screens"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui"
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
"lab.zaar.be/thefish/alchemyst-go/util"
blt "lab.zaar.be/thefish/bearlibterminal"
"os"
"runtime"
"time"
)
var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}
// Рецепт чтобы убежать от [fatal] 'refresh' was not called from the main thread
// https://github.com/golang/go/wiki/LockOSThread
func init() {
runtime.LockOSThread()
}
//we can run logic in separate goroutines
//
// go doSometing(State,...)
//
//and there we go like this:
// func doSomething(State main.GameState, args...) {
// ...
// State.Do(func() {
// ...do stuff in main thread
// })
// ...
// }
var State = gamestate.GameState{
Mainfunc: make(chan func()),
Exit: make(chan struct{}, 1),
Input: make(chan string, 1),
RawInput: make(chan int, 1),
FovRecompute: make(chan struct{},1),
Redraw: make(chan struct{},1),
}
func main() {
config := util.LoadConfig()
var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
mainCtx := util.NewClientContext(config, &logger)
mw := mainwindow.Init(mainCtx)
defer mw.Close()
setupLayers(mw)
//fixme
level, rooms := mapgens.DefaultGen(gamemap.NewLevel(mainCtx, "test", 1))
State.Level = level
vp := mainwindow.NewViewPort(30, 0, 70, 47, mw.GetLayer("base"))
screenMgr := types.NewScreenManager(mainCtx)
screenMgr.AddScreen("title", &screens.TitleScreen{})
screenMgr.AddScreen("game", screens.NewGameScreen(mw, &State, vp))
screenMgr.SetScreenByName("game")
//fixme
player := &mob.Player{
Mob: mob.Mob{
Appearance: &types.Appearance{
Glyph: &types.PlainGlyphHolder{"@"},
ColorSet: &types.TileColorSet{
Fg: &types.PlainColorHolder{255, 255, 255, 255},
},
},
Coords: rooms[0].Center,
BlocksPass: true,
},
}
State.Player = player
vp.PlayerCoords = player.Coords
vp.Render(&State)
go decodeInput(mainCtx, mw.GetLayer("base"))
go vp.Listen(State)
//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
var exit = false
for !exit {
select {
case State.RawInput <- ui.ReadKeyCode():
break
case pressed := <-State.Input:
screenMgr.CurrentScreen.HandleInput(pressed)
break
//case f := <-State.mainfunc:
// f()
// break
case <-State.Exit:
mainCtx.Logger().Warn().Msg("quitting NOW")
exit = true
break
// не оставляйте default в бесконесчном select {} - сожрет всё CPU
default:
screenMgr.CurrentScreen.Render()
blt.Refresh()
}
}
mainCtx.Logger().Info().Msg("pre-shutdown sequence")
}
func setupLayers(mainwindow *mainwindow.MainWindow) {
mainwindow.AddLayer("base", 0, "white")
mainwindow.AddLayer("overlay", 1, "white")
mainwindow.AddLayer("menu", 2, "white")
}
func decodeInput(ctx util.ClientCtx, baseLayer *mainwindow.Layer) {
var exit = false
var waitForWCspam = true
for !exit {
select {
case keycode := <-State.RawInput:
if keycode == blt.TK_NONE {
continue
}
if keycode == blt.TK_CLOSE && !waitForWCspam {
ctx.Logger().Warn().Msg("exiting on window close...")
State.Exit <- struct{}{}
ctx.Logger().Warn().Msg("...done")
return
}
var pressed = ""
var isModifier, _ = util.InArray(keycode, modifiers)
if !isModifier {
pressed = ui.Scancodemap[keycode]
if blt.Check(blt.TK_SHIFT) != 0 {
pressed = "Shift+" + pressed
}
if blt.Check(blt.TK_ALT) != 0 {
pressed = "Alt+" + pressed
}
if blt.Check(blt.TK_CONTROL) != 0 {
pressed = "Ctrl+" + pressed
}
//global hotkeys
switch pressed {
//fixme testing only
case "F10":
State.Do(func() {
blt.Set("window: size=100x47; font: ./resources/fonts-ttf/UbuntuMono-R.ttf, size=11;")
})
case "Ctrl+q":
fallthrough
case "Escape":
ctx.Logger().Info().Msg("exiting on quit command...")
State.Exit <- struct{}{}
ctx.Logger().Info().Msg("...done")
exit = true
return
default:
if pressed != "" {
waitForWCspam = false;
State.Input <- pressed
}
}
}
}
}
}