263 lines
7.0 KiB
Go
263 lines
7.0 KiB
Go
package main
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import (
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"github.com/rs/zerolog"
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"github.com/rs/zerolog/log"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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"lab.zaar.be/thefish/alchemyst-go/engine/screens"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"lab.zaar.be/thefish/alchemyst-go/util"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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blt "lab.zaar.be/thefish/bearlibterminal"
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"os"
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"runtime"
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"time"
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)
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var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}
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// Рецепт чтобы убежать от [fatal] 'refresh' was not called from the main thread
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// https://github.com/golang/go/wiki/LockOSThread
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func init() {
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runtime.LockOSThread()
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}
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//we can run logic in separate goroutines
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//
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// go doSometing(State,...)
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//
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//and there we go like this:
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// func doSomething(State main.GameState, args...) {
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// ...
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// State.Do(func() {
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// ...do stuff in main thread
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// })
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// ...
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// }
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var State = gamestate.GameState{
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Mainfunc: make(chan func()),
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Exit: make(chan struct{}, 1),
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Input: make(chan string, 1),
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RawInput: make(chan int, 1),
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FovRecompute: make(chan struct{}, 1),
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Redraw: make(chan struct{}, 1),
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}
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func main() {
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config := util.LoadConfig()
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var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
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var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
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// set up context
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mainCtx := appctx.NewClientContext(config, &logger)
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//set up main window
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mw := mainwindow.Init(mainCtx)
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defer mw.Close()
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setupLayers(mw)
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//set up input decoder
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go decodeInput(mainCtx, mw.GetLayer("base"))
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//fixme set up (load / generate) level - move to game / enter or title / exit
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level, rooms := mapgens.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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State.Level = level
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sidebarWidth := 0
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//Set up viewport
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vp := mainwindow.NewViewPort(sidebarWidth, 0, (mw.W - sidebarWidth), (mw.H - 0), mw.GetLayer("base"))
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go vp.Listen(State)
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//set up controller
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controller := ecs.NewController()
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controller.MapComponentClass(ecs.CoordsComponent, types.Coords{})
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controller.MapComponentClass(ecs.AppearanceComponent, types.Appearance{})
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controller.MapComponentClass(ecs.MobComponent, mob.Mob{})
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controller.MapComponentClass(ecs.MoveableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.CarriedComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.UsableComponent, movement.Moveable{})
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moveable := movement.Moveable{
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Controller: controller,
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Level: level,
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}
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//Set up Screen Manager
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screenMgr := types.NewScreenManager(mainCtx)
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screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
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screenMgr.AddScreen("game", screens.NewGameScreen(mw, &State, vp, controller, screenMgr))
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screenMgr.AddScreen("help", screens.NewMenuScreen(
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mw,
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screenMgr,
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"Help",
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"Keybindings:",
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//"[color=yellow]Note[/color]: Many of these are not implemented yet",
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"[color=yellow]Note[/color]: Many of these are not implemented yet",
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types.NewCenteredRect(mw.Rect, 50, 15),
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true, ).
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SetBgColor("#ef1d494f").
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SetFgColor("white").
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SetItems([]interface{}{
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"hjklyubn, NumPad 12346789, arrow keys - move",
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"s or . - pass turn",
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"g or , - pick up item",
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"i - inventory",
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"? - this screen",
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"Ctrl+q - exit",
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"f or F - fire or throw weapon",
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"z or Z - cast a spell",
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"p - pray",
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"Ctrl+p - message log",
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}).MakeList(),
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)
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screenMgr.AddScreen("inventory", screens.NewMenuScreen(
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mw,
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screenMgr,
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"Inventory",
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"Items in your backpack:",
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//"[color=yellow]Note[/color]: Many of these are not implemented yet",
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"",
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types.NewCenteredRect(mw.Rect, 70, 25),
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true, ).
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SetBgColor("#ef305c70").
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SetFgColor("white").
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SetItems([]interface{}{
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`"Fisheye" crafty shaded glasses`,
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"Xecutor's glowing visor",
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"Kitschy goggles of many pathways",
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"Ring of inexistence",
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"Orb of omniscience",
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"Wand of amnesia",
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}).MakeList(),
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)
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screenMgr.AddScreen("devmenu", screens.NewDevmenuScreen(
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mw,
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controller,
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screenMgr,
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&State,
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types.NewCenteredRect(mw.Rect, 70, 25),
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true,
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).SetBgColor("#ef6d559d").
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SetFgColor("white"),
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)
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screenMgr.SetScreenByName("title")
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//fixme set up (load / generate) player - move to game / enter or title / exit
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player := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(player, &types.Appearance{
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Glyph: &types.PlainGlyphHolder{"@"},
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ColorSet: types.TileColorSet{
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Fg: &types.PlainColorHolder{255, 255, 255, 255},
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},
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})
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controller.AddComponent(player, rooms[0].Center) //implicit Coords
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controller.AddComponent(player, moveable)
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State.Player = player
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State.Controller = controller
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//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
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var exit = false
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for !exit {
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select {
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case State.RawInput <- ui.ReadKeyCode():
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break
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case pressed := <-State.Input:
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screenMgr.CurrentScreen.HandleInput(pressed)
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break
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//case f := <-State.mainfunc:
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// f()
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// break
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case <-State.Exit:
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mainCtx.Logger().Warn().Msg("quitting NOW")
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exit = true
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break
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// не оставляйте default в бесконечном select {} - сожрет всё CPU
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default:
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screenMgr.CurrentScreen.Render()
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blt.Layer(0) //return to base layer
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blt.Refresh()
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}
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}
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mainCtx.Logger().Info().Msg("pre-shutdown sequence")
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}
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func setupLayers(mainwindow *mainwindow.MainWindow) {
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mainwindow.AddLayer("base", 0, "white")
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mainwindow.AddLayer("overlay", 1, "white")
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mainwindow.AddLayer("menubg", 2, "white")
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mainwindow.AddLayer("menu", 3, "white")
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}
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func decodeInput(ctx appctx.ClientCtx, baseLayer *mainwindow.Layer) {
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var exit = false
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var waitForWCspam = true
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for !exit {
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select {
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case keycode := <-State.RawInput:
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if keycode == blt.TK_NONE {
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continue
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}
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if keycode == blt.TK_CLOSE && !waitForWCspam {
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ctx.Logger().Warn().Msg("exiting on window close...")
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State.Exit <- struct{}{}
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ctx.Logger().Warn().Msg("...done")
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return
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}
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var pressed = ""
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var isModifier, _ = util.IntInSlice(keycode, modifiers)
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if !isModifier {
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pressed = ui.Scancodemap[keycode]
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if blt.Check(blt.TK_SHIFT) != 0 {
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pressed = "Shift+" + pressed
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}
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if blt.Check(blt.TK_ALT) != 0 {
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pressed = "Alt+" + pressed
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}
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if blt.Check(blt.TK_CONTROL) != 0 {
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pressed = "Ctrl+" + pressed
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}
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//global hotkeys
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switch pressed {
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case "Ctrl+q":
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//fallthrough
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//case "Escape":
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ctx.Logger().Info().Msg("exiting on quit command...")
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State.Exit <- struct{}{}
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ctx.Logger().Info().Msg("...done")
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exit = true
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return
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default:
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if pressed != "" {
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waitForWCspam = false;
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State.Input <- pressed
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}
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}
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}
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}
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}
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}
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