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#include <chrono> // for operator""s, chrono_literals
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#include <iostream> // for cout, ostream
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#include <fstream>
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#include <memory> // for allocator, shared_ptr
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#include <string> // for string, operator<<
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#include <thread> // for sleep_for
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#include <array>
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include <fmt/core.h>
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#include "dbc.hpp"
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#include "gui.hpp"
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#include "rand.hpp"
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#include "systems.hpp"
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#include "events.hpp"
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#include "render.hpp"
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#include "save.hpp"
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using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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using namespace ftxui;
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using namespace components;
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GUI::GUI(DinkyECS::World &world, Map& game_map) :
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$game_map(game_map),
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$log({{"Welcome to the game!"}}),
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$view_port{0,0},
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$screen(SCREEN_X, SCREEN_Y),
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$map_screen(0,0),
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$world(world),
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$sounds("./assets"),
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$renderer($canvas, $map_screen, $screen)
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{
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// this needs a config file soon
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$sounds.load("hit", "hit.wav");
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resize_map(BASE_MAP_FONT_SIZE);
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}
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void GUI::resize_map(int new_size) {
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if($renderer.resize_map(new_size)) {
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auto bounds = $renderer.$base_glyph.bounds;
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$view_port = {
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size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
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size_t(std::ceil(VIDEO_Y / bounds.height))
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};
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// set canvas to best size
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$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
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$map_screen = Screen($view_port.x, $view_port.y);
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}
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}
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void GUI::save_world() {
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$log.log("Game saved!");
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save::to_file("./savefile.world", $world, $game_map);
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}
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void GUI::create_renderer() {
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Terminal::SetColorSupport(Terminal::Color::TrueColor);
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auto player = $world.get_the<Player>();
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$map_view = Renderer([&] {
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System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
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return canvas($canvas);
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});
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$document = Renderer([&, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& inventory = $world.get<Inventory>(player.entity);
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$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
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std::vector<Element> log_list;
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for(auto msg : $log.messages) {
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log_list.push_back(text(msg));
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}
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auto log_box = vbox(log_list) | yflex_grow | border;
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return hbox({
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hflow(
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vbox(
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text(format("HP: {: >3} GOLD: {: >3}",
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player_combat.hp, inventory.gold)) | border,
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text($status_text) | border,
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separator(),
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log_box
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) | flex_grow
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),
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separator(),
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hbox(),
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});
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});
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}
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void GUI::handle_world_events() {
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using eGUI = Events::GUI;
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auto player = $world.get_the<Player>();
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while($world.has_event<eGUI>()) {
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auto [evt, entity, data] = $world.recv<eGUI>();
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switch(evt) {
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case eGUI::COMBAT: {
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auto &damage = std::any_cast<Events::Combat&>(data);
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auto enemy_combat = $world.get<Combat>(entity);
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if(damage.enemy_did > 0) {
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$log.log(format("Enemy HIT YOU for {} damage!", damage.enemy_did));
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$log.log(format("-- Enemy has {} HP left.", enemy_combat.hp));
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$sounds.play("hit");
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} else {
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$log.log("Enemy MISSED YOU.");
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}
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if(damage.player_did > 0) {
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$log.log(format("You HIT enemy for {} damage!", damage.player_did));
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$sounds.play("hit");
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} else {
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$log.log("You MISSED the enemy.");
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}
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} break;
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case eGUI::LOOT: {
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auto &loot = std::any_cast<Loot&>(data);
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auto inventory = $world.get<Inventory>(player.entity);
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$log.log(format("You found {} gold. You have {} now.",
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loot.amount, inventory.gold));
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}
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break;
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default:
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$log.log(format("INVALID EVENT! {},{}", evt, entity));
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}
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}
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}
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bool GUI::handle_ui_events() {
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bool event_happened = false;
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sf::Event event;
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auto player = $world.get_the<Player>();
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int map_font_size = $renderer.font_size();
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while($renderer.poll_event(event)) {
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if(event.type == sf::Event::Closed) {
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$renderer.close();
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} else if(event.type == sf::Event::KeyPressed) {
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auto& player_motion = $world.get<Motion>(player.entity);
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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player_motion.dx = -1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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player_motion.dx = 1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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player_motion.dy = -1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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player_motion.dy = 1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
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resize_map(map_font_size + 10);
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
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resize_map(map_font_size - 10);
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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save_world();
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}
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}
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}
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return event_happened;
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}
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void GUI::run_systems() {
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auto player = $world.get_the<Player>();
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System::enemy_pathing($world, $game_map, player);
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System::motion($world, $game_map);
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System::collision($world, player);
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System::death($world);
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}
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void GUI::render_scene() {
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$screen.Clear();
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$map_screen.Clear();
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Render($map_screen, $map_view->Render());
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Render($screen, $document->Render());
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$renderer.draw_screen();
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}
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int GUI::main() {
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create_renderer();
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run_systems();
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while($renderer.is_open()) {
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render_scene();
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if(handle_ui_events()) {
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run_systems();
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}
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handle_world_events();
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std::this_thread::sleep_for(10ms);
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}
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return 0;
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}
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