CardSimEngine/cardsim/terminalui.go
Kistaro Windrider 65c01318f0
Fix UI urgency handling.
Only cards can block other cards or actions from being used due to urgency, so only display the `[URGENT!]` header for cards. Debug actions can't be blocked, so skip the "urgency conflict" check for those.
2023-04-15 19:43:11 -07:00

579 lines
14 KiB
Go

package cardsim
import (
"fmt"
"os"
"strconv"
"strings"
)
func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
err := p.StartNextTurn()
if p.DebugLevel < 1 && IsSeriousError(err) {
return err
}
p.ReportError(err)
for {
for p.CanAct() {
actionType, cardIdx, choiceIdx, err := pickNextAction(p)
p.ReportError(err)
if IsSeriousError(err) {
if p.DebugLevel < 1 {
return err
}
continue
}
var msg Message
switch actionType {
case CardEnactable:
msg, err = p.EnactCard(cardIdx, choiceIdx)
case DebugActionEnactable:
msg, err = p.EnactDebugActionUnchecked(cardIdx, choiceIdx)
case PermanentActionEnactable:
msg, err = p.EnactPermanentAction(cardIdx, choiceIdx)
case NothingEnactable:
continue
default:
msg = nil
err = fmt.Errorf("invalid enaction type in action loop: %d", actionType)
}
p.ReportError(err)
if IsSeriousError(err) {
if p.DebugLevel < 1 {
return err
}
continue
}
display(msg)
wait()
}
// Allow player to review state before continuing simulation.
// Errors from review mode are reported *after* the simulation
// step because the first thing Simulate does is throw out old
// messages -- like these errors.
reviewErr := review(p)
if p.DebugLevel < 1 && IsSeriousError(err) {
return reviewErr
}
err = p.Simulate()
if p.DebugLevel < 1 && IsSeriousError(err) {
return err
}
// Simulation errors are already in messages; now add the review error.
p.ReportError(reviewErr)
if p.DebugLevel < 1 && p.State.Over() {
return nil
}
}
// loop forever until the game ends or the player quits
}
func display(m Message) {
if m == nil {
return
}
fmt.Println(m.String())
}
func wait() {
fmt.Println()
fmt.Println("<press ENTER to continue>")
fmt.Scanln()
}
func displayMainMenu[C StatsCollection](p *Player[C]) (debugOffset, actionsOffset, handOffset, max int) {
cls()
needsDivider := displayMessageSection(p)
if needsDivider {
divider()
}
displayOnePanel(p, p.Prompt)
divider()
debugOffset = displayStatsMenu(p)
if debugOffset > 0 {
divider()
}
actionsOffset = displayDebugActionsMenu(p, debugOffset)
if actionsOffset > debugOffset {
fmt.Println()
}
handOffset = displayPermanentActionsMenu(p, actionsOffset)
if handOffset > actionsOffset {
fmt.Println()
}
max = displayHandMenu(p, handOffset)
return // uses named return values
}
func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType, cardIdx int, choiceIdx int, err error) {
for {
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
divider()
fmt.Printf("%d actions remaining.\n", p.ActionsRemaining)
fmt.Printf("Show just (M)essages, (I)nfo Panels, (A)ctions, or consider an item (1-%d), or (Q)uit? > ", max)
input := getResponse()
switch input {
// Special cases
case "m", "msg", "message", "messages":
cls()
if displayMessageSection(p) {
divider()
}
displayOnePanel(p, p.Prompt)
wait()
case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
statsMode(p)
case "a", "act", "actions":
actionType, cardIdx, choiceIdx, err = actionsMode(p, true)
if actionType != NothingEnactable {
return
}
case "q", "quit", "exit":
confirmQuit()
default:
i, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if i > max {
fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
wait()
} else if i <= debugOffset {
cls()
displayOnePanel(p, p.InfoPanels[i-1])
wait()
} else if i <= actionsOffset {
i = i - debugOffset - 1
option, promptErr := promptCard(p, p.DebugActions[i], DebugActionEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return DebugActionEnactable, i, option, promptErr
}
} else if i <= handOffset {
i = i - actionsOffset - 1
option, promptErr := promptCard(p, p.PermanentActions[i], PermanentActionEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return PermanentActionEnactable, i, option, promptErr
}
} else {
i = i - handOffset - 1
option, promptErr := promptCard(p, p.Hand[i], CardEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return CardEnactable, i, option, nil
}
}
}
}
}
func cls() {
fmt.Println("\033[H\033[2J")
}
func getResponse() string {
var input string
fmt.Scanln(&input)
input = strings.TrimSpace(input)
input = strings.ToLower(input)
return input
}
func divider() {
fmt.Println()
fmt.Println(ChapterBreak.String())
fmt.Println()
}
func lightDivider() {
fmt.Println()
fmt.Println(SectionBreak.String())
fmt.Println()
}
func confirmQuit() {
divider()
fmt.Println("Are you sure you want to quit? (Y/N) > ")
s := getResponse()
if s == "y" || s == "yes" {
fmt.Println("Bye!")
os.Exit(0)
}
}
func displayOnePanel[C StatsCollection](p *Player[C], panel InfoPanel[C]) error {
ts := panel.Title(p).String()
if len(ts) > 0 {
fmt.Println(ts)
fmt.Println(strings.Repeat("-", len(ts)))
fmt.Println()
}
m, err := panel.Info(p)
if IsSeriousError(err) {
return err
}
display(MultiMessage(m))
return err
}
func displayMessageSection[C StatsCollection](p *Player[C]) bool {
if len(p.TemporaryMessages) == 0 {
return false
}
for _, m := range p.TemporaryMessages {
if m != nil {
display(m)
} else {
fmt.Println()
}
}
return true
}
func displayStatsMenu[C StatsCollection](p *Player[C]) int {
if len(p.InfoPanels) == 0 {
return 0
}
fmt.Println("Info Panels")
fmt.Println("-----------")
displayNumberedTitles(p, p.InfoPanels, 0)
return len(p.InfoPanels)
}
func displayPermanentActionsMenu[C StatsCollection](p *Player[C], offset int) int {
if len(p.PermanentActions) == 0 {
return offset
}
fmt.Println("Always Available")
fmt.Println("----------------")
displayNumberedTitles(p, p.PermanentActions, offset)
return offset + len(p.PermanentActions)
}
func displayDebugActionsMenu[C StatsCollection](p *Player[C], offset int) int {
if p.DebugLevel < 1 || len(p.DebugActions) == 0 {
return offset
}
fmt.Println("Debug Mode")
fmt.Println("----------")
displayNumberedTitles(p, p.DebugActions, offset)
return offset + len(p.DebugActions)
}
func displayHandMenu[C StatsCollection](p *Player[C], offset int) int {
if len(p.Hand) == 0 {
return offset
}
fmt.Println("Hand")
fmt.Println("----")
displayNumberedTitles(p, p.Hand, offset)
return offset + len(p.Hand)
}
func displayNumberedTitles[C StatsCollection, T Titled[C]](p *Player[C], cards []T, offset int) {
for i, s := range cards {
fmt.Printf("[%2d]: %s\n", i+offset+1, s.Title(p))
}
}
// promptCard asks the player to take an action on a card. Returns the option
// they chose, or -1 if there was a serious error or they cancelled selection.
func promptCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType) (optionIdx int, err error) {
// Iterate until the player makes a valid choice.
for {
opts, valid, err := displayCard(p, card, cardType, true)
if IsSeriousError(err) {
return -1, err
}
fmt.Println()
if valid {
fmt.Printf("Go (B)ack, (Q)uit, or enact a choice (1 - %d)? > ", len(opts))
} else {
fmt.Print("Go (B)ack or (Q)uit? > ")
}
read := getResponse()
switch read {
case "b", "back":
return -1, err
case "q", "quit":
confirmQuit()
default:
i, convErr := strconv.Atoi(read)
if convErr != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if !valid {
fmt.Println("You can't enact anything here.")
wait()
} else if i <= 0 || i > len(opts) {
fmt.Println("That's not one of the options.")
wait()
} else if !opts[i-1].Enabled(p) {
fmt.Println("That option is not available to you right now.")
wait()
} else {
return i - 1, err
}
}
// Invalid selection made -- loop to prompt again.
}
}
func displayCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType, canAct bool) ([]CardOption[C], bool, error) {
cls()
t := card.Title(p).String()
urgent := card.Urgent(p)
if urgent && cardType == CardEnactable {
t = "[URGENT!] " + t
}
fmt.Println(t)
fmt.Println(strings.Repeat("-", len(t)))
fmt.Println()
event, err := card.EventText(p)
if IsSeriousError(err) {
return nil, false, err
}
var errs ErrorCollector
errs.Add(err)
fmt.Println(event.String())
fmt.Println()
fmt.Println(SectionBreak.String())
fmt.Println()
if !urgent && cardType != DebugActionEnactable && p.HasUrgentCards() {
fmt.Println("<You have more urgent matters to attend to! You cannot act on this right now.>")
fmt.Println()
canAct = false
}
opts, optErr := card.Options(p)
errs.Add(optErr)
if IsSeriousError(optErr) {
return nil, false, errs.Emit()
}
valid := false
for i, opt := range opts {
pfx := "[xx]:"
if opt.Enabled(p) {
if canAct {
pfx = fmt.Sprintf("[%2d]:", i+1)
valid = true
} else {
pfx = "[--]:"
}
}
t, err := opt.OptionText(p)
errs.Add(err)
if IsSeriousError(err) {
return nil, false, errs.Emit()
}
fmt.Println(pfx, t.String())
}
return opts, valid, errs.Emit()
}
func statsMode[C StatsCollection](p *Player[C]) error {
var errs ErrorCollector
for {
cls()
n := displayStatsMenu(p)
if n <= 0 {
fmt.Println("No info panels are available.")
wait()
return errs.Emit()
}
fmt.Println()
fmt.Printf("Go (B)ack, (Q)uit, or view an info panel (1-%d)? > ", n)
s := getResponse()
switch s {
case "b", "back":
return errs.Emit()
case "q", "quit":
confirmQuit()
default:
v, err := strconv.Atoi(s)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if v <= 0 || v > n {
fmt.Println("There's no info panel with that index.")
} else {
cls()
err := displayOnePanel(p, p.InfoPanels[v-1])
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
wait()
}
}
// Loop to re-display info panels menu.
}
}
func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType EnactableType, cardIdx, choiceIdx int, err error) {
var errs ErrorCollector
for {
cls()
dOff := displayDebugActionsMenu(p, 0)
if dOff > 0 {
fmt.Println()
}
pOff := displayPermanentActionsMenu(p, dOff)
if pOff > dOff {
fmt.Println()
}
max := displayHandMenu(p, pOff)
if max <= 0 {
fmt.Println("There are no actions available and no cards in hand.")
fmt.Println("That's a problem. The game is stuck.")
confirmQuit()
errs.Add(WarningStalemate)
return NothingEnactable, -1, -1, errs.Emit()
}
fmt.Println()
if canAct {
fmt.Printf("Go (B)ack, (Q)uit, or consider an action (1-%d)? > ", max)
} else {
fmt.Printf("Go (B)ack, (Q)uit, or view an action (1-%d)? > ", max)
}
input := getResponse()
switch input {
case "b", "back":
return NothingEnactable, -1, -1, errs.Emit()
case "q", "quit":
confirmQuit()
default:
v, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if v < 1 || v > max {
fmt.Println("That's not a card or action.")
wait()
} else if v <= dOff {
v--
if canAct {
optIdx, err := promptCard(p, p.DebugActions[v], DebugActionEnactable)
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return DebugActionEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.DebugActions[v], DebugActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return DebugActionEnactable, -1, -1, errs.Emit()
}
wait()
}
} else if v <= pOff {
v = v - dOff - 1
if canAct {
optIdx, err := promptCard(p, p.PermanentActions[v], PermanentActionEnactable)
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return PermanentActionEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.PermanentActions[v], PermanentActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return PermanentActionEnactable, -1, -1, errs.Emit()
}
wait()
}
} else {
v = v - pOff - 1
if canAct {
optIdx, err := promptCard(p, p.Hand[v], CardEnactable)
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return CardEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.Hand[v], CardEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return CardEnactable, -1, -1, errs.Emit()
}
wait()
}
}
}
// Re-prompt to get a valid choice.
}
}
func review[C StatsCollection](p *Player[C]) error {
var errs ErrorCollector
for {
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
divider()
fmt.Println("No actions remaining.")
fmt.Printf("(C)ontinue, review just (M)essages, (I)nfo Panels, (A)ctions, or an item (1-%d), or (Q)uit? > ", max)
input := getResponse()
switch input {
// Special cases
case "m", "msg", "message", "messages":
cls()
if displayMessageSection(p) {
divider()
}
displayOnePanel(p, p.Prompt)
wait()
case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
err := statsMode(p)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
case "a", "act", "actions":
_, _, _, err := actionsMode(p, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
case "q", "quit", "exit":
confirmQuit()
case "c", "continue", "ok":
return errs.Emit()
default:
i, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
} else if i <= 0 || i > max {
fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
} else if i <= debugOffset {
cls()
displayOnePanel(p, p.InfoPanels[i-1])
} else if i <= actionsOffset {
i = i - debugOffset - 1
_, _, err := displayCard(p, p.DebugActions[i], DebugActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
} else if i <= handOffset {
i = i - actionsOffset - 1
_, _, err := displayCard(p, p.PermanentActions[i], PermanentActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
} else {
i = i - handOffset - 1
_, _, err := displayCard(p, p.Hand[i], CardEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
}
wait()
}
}
}