Display timeout in game UI
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@ -12,6 +12,7 @@ use tui::{Frame, Terminal};
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use sea_battle_backend::data::{Coordinates, CurrentGameMapStatus, CurrentGameStatus};
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use sea_battle_backend::human_player_ws::{ClientMessage, ServerMessage};
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use sea_battle_backend::utils::time_utils::time;
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use sea_battle_backend::utils::Res;
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use crate::client::Client;
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@ -95,6 +96,7 @@ pub struct GameScreen {
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invite_code: Option<String>,
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status: GameStatus,
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opponent_name: Option<String>,
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game_last_update: u64,
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game: CurrentGameStatus,
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curr_shoot_position: Coordinates,
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last_opponent_fire_position: Coordinates,
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@ -108,6 +110,7 @@ impl GameScreen {
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invite_code: None,
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status: GameStatus::Connecting,
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opponent_name: None,
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game_last_update: 0,
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game: Default::default(),
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curr_shoot_position: Coordinates::new(0, 0),
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last_opponent_fire_position: Coordinates::invalid(),
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@ -288,11 +291,13 @@ impl GameScreen {
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ServerMessage::OpponentMustFire { status } => {
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self.status = GameStatus::OpponentMustFire;
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self.game_last_update = time();
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self.game = status;
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}
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ServerMessage::RequestFire { status } => {
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self.status = GameStatus::MustFire;
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self.game_last_update = time();
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self.game = status;
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}
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@ -303,11 +308,13 @@ impl GameScreen {
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}
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ServerMessage::LostGame { status } => {
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self.game_last_update = time();
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self.game = status;
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self.status = GameStatus::LostGame;
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}
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ServerMessage::WonGame { status } => {
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self.game_last_update = time();
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self.game = status;
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self.status = GameStatus::WonGame;
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}
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@ -476,6 +483,17 @@ impl GameScreen {
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return HashMap::default();
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}
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// Add timeout (if required)
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let mut timeout_str = String::new();
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if self.status == GameStatus::MustFire || self.status == GameStatus::OpponentMustFire {
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if let Some(remaining) = self.game.remaining_time_for_strike {
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let timeout = self.game_last_update + remaining;
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if time() < timeout {
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timeout_str = format!(" {} seconds left", timeout - time());
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}
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}
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}
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// Draw main ui (default play UI)
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let player_map = self
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.player_map(&self.game.your_map, false)
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@ -519,8 +537,10 @@ impl GameScreen {
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let buttons_width = buttons.iter().fold(0, |a, b| a + b.estimated_size().0 + 4);
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let max_width = max(maps_width, status_text.len() as u16).max(buttons_width);
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let total_height = 3 + maps_height + 3;
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let max_width = max(maps_width, status_text.len() as u16)
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.max(buttons_width)
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.max(timeout_str.len() as u16);
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let total_height = 3 + 1 + maps_height + 3;
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// Check if frame is too small
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if max_width > f.size().width || total_height > f.size().height {
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@ -531,7 +551,8 @@ impl GameScreen {
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let chunks = Layout::default()
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.direction(Direction::Vertical)
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.constraints([
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Constraint::Length(3),
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Constraint::Length(2),
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Constraint::Length(2),
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Constraint::Length(maps_height),
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Constraint::Length(3),
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])
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@ -541,6 +562,10 @@ impl GameScreen {
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let paragraph = Paragraph::new(status_text.as_str());
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f.render_widget(paragraph, centered_text(&status_text, &chunks[0]));
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// Render timeout
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let paragraph = Paragraph::new(timeout_str.as_str());
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f.render_widget(paragraph, centered_text(&timeout_str, &chunks[1]));
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// Render maps
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if show_both_maps {
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let maps_chunks = Layout::default()
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@ -550,16 +575,16 @@ impl GameScreen {
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Constraint::Length(3),
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Constraint::Length(opponent_map_size.0),
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])
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.split(chunks[1]);
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.split(chunks[2]);
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f.render_widget(player_map, maps_chunks[0]);
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f.render_widget(opponent_map, maps_chunks[2]);
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} else {
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// Render a single map
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if self.can_fire() {
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f.render_widget(opponent_map, chunks[1]);
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f.render_widget(opponent_map, chunks[2]);
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} else {
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f.render_widget(player_map, chunks[1]);
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f.render_widget(player_map, chunks[2]);
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drop(opponent_map);
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}
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}
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@ -573,7 +598,7 @@ impl GameScreen {
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.map(|_| Constraint::Percentage(100 / buttons.len() as u16))
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.collect::<Vec<_>>(),
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)
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.split(chunks[2]);
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.split(chunks[3]);
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for (idx, b) in buttons.into_iter().enumerate() {
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let target = centered_rect_size(
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@ -78,6 +78,7 @@ impl PrintableMap for PrintableCurrentGameMapStatus {
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#[derive(Debug, serde::Serialize, serde::Deserialize, Clone, Default)]
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pub struct CurrentGameStatus {
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pub remaining_time_for_strike: Option<u64>,
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pub rules: GameRules,
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pub your_map: CurrentGameMapStatus,
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pub opponent_map: CurrentGameMapStatus,
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@ -257,6 +257,9 @@ impl Game {
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/// Get current game status for a specific player
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fn get_game_status_for_player(&self, id: usize) -> CurrentGameStatus {
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CurrentGameStatus {
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remaining_time_for_strike: self.rules.strike_timeout.map(|v| {
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((self.curr_strike_request_started + v) as i64 - time() as i64).max(0) as u64
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}),
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rules: self.rules.clone(),
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your_map: self.player_map(id).current_map_status(false),
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opponent_map: self
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