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616 lines
22 KiB
Rust

use std::cmp::max;
use std::collections::HashMap;
use std::time::{Duration, Instant};
use crossterm::event;
use crossterm::event::{Event, KeyCode, MouseButton, MouseEventKind};
use tui::backend::Backend;
use tui::layout::{Constraint, Direction, Layout};
use tui::style::Color;
use tui::widgets::Paragraph;
use tui::{Frame, Terminal};
use sea_battle_backend::data::{Coordinates, CurrentGameMapStatus, CurrentGameStatus};
use sea_battle_backend::human_player_ws::{ClientMessage, ServerMessage};
use sea_battle_backend::utils::time_utils::time;
use sea_battle_backend::utils::Res;
use crate::client::Client;
use crate::constants::*;
use crate::ui_screens::confirm_dialog_screen::confirm;
use crate::ui_screens::popup_screen::PopupScreen;
use crate::ui_screens::set_boats_layout_screen::SetBoatsLayoutScreen;
use crate::ui_screens::utils::{centered_rect_size, centered_text};
use crate::ui_screens::ScreenResult;
use crate::ui_widgets::button_widget::ButtonWidget;
use crate::ui_widgets::game_map_widget::{ColoredCells, GameMapWidget};
type CoordinatesMapper = HashMap<Coordinates, Coordinates>;
#[derive(Eq, PartialEq, Ord, PartialOrd)]
enum GameStatus {
Connecting,
WaitingForAnotherPlayer,
OpponentConnected,
WaitingForOpponentBoatsConfig,
OpponentReady,
Starting,
MustFire,
OpponentMustFire,
WonGame,
LostGame,
RematchRequestedByOpponent,
RematchRequestedByPlayer,
RematchAccepted,
RematchRejected,
OpponentLeftGame,
}
impl GameStatus {
pub fn can_show_game_maps(&self) -> bool {
self > &GameStatus::Starting
}
pub fn status_text(&self) -> &str {
match self {
GameStatus::Connecting => "Connecting...",
GameStatus::WaitingForAnotherPlayer => "Waiting for another player...",
GameStatus::OpponentConnected => "Opponent connected!",
GameStatus::WaitingForOpponentBoatsConfig => "Waiting for ### boats configuration",
GameStatus::OpponentReady => "### is ready!",
GameStatus::Starting => "Game is starting...",
GameStatus::MustFire => "You must fire!",
GameStatus::OpponentMustFire => "### must fire!",
GameStatus::WonGame => "You win the game!",
GameStatus::LostGame => "### wins the game. You loose.",
GameStatus::RematchRequestedByOpponent => "Rematch requested by ###",
GameStatus::RematchRequestedByPlayer => "Rematch requested by you",
GameStatus::RematchAccepted => "Rematch accepted!",
GameStatus::RematchRejected => "Rematch rejected!",
GameStatus::OpponentLeftGame => "Opponent left game!",
}
}
}
#[derive(Debug, Eq, PartialEq, Copy, Clone)]
enum Buttons {
RequestRematch,
AcceptRematch,
RejectRematch,
QuitGame,
}
impl Buttons {
pub fn text(&self) -> &str {
match self {
Buttons::RequestRematch => "Request rematch",
Buttons::AcceptRematch => "Accept rematch",
Buttons::RejectRematch => "Reject rematch",
Buttons::QuitGame => "Quit game",
}
}
}
pub struct GameScreen {
client: Client,
invite_code: Option<String>,
status: GameStatus,
opponent_name: Option<String>,
game_last_update: u64,
game: CurrentGameStatus,
curr_shoot_position: Coordinates,
last_opponent_fire_position: Coordinates,
curr_button: usize,
}
impl GameScreen {
pub fn new(client: Client) -> Self {
Self {
client,
invite_code: None,
status: GameStatus::Connecting,
opponent_name: None,
game_last_update: 0,
game: Default::default(),
curr_shoot_position: Coordinates::new(0, 0),
last_opponent_fire_position: Coordinates::invalid(),
curr_button: 0,
}
}
pub async fn show<B: Backend>(mut self, terminal: &mut Terminal<B>) -> Res<ScreenResult> {
let mut last_tick = Instant::now();
let mut coordinates_mapper = CoordinatesMapper::new();
loop {
if !self.visible_buttons().is_empty() {
self.curr_button %= self.visible_buttons().len();
}
// Update UI
terminal.draw(|f| coordinates_mapper = self.ui(f))?;
let timeout = TICK_RATE
.checked_sub(last_tick.elapsed())
.unwrap_or_else(|| Duration::from_secs(0));
// Handle terminal events
if crossterm::event::poll(timeout)? {
let event = event::read()?;
// Keyboard event
if let Event::Key(key) = &event {
let mut new_shoot_pos = self.curr_shoot_position;
match key.code {
// Leave game
KeyCode::Char('q')
if confirm(terminal, "Do you really want to leave game?") =>
{
self.client.close_connection().await;
return Ok(ScreenResult::Canceled);
}
// Move shoot cursor
KeyCode::Left if self.can_fire() => new_shoot_pos = new_shoot_pos.add_x(-1),
KeyCode::Right if self.can_fire() => new_shoot_pos = new_shoot_pos.add_x(1),
KeyCode::Up if self.can_fire() => new_shoot_pos = new_shoot_pos.add_y(-1),
KeyCode::Down if self.can_fire() => new_shoot_pos = new_shoot_pos.add_y(1),
// Shoot
KeyCode::Enter if self.can_fire() => {
if self.game.can_fire_at_location(self.curr_shoot_position) {
self.client
.send_message(&ClientMessage::Fire {
location: self.curr_shoot_position,
})
.await?;
}
}
// Change buttons
KeyCode::Left if self.game_over() => {
self.curr_button += self.visible_buttons().len() - 1
}
KeyCode::Right if self.game_over() => self.curr_button += 1,
KeyCode::Tab if self.game_over() => self.curr_button += 1,
// Submit button
KeyCode::Enter if self.game_over() => match self.curr_button() {
Buttons::RequestRematch => {
self.client
.send_message(&ClientMessage::RequestRematch)
.await?;
self.status = GameStatus::RematchRequestedByPlayer;
}
Buttons::AcceptRematch => {
self.client
.send_message(&ClientMessage::AcceptRematch)
.await?;
self.status = GameStatus::RematchAccepted;
}
Buttons::RejectRematch => {
self.client
.send_message(&ClientMessage::RejectRematch)
.await?;
self.status = GameStatus::RematchRejected;
}
Buttons::QuitGame => {
self.client.close_connection().await;
return Ok(ScreenResult::Ok(()));
}
},
_ => {}
}
if new_shoot_pos.is_valid(&self.game.rules) {
self.curr_shoot_position = new_shoot_pos;
}
}
// Mouse event
if let Event::Mouse(mouse) = event {
if mouse.kind == MouseEventKind::Up(MouseButton::Left) {
if let Some(c) =
coordinates_mapper.get(&Coordinates::new(mouse.column, mouse.row))
{
self.curr_shoot_position = *c;
if self.can_fire()
&& self.game.can_fire_at_location(self.curr_shoot_position)
{
self.client
.send_message(&ClientMessage::Fire {
location: self.curr_shoot_position,
})
.await?;
}
}
}
}
}
// Handle incoming messages
while let Some(msg) = self.client.try_recv_next_message().await? {
match msg {
ServerMessage::SetInviteCode { code } => {
self.status = GameStatus::WaitingForAnotherPlayer;
self.invite_code = Some(code);
}
ServerMessage::InvalidInviteCode => {
PopupScreen::new("Invalid invite code!").show(terminal)?;
return Ok(ScreenResult::Ok(()));
}
ServerMessage::WaitingForAnotherPlayer => {
self.status = GameStatus::WaitingForAnotherPlayer;
}
ServerMessage::OpponentConnected => {
self.status = GameStatus::OpponentConnected;
}
ServerMessage::SetOpponentName { name } => self.opponent_name = Some(name),
ServerMessage::QueryBoatsLayout { rules } => {
match SetBoatsLayoutScreen::new(&rules)
.set_confirm_on_cancel(true)
.show(terminal)?
{
ScreenResult::Ok(layout) => {
self.client
.send_message(&ClientMessage::BoatsLayout { layout })
.await?
}
ScreenResult::Canceled => {
self.client.close_connection().await;
return Ok(ScreenResult::Canceled);
}
};
}
ServerMessage::RejectedBoatsLayout { .. } => {
PopupScreen::new("Server rejected boats layout!! (is your version of SeaBattle up to date?)")
.show(terminal)?;
}
ServerMessage::WaitingForOtherPlayerConfiguration => {
self.status = GameStatus::WaitingForOpponentBoatsConfig;
}
ServerMessage::OpponentReady => {
self.status = GameStatus::OpponentReady;
}
ServerMessage::GameStarting => {
self.status = GameStatus::Starting;
}
ServerMessage::OpponentMustFire { status } => {
self.status = GameStatus::OpponentMustFire;
self.game_last_update = time();
self.game = status;
}
ServerMessage::RequestFire { status } => {
self.status = GameStatus::MustFire;
self.game_last_update = time();
self.game = status;
}
ServerMessage::FireResult { .. } => { /* not used */ }
ServerMessage::OpponentFireResult { pos, .. } => {
self.last_opponent_fire_position = pos;
}
ServerMessage::LostGame { status } => {
self.game_last_update = time();
self.game = status;
self.status = GameStatus::LostGame;
}
ServerMessage::WonGame { status } => {
self.game_last_update = time();
self.game = status;
self.status = GameStatus::WonGame;
}
ServerMessage::OpponentRequestedRematch => {
self.status = GameStatus::RematchRequestedByOpponent;
}
ServerMessage::OpponentAcceptedRematch => {
self.status = GameStatus::RematchAccepted;
}
ServerMessage::OpponentRejectedRematch => {
self.status = GameStatus::RematchRejected;
}
ServerMessage::OpponentLeftGame => {
self.status = GameStatus::OpponentLeftGame;
}
ServerMessage::OpponentReplacedByBot => {
PopupScreen::new("Opponent was replaced by a bot.").show(terminal)?;
}
}
}
if last_tick.elapsed() >= TICK_RATE {
last_tick = Instant::now();
}
}
}
fn can_fire(&self) -> bool {
matches!(self.status, GameStatus::MustFire)
}
fn game_over(&self) -> bool {
self.game.is_game_over()
}
fn visible_buttons(&self) -> Vec<Buttons> {
let mut buttons = vec![];
if self.game_over() && self.status != GameStatus::RematchAccepted {
// Respond to rematch request / quit
if self.status == GameStatus::RematchRequestedByOpponent {
buttons.push(Buttons::AcceptRematch);
buttons.push(Buttons::RejectRematch);
} else if self.status != GameStatus::OpponentLeftGame
&& self.status != GameStatus::RematchRejected
{
buttons.push(Buttons::RequestRematch);
}
buttons.push(Buttons::QuitGame);
}
buttons
}
fn opponent_name(&self) -> &str {
self.opponent_name.as_deref().unwrap_or("opponent")
}
fn curr_button(&self) -> Buttons {
self.visible_buttons()[self.curr_button]
}
fn player_map(&self, map: &CurrentGameMapStatus, opponent_map: bool) -> GameMapWidget {
let mut map_widget = GameMapWidget::new(&self.game.rules).set_default_empty_char(' ');
// Current shoot position
if opponent_map {
map_widget = map_widget.add_colored_cells(ColoredCells {
color: match (
self.game.can_fire_at_location(self.curr_shoot_position),
self.game
.opponent_map
.successful_strikes
.contains(&self.curr_shoot_position),
) {
(true, _) => Color::Green,
(false, false) => Color::LightYellow,
(false, true) => Color::LightRed,
},
cells: vec![self.curr_shoot_position],
});
} else {
map_widget = map_widget.add_colored_cells(ColoredCells {
color: Color::Green,
cells: vec![self.last_opponent_fire_position],
});
}
// Sunk boats
for b in &map.sunk_boats {
for c in b.all_coordinates() {
map_widget =
map_widget.set_char(c, b.len.to_string().chars().next().unwrap_or('9'));
}
}
let sunk_boats = ColoredCells {
color: Color::LightRed,
cells: map
.sunk_boats
.iter()
.flat_map(|b| b.all_coordinates())
.collect::<Vec<_>>(),
};
// Touched boats
for b in &map.successful_strikes {
map_widget = map_widget.set_char_no_overwrite(*b, 'T');
}
let touched_areas = ColoredCells {
color: Color::Red,
cells: map.successful_strikes.clone(),
};
// Failed strikes
for b in &map.failed_strikes {
map_widget = map_widget.set_char_no_overwrite(*b, '.');
}
let failed_strikes = ColoredCells {
color: Color::Black,
cells: map.failed_strikes.clone(),
};
// Boats
for b in &map.boats.0 {
for c in b.all_coordinates() {
map_widget = map_widget.set_char_no_overwrite(c, 'B');
}
}
let boats = ColoredCells {
color: Color::Blue,
cells: map
.boats
.0
.iter()
.flat_map(|b| b.all_coordinates())
.collect::<Vec<_>>(),
};
map_widget
.add_colored_cells(sunk_boats)
.add_colored_cells(touched_areas)
.add_colored_cells(failed_strikes)
.add_colored_cells(boats)
}
fn ui<B: Backend>(&mut self, f: &mut Frame<B>) -> CoordinatesMapper {
let mut status_text = self
.status
.status_text()
.replace("###", self.opponent_name());
// If the game is in a state where game maps can not be shown
if !self.status.can_show_game_maps() {
if self.status == GameStatus::WaitingForAnotherPlayer {
if let Some(code) = &self.invite_code {
status_text.push_str(&format!("\n Invite code: {}", code));
}
}
PopupScreen::new(&status_text).show_in_frame(f);
return HashMap::default();
}
// Add timeout (if required)
let mut timeout_str = String::new();
if self.status == GameStatus::MustFire || self.status == GameStatus::OpponentMustFire {
if let Some(remaining) = self.game.remaining_time_for_strike {
let timeout = self.game_last_update + remaining;
if time() < timeout {
timeout_str = format!(" {} seconds left", timeout - time());
}
}
}
// Draw main ui (default play UI)
let player_map = self
.player_map(&self.game.your_map, false)
.set_title("YOUR map");
let mut coordinates_mapper = HashMap::new();
let mut opponent_map = self
.player_map(&self.game.opponent_map, true)
.set_title(self.opponent_name())
.set_yield_func(|c, r| {
for i in 0..r.width {
for j in 0..r.height {
coordinates_mapper.insert(Coordinates::new(r.x + i, r.y + j), c);
}
}
});
if self.can_fire() {
opponent_map = opponent_map
.set_legend("Use arrows + Enter\nor click on the place\nwhere you want\nto shoot");
}
// Prepare buttons
let buttons = self
.visible_buttons()
.iter()
.map(|b| ButtonWidget::new(b.text(), self.curr_button() == *b))
.collect::<Vec<_>>();
// Show both maps if there is enough room on the screen
let player_map_size = player_map.estimated_size();
let opponent_map_size = opponent_map.estimated_size();
let both_maps_width = player_map_size.0 + opponent_map_size.0 + 3;
let show_both_maps = both_maps_width <= f.size().width;
let maps_height = max(player_map_size.1, opponent_map_size.1);
let maps_width = match show_both_maps {
true => both_maps_width,
false => max(player_map_size.0, opponent_map_size.0),
};
let buttons_width = buttons.iter().fold(0, |a, b| a + b.estimated_size().0 + 4);
let max_width = max(maps_width, status_text.len() as u16)
.max(buttons_width)
.max(timeout_str.len() as u16);
let total_height = 3 + 1 + maps_height + 3;
// Check if frame is too small
if max_width > f.size().width || total_height > f.size().height {
PopupScreen::new("Screen too small!").show_in_frame(f);
return HashMap::default();
}
let chunks = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(2),
Constraint::Length(2),
Constraint::Length(maps_height),
Constraint::Length(3),
])
.split(centered_rect_size(max_width, total_height, &f.size()));
// Render status
let paragraph = Paragraph::new(status_text.as_str());
f.render_widget(paragraph, centered_text(&status_text, &chunks[0]));
// Render timeout
let paragraph = Paragraph::new(timeout_str.as_str());
f.render_widget(paragraph, centered_text(&timeout_str, &chunks[1]));
// Render maps
if show_both_maps {
let maps_chunks = Layout::default()
.direction(Direction::Horizontal)
.constraints([
Constraint::Length(player_map_size.0),
Constraint::Length(3),
Constraint::Length(opponent_map_size.0),
])
.split(chunks[2]);
f.render_widget(player_map, maps_chunks[0]);
f.render_widget(opponent_map, maps_chunks[2]);
} else {
// Render a single map
if self.can_fire() {
f.render_widget(opponent_map, chunks[2]);
} else {
f.render_widget(player_map, chunks[2]);
drop(opponent_map);
}
}
// Render buttons
if !buttons.is_empty() {
let buttons_area = Layout::default()
.direction(Direction::Horizontal)
.constraints(
(0..buttons.len())
.map(|_| Constraint::Percentage(100 / buttons.len() as u16))
.collect::<Vec<_>>(),
)
.split(chunks[3]);
for (idx, b) in buttons.into_iter().enumerate() {
let target = centered_rect_size(
b.estimated_size().0,
b.estimated_size().1,
&buttons_area[idx],
);
f.render_widget(b, target);
}
}
coordinates_mapper
}
}