Noah Petherbridge
647124495b
Added a new level property: Difficulty * An enum ranging from -1, 0, 1 (Peaceful, Normal, Hard) * Default difficulty is Normal; pre-existing levels are Normal by default per the zero value. Doodad scripts can read the difficulty via the new global variable `Level.Difficulty` and some doodads have been updated: * Azulians: on Peaceful they ignore all player characters, and on Hard they are in "hunt mode": infinite aggro radius and they're aggressive to all characters. * Bird: on Peaceful they will not dive and attack any player character. Other spit and polish: * New Level/Level Properties UI reworked into a magicform. * New "PromptPre(question, answer, func)" function for prompting the user with the developer shell, but pre-filling in an answer for them to either post or edit. * magicform has a PromptUser field option for simple Text/Int fields which present as buttons, so magicform can prompt and update the variable itself. * Don't show the _autosave.doodad in the Doodad Dropper window.
408 lines
9.0 KiB
Go
408 lines
9.0 KiB
Go
package doodle
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import (
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"bytes"
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/keybind"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
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"git.kirsle.net/apps/doodle/pkg/physics"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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"github.com/dop251/goja"
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)
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// Flash a message to the user.
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func (d *Doodle) Flash(template string, v ...interface{}) {
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log.Warn(template, v...)
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d.shell.Write(fmt.Sprintf(template, v...))
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}
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// FlashError flashes an error-colored message to the user.
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func (d *Doodle) FlashError(template string, v ...interface{}) {
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log.Error(template, v...)
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d.shell.WriteColorful(fmt.Sprintf(template, v...), balance.FlashErrorColor)
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}
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// Prompt the user for a question in the dev console.
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func (d *Doodle) Prompt(question string, callback func(string)) {
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d.shell.Prompt = question
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d.shell.callback = callback
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d.shell.Open = true
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}
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// PromptPre prompts with a pre-filled value.
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func (d *Doodle) PromptPre(question string, prefilled string, callback func(string)) {
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d.shell.Text = prefilled
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d.shell.Prompt = question
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d.shell.callback = callback
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d.shell.Open = true
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}
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// Shell implements the developer console in-game.
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type Shell struct {
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parent *Doodle
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Open bool
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Prompt string
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Repl bool
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callback func(string) // for prompt answers only
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Text string
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History []string
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Output []string
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Flashes []Flash
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// Blinky cursor variables.
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cursor byte // cursor symbol
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cursorFlip uint64 // ticks until cursor flip
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cursorRate uint64
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// Paging through history variables.
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historyPaging bool
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historyIndex int
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// JavaScript shell interpreter.
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js *goja.Runtime
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}
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// Flash holds a message to flash on screen.
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type Flash struct {
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Text string
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Expires uint64 // tick that it expires
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Color render.Color
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}
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// NewShell initializes the shell helper (the "Shellper").
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func NewShell(d *Doodle) Shell {
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s := Shell{
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parent: d,
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History: []string{},
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Output: []string{},
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Flashes: []Flash{},
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Prompt: ">",
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cursor: '_',
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cursorRate: balance.ShellCursorBlinkRate,
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js: goja.New(),
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}
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// Make the Doodle instance available to the shell.
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bindings := map[string]interface{}{
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"d": d,
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"Execute": s.Execute,
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"RGBA": render.RGBA,
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"Point": render.NewPoint,
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"Vector": physics.NewVector,
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"Rect": render.NewRect,
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"Tree": func(w ui.Widget) string {
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for _, row := range ui.WidgetTree(w) {
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d.Flash(row)
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}
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return ""
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},
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"loadscreen": map[string]interface{}{
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"Show": loadscreen.Show,
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"ShowWithProgress": loadscreen.ShowWithProgress,
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"Hide": loadscreen.Hide,
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"IsActive": loadscreen.IsActive,
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"SetProgress": loadscreen.SetProgress,
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},
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}
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for name, v := range bindings {
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err := s.js.Set(name, v)
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if err != nil {
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log.Error("Failed to make `%s` available to JS shell: %s", name, err)
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}
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}
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return s
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}
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// Close the shell, resetting its internal state.
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func (s *Shell) Close() {
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log.Debug("Shell: closing shell")
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s.Open = false
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s.Repl = false
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s.Prompt = ">"
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s.callback = nil
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s.Text = ""
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s.historyPaging = false
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s.historyIndex = 0
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}
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// Execute a command in the shell.
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func (s *Shell) Execute(input string) {
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command := s.Parse(input)
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if command.Raw != "" {
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s.Output = append(s.Output, s.Prompt+command.Raw)
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s.History = append(s.History, command.Raw)
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}
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// Are we answering a Prompt?
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if s.callback != nil {
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log.Info("Invoking prompt callback:")
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s.callback(command.Raw)
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s.Close()
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return
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}
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if command.Command == "clear" {
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s.Output = []string{}
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} else {
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err := command.Run(s.parent)
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if err != nil {
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s.Write(err.Error())
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}
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}
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// Reset the text buffer in the shell.
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if s.Repl {
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s.Text = "$ "
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} else {
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s.Text = ""
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}
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}
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// Write a line of output text to the console.
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func (s *Shell) Write(line string) {
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s.Output = append(s.Output, line)
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s.Flashes = append(s.Flashes, Flash{
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Text: line,
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Expires: shmem.Tick + balance.FlashTTL,
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})
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}
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// WriteError writes a line of error (red) text to the console.
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func (s *Shell) WriteColorful(line string, color render.Color) {
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s.Output = append(s.Output, line)
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s.Flashes = append(s.Flashes, Flash{
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Text: line,
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Color: color,
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Expires: shmem.Tick + balance.FlashTTL,
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})
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}
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// Parse the command line.
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func (s *Shell) Parse(input string) Command {
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input = strings.TrimSpace(input)
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if len(input) == 0 {
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return Command{}
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}
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var (
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inQuote bool
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buffer = bytes.NewBuffer([]byte{})
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words = []string{}
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)
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for i := 0; i < len(input); i++ {
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char := input[i]
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switch char {
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case ' ':
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if inQuote {
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buffer.WriteByte(char)
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continue
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}
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if word := buffer.String(); word != "" {
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words = append(words, word)
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buffer.Reset()
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}
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case '"':
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if !inQuote {
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// An opening quote character.
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inQuote = true
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} else {
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// The closing quote.
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inQuote = false
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if word := buffer.String(); word != "" {
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words = append(words, word)
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buffer.Reset()
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}
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}
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default:
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buffer.WriteByte(char)
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}
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}
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if remainder := buffer.String(); remainder != "" {
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words = append(words, remainder)
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}
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return Command{
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Raw: input,
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Command: words[0],
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Args: words[1:],
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ArgsLiteral: strings.TrimSpace(input[len(words[0]):]),
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}
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}
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// Draw the shell.
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func (s *Shell) Draw(d *Doodle, ev *event.State) error {
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// Compute the line height we can draw.
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lineHeight := balance.ShellFontSize + int(balance.ShellPadding)
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// If the console is open, draw the console.
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if s.Open {
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if ev.Escape {
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s.Close()
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return nil
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} else if keybind.Enter(ev) {
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s.Execute(s.Text)
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// Auto-close the console unless in REPL mode.
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if !s.Repl {
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s.Close()
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}
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return nil
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} else if (ev.Up || ev.Down) && len(s.History) > 0 {
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// Paging through history.
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if !s.historyPaging {
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s.historyPaging = true
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s.historyIndex = len(s.History)
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}
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// Consume the inputs and make convenient variables.
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isUp := ev.Up
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ev.Down = false
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ev.Up = false
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// Scroll through the input history.
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if isUp {
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s.historyIndex--
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if s.historyIndex < 0 {
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s.historyIndex = 0
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}
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} else {
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s.historyIndex++
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if s.historyIndex >= len(s.History) {
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s.historyIndex = len(s.History) - 1
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}
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}
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s.Text = s.History[s.historyIndex]
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}
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// Cursor flip?
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if shmem.Tick > s.cursorFlip {
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s.cursorFlip = shmem.Tick + s.cursorRate
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if s.cursor == ' ' {
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s.cursor = '_'
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} else {
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s.cursor = ' '
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}
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}
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// Read a character from the keyboard.
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for _, key := range ev.KeysDown(true) {
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// Backspace?
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if key == `\b` {
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if len(s.Text) > 0 {
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s.Text = s.Text[:len(s.Text)-1]
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}
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} else {
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s.Text += key
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}
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// HACK: I wanted to do:
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// ev.SetKeyDown(key, false)
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// But, ev.KeysDown(shifted=true) returns letter keys
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// like 'M' when the key we wanted to unset was 'm',
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// or we got '$' when we want to unset '5'... so all
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// shifted chars got duplicated 3+ times on key press!
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// So, just reset ALL key press states to work around it:
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ev.ResetKeyDown()
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}
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// How tall is the box?
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boxHeight := (lineHeight * (balance.ShellHistoryLineCount + 1)) + balance.ShellPadding
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// Draw the background color.
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d.Engine.DrawBox(
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balance.ShellBackgroundColor,
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render.Rect{
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X: 0,
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Y: d.height - boxHeight,
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W: d.width,
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H: boxHeight,
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},
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)
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// Draw the recent commands.
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outputY := d.height - (lineHeight * 2)
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for i := 0; i < balance.ShellHistoryLineCount; i++ {
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if len(s.Output) > i {
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line := s.Output[len(s.Output)-1-i]
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d.Engine.DrawText(
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render.Text{
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FontFilename: balance.ShellFontFilename,
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Text: line,
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Size: balance.ShellFontSize,
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Color: balance.ShellForegroundColor,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: outputY,
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},
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)
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}
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outputY -= lineHeight
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}
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// Draw the command prompt.
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d.Engine.DrawText(
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render.Text{
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FontFilename: balance.ShellFontFilename,
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Text: s.Prompt + s.Text + string(s.cursor),
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Size: balance.ShellFontSize,
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Color: balance.ShellPromptColor,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: d.height - balance.ShellFontSize - balance.ShellPadding,
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},
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)
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} else if len(s.Flashes) > 0 {
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// Otherwise, just draw flashed messages.
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valid := false // Did we actually draw any?
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outputY := d.height - (lineHeight * 2) - 16
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for i := len(s.Flashes); i > 0; i-- {
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flash := s.Flashes[i-1]
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if shmem.Tick >= flash.Expires {
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continue
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}
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var text = balance.FlashFont(flash.Text)
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if !flash.Color.IsZero() {
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text.Color = flash.Color
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text.Stroke = text.Color.Darken(balance.FlashStrokeDarken)
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text.Shadow = text.Color.Darken(balance.FlashShadowDarken)
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}
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d.Engine.DrawText(
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text,
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render.Point{
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X: balance.ShellPadding + toolbarWidth,
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Y: outputY,
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},
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)
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outputY -= lineHeight
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valid = true
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}
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// If we've exhausted all flashes, free up the memory.
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if !valid {
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s.Flashes = []Flash{}
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}
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}
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return nil
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}
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