unify craft and place menu
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parent
30cbd5559b
commit
53d42f1f3e
67
craft.go
67
craft.go
@ -1,67 +0,0 @@
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package main
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import (
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sim "git.saintnet.tech/stryan/spacetea/simulator"
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"github.com/charmbracelet/bubbles/list"
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tea "github.com/charmbracelet/bubbletea"
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)
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type craftModel struct {
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list list.Model
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}
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type craftMsg string
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func (c craftModel) buildCraftMsg() tea.Msg {
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i := c.list.SelectedItem().(item)
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return craftMsg(i.ID())
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}
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func newCraftModel(entries []sim.ItemEntry, m tea.Model) craftModel {
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var c craftModel
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items := []list.Item{}
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for _, v := range entries {
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items = append(items, item{v.Name(), "no description", v.ID()})
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}
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//w,h
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c.list = list.New(items, list.NewDefaultDelegate(), 32, 32)
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c.list.Title = "What do you want to craft?"
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c.list.DisableQuitKeybindings()
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return c
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}
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// Init is the first function that will be called. It returns an optional
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// initial command. To not perform an initial command return nil.
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func (c craftModel) Init() tea.Cmd {
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return tea.EnterAltScreen
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}
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// Update is called when a message is received. Use it to inspect messages
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// and, in response, update the model and/or send a command.
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func (c craftModel) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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switch msg := msg.(type) {
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case tea.WindowSizeMsg:
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h, v := docStyle.GetFrameSize()
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c.list.SetSize(msg.Width-h, msg.Height-v)
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return c, nil
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case tea.KeyMsg:
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switch keypress := msg.String(); keypress {
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case "ctrl-c":
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return c, tea.Quit
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case "esc":
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return initMainscreen(), heartbeat()
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case "enter":
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return initMainscreen(), tea.Batch(c.buildCraftMsg, heartbeat())
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}
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}
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var cmd tea.Cmd
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c.list, cmd = c.list.Update(msg)
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return c, cmd
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}
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// View renders the program's UI, which is just a string. The view is
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// rendered after every Update.
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func (c craftModel) View() string {
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return c.list.View()
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}
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@ -104,20 +104,19 @@ func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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m.s.Input("get")
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case "p":
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var res []sim.ItemEntry
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for _, k := range sim.GlobalItemList {
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if m.s.Player.Resources[k] != 0 {
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res = append(res, sim.Lookup(k))
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for _, k := range sim.GlobalItems {
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if m.s.Player.Resources[k.ID()] != 0 {
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res = append(res, k.(sim.ItemEntry))
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}
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}
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return newPlaceModel(res, nil), nil
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return newMenuModel(res, placeMenu), nil
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case "c":
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var res []sim.ItemEntry
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for _, k := range sim.GlobalTechList {
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if _, ok := m.s.Player.Techs[k]; ok {
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res = append(res, sim.LookupTech(k))
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}
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for k := range m.s.Player.Craftables {
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res = append(res, sim.GlobalItems[k].(sim.ItemEntry))
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}
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return newCraftModel(res, nil), nil
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return newMenuModel(res, craftMenu), nil
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}
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return m, nil
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}
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@ -9,8 +9,16 @@ import (
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var docStyle = lipgloss.NewStyle().Margin(1, 2)
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type menutype int
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const (
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placeMenu menutype = iota
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craftMenu
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)
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type item struct {
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title, desc, id string
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entry sim.ItemEntry
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}
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func (i item) Title() string { return i.title }
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@ -18,39 +26,56 @@ func (i item) Description() string { return i.desc }
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func (i item) ID() string { return i.id }
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func (i item) FilterValue() string { return i.title }
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type placeModel struct {
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type menuModel struct {
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list list.Model
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kind menutype
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}
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type placeMsg string
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type craftMsg string
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func (p placeModel) buildPlaceMsg() tea.Msg {
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i := p.list.SelectedItem().(item)
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return placeMsg(i.ID())
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}
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func newPlaceModel(entries []sim.ItemEntry, m tea.Model) placeModel {
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var p placeModel
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func newMenuModel(entries []sim.ItemEntry, i menutype) menuModel {
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var p menuModel
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p.kind = i
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items := []list.Item{}
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for _, v := range entries {
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items = append(items, item{v.Name(), "no description", v.ID()})
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items = append(items, item{v.String(), "no description", v.ID().String(), v})
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}
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//w,h
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p.list = list.New(items, list.NewDefaultDelegate(), 32, 32)
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p.list.Title = "What do you want to place?"
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switch i {
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case placeMenu:
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p.list.Title = "What do you want to place?"
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case craftMenu:
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p.list.Title = "What do you want to craft?"
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}
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p.list.DisableQuitKeybindings()
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return p
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}
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func (p menuModel) buildMenuMsg() tea.Msg {
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if p.list.SelectedItem() == nil {
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return ""
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}
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i := p.list.SelectedItem().(item)
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if p.kind == placeMenu {
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return placeMsg(i.entry.String())
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}
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if p.kind == craftMenu {
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return craftMsg(i.entry.String())
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}
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return ""
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}
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// Init is the first function that will be called. It returns an optional
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// initial command. To not perform an initial command return nil.
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func (p placeModel) Init() tea.Cmd {
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func (p menuModel) Init() tea.Cmd {
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return tea.EnterAltScreen
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}
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// Update is called when a message is received. Use it to inspect messages
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// and, in response, update the model and/or send a command.
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func (p placeModel) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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func (p menuModel) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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switch msg := msg.(type) {
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case tea.WindowSizeMsg:
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h, v := docStyle.GetFrameSize()
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@ -63,7 +88,7 @@ func (p placeModel) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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case "esc":
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return initMainscreen(), heartbeat()
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case "enter":
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return initMainscreen(), tea.Batch(p.buildPlaceMsg, heartbeat())
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return initMainscreen(), tea.Batch(p.buildMenuMsg, heartbeat())
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}
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}
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@ -74,6 +99,6 @@ func (p placeModel) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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// View renders the program's UI, which is just a string. The view is
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// rendered after every Update.
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func (p placeModel) View() string {
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func (p menuModel) View() string {
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return p.list.View()
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}
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