fov
This commit is contained in:
@@ -9,3 +9,7 @@ kiln-core = { path = "../kiln-core" }
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kiln-ui = { git = "https://notpi.com/randrews/kiln-ui.git" }
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color = "0.3.3"
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ratatui = { workspace = true, features = ["unstable-rendered-line-info"] }
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[dev-dependencies]
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# Used only by rendering tests to build a Board from an inline map-file string.
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toml = { version = "0.8", features = ["preserve_order"] }
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@@ -424,7 +424,14 @@ fn draw_board_area(frame: &mut Frame, inner: Rect, game: &GameState, ui: &mut Ui
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);
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} else {
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let board = &game.board();
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frame.render_widget(BoardWidget::new(board), inner);
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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// On a dark board this is the player's field of view; on a lit board it's
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// None (draw everything). Computed once and shared by both widgets so the
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// board and its speech bubbles agree on what's visible.
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let fov = board.player_fov();
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frame.render_widget(BoardWidget::new(board).fov(fov.as_ref()), inner);
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frame.render_widget(
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SpeechBubblesWidget::new(board, &game.speech_bubbles).fov(fov.as_ref()),
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inner,
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);
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}
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}
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+117
-31
@@ -6,12 +6,19 @@
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//! player is drawn on top of everything.
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use crate::utils::rgba8_to_color;
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use color::Rgba8;
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use kiln_core::Board;
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use kiln_core::Visibility;
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use kiln_core::cp437::tile_to_char;
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::widgets::Widget;
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/// The background color drawn for cells outside the field of view on a dark
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/// board — a near-black gray, so unseen terrain reads as "dark" rather than
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/// pure void (which is what the normal empty floor already is).
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const DARKNESS_BG: Rgba8 = Rgba8 { r: 32, g: 32, b: 32, a: 255 };
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/// A ratatui widget that draws a [`Board`] (with objects and the player) into a
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/// rectangular area, scrolled so a chosen focus cell stays visible on larger boards.
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pub struct BoardWidget<'a> {
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@@ -20,13 +27,17 @@ pub struct BoardWidget<'a> {
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/// The board cell (x, y) the viewport scrolls to keep visible. Defaults to
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/// the player position so play mode requires no extra setup.
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focus: (i32, i32),
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/// The player's field of view on a [`dark`](Board::dark) board, if any. When
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/// `Some`, cells not in view are drawn as darkness instead of their glyph.
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/// `None` (a lit board) draws every cell normally.
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fov: Option<&'a Visibility>,
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}
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impl<'a> BoardWidget<'a> {
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/// Creates a widget that renders `board`, scrolling to follow the player.
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pub fn new(board: &'a Board) -> Self {
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let focus = (board.player.x as i32, board.player.y as i32);
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Self { board, focus }
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Self { board, focus, fov: None }
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}
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/// Overrides the scroll focus to `(x, y)` — use in the editor to follow the
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@@ -36,6 +47,13 @@ impl<'a> BoardWidget<'a> {
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self
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}
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/// Supplies the player's field of view (see [`Board::player_fov`]). When
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/// `Some`, cells outside it render as darkness; `None` renders everything.
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pub fn fov(mut self, fov: Option<&'a Visibility>) -> Self {
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self.fov = fov;
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self
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}
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/// Lays out one axis of the board within a viewport `view` cells long.
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///
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/// Returns `(off, pad, count)` where `off` is the first board cell to draw,
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@@ -113,9 +131,106 @@ pub fn screen_to_board(
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Some((off_x + col as usize, off_y + row as usize))
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}
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impl Widget for BoardWidget<'_> {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let board = self.board;
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// Resolve each axis independently: a small board is centered, a large
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// one scrolls to keep the focus cell on screen.
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let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, self.focus.0);
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let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, self.focus.1);
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// Walk the visible board cells, placing each after the centering pad.
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for row in 0..rows {
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let by = off_y + row;
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let sy = area.y + pad_y + row as u16;
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for col in 0..cols {
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let bx = off_x + col;
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let sx = area.x + pad_x + col as u16;
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// On a dark board, a cell outside the player's field of view is
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// drawn as darkness (blank cell, dark-gray background) instead of
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// its real glyph. A lit board (`fov == None`) shows every cell.
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let visible = self.fov.is_none_or(|v| v.is_visible(bx, by));
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if let Some(cell) = buf.cell_mut((sx, sy)) {
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if visible {
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let glyph = board.glyph_at(bx, by);
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cell.set_char(tile_to_char(glyph.tile))
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.set_fg(rgba8_to_color(glyph.fg))
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.set_bg(rgba8_to_color(glyph.bg));
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} else {
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cell.set_char(' ')
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.set_fg(rgba8_to_color(DARKNESS_BG))
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.set_bg(rgba8_to_color(DARKNESS_BG));
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}
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}
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}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::BoardWidget;
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use super::{BoardWidget, DARKNESS_BG};
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use crate::utils::rgba8_to_color;
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use kiln_core::Board;
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use kiln_core::map_file::MapFile;
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::widgets::Widget;
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/// Builds a tiny dark board: a 5×1 corridor with the player at the left end
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/// and a wall at x=2 occluding the two cells behind it.
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fn dark_corridor() -> Board {
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let toml = r##"
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[map]
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name = "corridor"
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width = 5
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height = 1
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dark = true
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[grid]
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content = "@ # "
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[grid.palette]
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"@" = { kind = "player" }
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"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#404040" }
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"##;
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let mf: MapFile = toml::from_str(toml).unwrap();
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Board::try_from(mf).unwrap()
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}
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#[test]
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fn dark_board_renders_occluded_cells_as_darkness() {
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let board = dark_corridor();
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let fov = board.player_fov();
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assert!(fov.is_some(), "a dark board must produce a field of view");
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let area = Rect::new(0, 0, 5, 1);
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let mut buf = Buffer::empty(area);
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BoardWidget::new(&board).fov(fov.as_ref()).render(area, &mut buf);
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// The wall at x=2 is visible (light_walls); the cells behind it are drawn
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// as darkness: a blank cell on the dark-gray background.
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let dark = rgba8_to_color(DARKNESS_BG);
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assert_eq!(buf[(2, 0)].symbol(), "#", "the wall itself is lit");
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for x in [3u16, 4] {
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let cell = &buf[(x, 0)];
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assert_eq!(cell.symbol(), " ", "occluded cell is blank");
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assert_eq!(cell.bg, dark, "occluded cell uses the darkness background");
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}
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}
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#[test]
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fn lit_board_renders_every_cell_normally() {
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// The same board without `dark` gets no FOV, so nothing is hidden.
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let mut board = dark_corridor();
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board.dark = false;
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assert!(board.player_fov().is_none());
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let area = Rect::new(0, 0, 5, 1);
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let mut buf = Buffer::empty(area);
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BoardWidget::new(&board).fov(None).render(area, &mut buf);
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// The far cell behind the wall is drawn from the board, not as darkness.
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assert_ne!(buf[(4, 0)].bg, rgba8_to_color(DARKNESS_BG));
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}
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#[test]
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fn axis_centers_a_small_board() {
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@@ -139,32 +254,3 @@ mod tests {
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assert_eq!(BoardWidget::axis(100, 20, 99), (80, 0, 20));
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}
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}
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impl Widget for BoardWidget<'_> {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let board = self.board;
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// Resolve each axis independently: a small board is centered, a large
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// one scrolls to keep the focus cell on screen.
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let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, self.focus.0);
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let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, self.focus.1);
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// Walk the visible board cells, placing each after the centering pad.
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for row in 0..rows {
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let by = off_y + row;
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let sy = area.y + pad_y + row as u16;
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for col in 0..cols {
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let bx = off_x + col;
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let sx = area.x + pad_x + col as u16;
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let glyph = board.glyph_at(bx, by);
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// Paint the resolved glyph into the terminal cell.
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if let Some(cell) = buf.cell_mut((sx, sy)) {
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cell.set_char(tile_to_char(glyph.tile))
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.set_fg(rgba8_to_color(glyph.fg))
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.set_bg(rgba8_to_color(glyph.bg));
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}
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}
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}
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}
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}
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+17
-3
@@ -1,7 +1,7 @@
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use crate::render::BoardWidget;
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use crate::utils::rects_overlap;
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use kiln_core::game::SpeechBubble;
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use kiln_core::{Board, Direction};
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use kiln_core::{Board, Direction, Visibility};
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::prelude::{Color, Line, Style, Widget};
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@@ -19,6 +19,10 @@ pub struct SpeechBubblesWidget<'a> {
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pub board: &'a Board,
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/// The active speech bubbles to render.
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pub bubbles: &'a [SpeechBubble],
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/// The player's field of view on a dark board, if any. A speaker outside it
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/// still gets a bubble, but with no tail (like an off-screen speaker) —
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/// you hear the unseen thing without a line pointing to where it hides.
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fov: Option<&'a Visibility>,
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}
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/// A fully-resolved bubble placement ready for the three draw passes.
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@@ -40,7 +44,14 @@ struct Placement<'a> {
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impl<'a> SpeechBubblesWidget<'a> {
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/// Creates a widget for the given board and bubble slice.
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pub fn new(board: &'a Board, bubbles: &'a [SpeechBubble]) -> Self {
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Self { board, bubbles }
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Self { board, bubbles, fov: None }
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}
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/// Supplies the player's field of view (see [`Board::player_fov`]). A speaker
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/// outside it has its tail suppressed; `None` (a lit board) leaves tails as-is.
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pub fn fov(mut self, fov: Option<&'a Visibility>) -> Self {
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self.fov = fov;
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self
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}
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/// Places a bubble for a speaker at `(obj_sx, obj_sy)`.
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@@ -117,7 +128,10 @@ impl Widget for SpeechBubblesWidget<'_> {
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.filter_map(|b| {
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let obj = self.board.objects.get(&b.object_id)?;
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let (sx, sy, on_screen) = board_screen_pos(area, self.board, obj.x, obj.y);
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Some((sx, sy, on_screen, b))
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// On a dark board, a speaker the player can't see is treated like an
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// off-screen speaker: the box still draws, but its tail is suppressed.
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let visible = self.fov.is_none_or(|v| v.is_visible(obj.x, obj.y));
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Some((sx, sy, on_screen && visible, b))
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})
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.collect();
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