defmodule Chessh.SSH.Client.Board do alias IO.ANSI require Logger alias Chessh.Utils @chess_board_height 8 @chess_board_width 8 @tile_width 7 @tile_height 4 @dark_piece_color ANSI.magenta() @light_piece_color ANSI.red() @from_select_background ANSI.green_background() @to_select_background ANSI.blue_background() defmodule State do defstruct cursor: %{x: 7, y: 7}, highlighted: %{}, move_from: nil, game_id: nil, client_pid: nil, binbo_pid: nil, width: 0, height: 0 end use Chessh.SSH.Client.Screen def init([%State{game_id: game_id} = state | _]) do :syn.add_node_to_scopes([:games]) :ok = :syn.join(:games, {:game, game_id}, self()) :binbo.start() {:ok, binbo_pid} = :binbo.new_server() :binbo.new_game(binbo_pid) {:ok, %State{state | binbo_pid: binbo_pid}} end def handle_info({:new_move, move}, %State{binbo_pid: binbo_pid, client_pid: client_pid} = state) do :binbo.move(binbo_pid, move) send(client_pid, {:send_to_ssh, render_state(state)}) {:noreply, state} end def input( width, height, action, %State{ move_from: move_from, game_id: game_id, cursor: %{x: cursor_x, y: cursor_y} = cursor, client_pid: client_pid } = state ) do new_cursor = case action do :left -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, -1, @chess_board_width)} :right -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, 1, @chess_board_width)} :down -> %{y: Utils.wrap_around(cursor_y, 1, @chess_board_height), x: cursor_x} :up -> %{y: Utils.wrap_around(cursor_y, -1, @chess_board_height), x: cursor_x} _ -> cursor end {new_move_from, move_to} = if action == :return do coords = {new_cursor.y, new_cursor.x} case move_from do nil -> {coords, nil} _ -> {nil, coords} end else {move_from, nil} end if move_from && move_to do attempted_move = "#{to_chess_coord(move_from)}#{to_chess_coord(move_to)}" Logger.debug("New move #{attempted_move}") :syn.publish(:games, {:game, game_id}, {:new_move, attempted_move}) end new_state = %State{ state | cursor: new_cursor, move_from: new_move_from, highlighted: %{ new_move_from => @from_select_background, {new_cursor.y, new_cursor.x} => @to_select_background }, width: width, height: height } send(client_pid, {:send_to_ssh, render_state(new_state)}) new_state end def render(width, height, %State{client_pid: client_pid} = state) do send(client_pid, {:send_to_ssh, render_state(state)}) %State{state | width: width, height: height} end defp render_state(%State{ width: _width, height: _height, binbo_pid: binbo_pid, highlighted: highlighted }) do {:ok, fen} = :binbo.get_fen(binbo_pid) board = draw_board( fen, {@tile_width, @tile_height}, highlighted ) [ANSI.home()] ++ Enum.map( Enum.zip(1..length(board), board), fn {i, line} -> [ANSI.cursor(i, 0), line] end ) end defp make_board({tile_width, tile_height}) do rows = Enum.map(0..(@chess_board_height - 1), fn row -> Enum.map(0..(@chess_board_width - 1), fn col -> if(tileIsLight(row, col), do: ' ', else: '▊') |> List.duplicate(tile_width) end) |> Enum.join("") end) Enum.flat_map(rows, fn row -> Enum.map(1..tile_height, fn _ -> row end) end) end defp to_chess_coord({y, x}) when x >= 0 and x < @chess_board_width and y >= 0 and y < @chess_board_height do "#{List.to_string([?a + x])}#{@chess_board_height - y}" end defp tileIsLight(row, col) do rem(row, 2) == rem(col, 2) end defp skip_cols_or_place_piece_reduce(char, {curr_column, data}, rowI) do case Integer.parse(char) do {skip, ""} -> {curr_column + skip, data} _ -> case piece_type(char) do nil -> {curr_column, data} type -> shade = if(char != String.capitalize(char), do: "light", else: "dark") {curr_column + 1, Map.put( data, "#{rowI}, #{curr_column}", {shade, type} )} end end end defp make_coordinate_to_piece_art_map(fen) do rows = String.split(fen, " ") |> List.first() |> String.split("/") Enum.zip(rows, 0..(length(rows) - 1)) |> Enum.map(fn {row, rowI} -> {@chess_board_height, pieces_per_row} = Enum.reduce( String.split(row, ""), {0, %{}}, &skip_cols_or_place_piece_reduce(&1, &2, rowI) ) pieces_per_row end) |> Enum.reduce(%{}, fn pieces_map_for_this_row, acc -> Map.merge(acc, pieces_map_for_this_row) end) end defp draw_board( fen, {tile_width, tile_height} = tile_dims, highlights ) do coordinate_to_piece = make_coordinate_to_piece_art_map(fen) board = make_board(tile_dims) Enum.zip_with([board, 0..(length(board) - 1)], fn [rowStr, row] -> curr_y = div(row, tile_height) %{row_chars: row_chars} = Enum.reduce( Enum.zip(String.graphemes(rowStr), 0..(String.length(rowStr) - 1)), %{current_color: ANSI.black(), row_chars: []}, fn {char, col}, %{current_color: current_color, row_chars: row_chars} = row_state -> curr_x = div(col, tile_width) key = "#{curr_y}, #{curr_x}" relative_to_tile_col = col - curr_x * tile_width prefix = if relative_to_tile_col == 0 do case Map.fetch(highlights, {curr_y, curr_x}) do {:ok, color} -> color _ -> ANSI.default_background() end end case Map.fetch(coordinate_to_piece, key) do {:ok, {shade, type}} -> piece = @ascii_chars["pieces"][shade][type] piece_line = Enum.at(piece, row - curr_y * tile_height) piece_line_len = String.length(piece_line) pad_left_right = div(tile_width - piece_line_len, 2) if relative_to_tile_col >= pad_left_right && relative_to_tile_col < tile_width - pad_left_right do piece_char = String.at(piece_line, relative_to_tile_col - pad_left_right) new_char = if piece_char == " ", do: char, else: piece_char color = if piece_char == " ", do: ANSI.default_color(), else: if(shade == "dark", do: @dark_piece_color, else: @light_piece_color) if color != current_color do %{ row_state | current_color: color, row_chars: row_chars ++ [prefix, color, new_char] } else %{ row_state | current_color: current_color, row_chars: row_chars ++ [prefix, new_char] } end else %{ row_state | current_color: ANSI.default_color(), row_chars: row_chars ++ [prefix, ANSI.default_color(), char] } end _ -> if ANSI.white() != current_color do %{ row_state | current_color: ANSI.default_color(), row_chars: row_chars ++ [prefix, ANSI.default_color(), char] } else %{ row_state | row_chars: row_chars ++ [prefix, char] } end end end ) row_chars |> Enum.join("") end) end defp piece_type(char) do case String.capitalize(char) do "P" -> "pawn" "N" -> "knight" "R" -> "rook" "B" -> "bishop" "K" -> "king" "Q" -> "queen" _ -> nil end end end