defmodule Chessh.SSH.Client.Game.Renderer do alias IO.ANSI alias Chessh.{Utils, Player} alias Chessh.SSH.Client.Game @chess_board_height 8 @chess_board_width 8 @tile_width 7 @tile_height 4 @previous_move_background ANSI.light_magenta_background() @from_select_background ANSI.light_green_background() @to_select_background ANSI.light_yellow_background() @dark_piece_color ANSI.red() @light_piece_color ANSI.light_cyan() def chess_board_height(), do: @chess_board_height def chess_board_width(), do: @chess_board_width def to_select_background(), do: @to_select_background def from_select_background(), do: @from_select_background def previous_move_background(), do: @previous_move_background def 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 def flip({y, x}), do: {@chess_board_height - 1 - y, @chess_board_width - 1 - x} def from_chess_coord(s, flipped \\ false) do [x, y | _] = String.downcase(s) |> String.to_charlist() coords = {?8 - y, x - ?i + @chess_board_width} if flipped, do: flip(coords), else: coords end def render_board_state( %Game.State{ game: %Chessh.Game{ light_player: light_player } = game } = state ) when is_nil(light_player) do render_board_state(%Game.State{ state | game: %Chessh.Game{game | light_player: %Player{username: "(no opponent)"}} }) end def render_board_state( %Game.State{ game: %Chessh.Game{ dark_player: dark_player } = game } = state ) when is_nil(dark_player) do render_board_state(%Game.State{ state | game: %Chessh.Game{game | dark_player: %Player{username: "(no opponent)"}} }) end def render_board_state(%Game.State{ width: _width, height: _height, highlighted: highlighted, flipped: flipped, game: %Chessh.Game{ fen: fen } = game }) do rendered = [ ANSI.clear_line(), make_status_line(game, true) | draw_board( fen, {@tile_width, @tile_height}, highlighted, flipped ) ] [ANSI.home()] ++ Enum.map( Enum.zip(1..length(rendered), rendered), fn {i, line} -> [ANSI.cursor(i, 0), line] end ) end def make_status_line( %Chessh.Game{ light_player: light_player } = game, fancy ) when is_nil(light_player), do: make_status_line( %Chessh.Game{game | light_player: %Player{username: "(no opponent)"}}, fancy ) def make_status_line( %Chessh.Game{ dark_player: dark_player } = game, fancy ) when is_nil(dark_player), do: make_status_line( %Chessh.Game{game | dark_player: %Player{username: "(no opponent)"}}, fancy ) def make_status_line( %Chessh.Game{ id: game_id, dark_player: %Player{username: dark_player}, light_player: %Player{username: light_player}, turn: turn, status: status, winner: winner, moves: moves }, fancy ) do Enum.join( [ if(fancy, do: ANSI.clear_line(), else: "" ), "Game #{game_id} - ", if(fancy, do: ANSI.format_fragment([@light_piece_color, light_player]), else: "#{light_player} (L)" ), "#{if fancy, do: ANSI.default_color(), else: ""} --vs-- ", if(fancy, do: ANSI.format_fragment([@dark_piece_color, dark_player]), else: "#{dark_player} (D)" ), if(fancy, do: ANSI.default_color(), else: ""), case status do :continue -> ", #{moves} moves, #{ANSI.format_fragment([if(fancy, do: if(turn == :light, do: @light_piece_color, else: @dark_piece_color), else: ""), if(turn == :dark, do: dark_player, else: light_player)])} to move" :draw -> "ended in a draw after #{moves} moves" :winner -> ", #{ANSI.format_fragment([if(fancy, do: if(winner == :light, do: @light_piece_color, else: @dark_piece_color), else: ""), if(winner == :dark, do: dark_player, else: light_player)])} won after #{moves} moves!" end, if(fancy, do: ANSI.default_color(), else: "") ], "" ) end defp draw_board( fen, {tile_width, tile_height} = tile_dims, highlights, flipped ) do board_coord_to_piece_art = make_board_coordinate_to_piece_art_map(fen) tile_rows = make_board_tiles(tile_dims) (Enum.zip_with([tile_rows, 0..(tile_height * @chess_board_height - 1)], fn [row_str, row] -> curr_y = div(row, tile_height) %{row_chars: row_chars} = Enum.reduce( Enum.zip(String.graphemes(row_str), 0..(tile_width * @chess_board_width - 1)), %{tile_chunk: [], current_color: ANSI.default_color(), row_chars: []}, fn {tile_char, col}, %{tile_chunk: tile_chunk, current_color: current_color, row_chars: row_chars} = row_acc_state -> curr_x = div(col, tile_width) col_relative_to_tile = col - curr_x * tile_width board_coord = {if(!flipped, do: curr_y, else: @chess_board_height - curr_y - 1), if(!flipped, do: curr_x, else: @chess_board_width - curr_x - 1)} {color, char} = case Map.fetch(board_coord_to_piece_art, board_coord) do {:ok, {shade, type}} -> piece = Utils.ascii_chars()["pieces"][shade][type] piece_line = Enum.at(piece, row - curr_y * tile_height) spaces_pad_piece_line = div(tile_width - String.length(piece_line), 2) piece_char = if col_relative_to_tile >= spaces_pad_piece_line && col_relative_to_tile < tile_width - spaces_pad_piece_line, do: String.at(piece_line, col_relative_to_tile - spaces_pad_piece_line) new_char = if !piece_char || piece_char == " ", do: tile_char, else: piece_char tile_char_color = if !piece_char || piece_char == " ", do: ANSI.default_color(), else: if(shade == "dark", do: @dark_piece_color, else: @light_piece_color) {tile_char_color, new_char} _ -> {current_color, tile_char} end tile_chunk = if col_relative_to_tile == 0 do case Map.fetch(highlights, {curr_y, curr_x}) do {:ok, highlighted_background_color} -> [highlighted_background_color] _ -> [ANSI.default_background(), ANSI.default_color()] end else tile_chunk end ++ if(color == current_color, do: [char], else: [color, char]) new_accumulated_state = %{ row_acc_state | current_color: if(col_relative_to_tile == 0, do: ANSI.default_color(), else: color), tile_chunk: tile_chunk } if col_relative_to_tile == @tile_width - 1 do %{new_accumulated_state | row_chars: row_chars ++ tile_chunk} else new_accumulated_state end end ) curr_num = Utils.ascii_chars()["numbers"][ Integer.to_string(if flipped, do: curr_y + 1, else: @chess_board_height - curr_y) ] curr_num_line_no = rem(row, @tile_height) Enum.join( [ String.pad_trailing( if(curr_num_line_no < length(curr_num), do: Enum.at(curr_num, curr_num_line_no), else: "" ), @tile_width ) ] ++ row_chars, "" ) end) ++ column_coords(flipped)) |> Enum.map(fn row_line -> "#{ANSI.default_background()}#{row_line}" end) end defp column_coords(flipped) do Enum.map(0..(@tile_height - 1), fn row -> String.duplicate(" ", @tile_width) <> (Enum.map( if(!flipped, do: 0..(@chess_board_width - 1), else: (@chess_board_width - 1)..0), fn col -> curr_letter = Utils.ascii_chars()["letters"][List.to_string([?a + col])] curr_letter_line_no = rem(row, @tile_height) curr_line = if(curr_letter_line_no < length(curr_letter), do: Enum.at(curr_letter, curr_letter_line_no), else: "" ) center_prefix_len = div(@tile_width - String.length(curr_line), 2) String.pad_trailing( String.duplicate(" ", center_prefix_len) <> curr_line, @tile_width ) end ) |> Enum.join("")) end) end defp make_board_tiles({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 tileIsLight(row, col), do: rem(row, 2) == rem(col, 2) 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 defp skip_cols_or_place_piece_reduce(char, {curr_column, data}, row_i) 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, {row_i, curr_column}, {shade, type} )} end end end defp make_board_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 end