defmodule Chessh.SSH.Client.Board do alias Chessh.SSH.Client alias IO.ANSI defmodule State do defstruct cursor: %{x: 0, y: 0}, highlighted: %{}, move_from: nil end use Chessh.SSH.Client.Screen @chess_board_height 8 @chess_board_width 8 @tile_width 7 @tile_height 4 @dark_piece_color ANSI.magenta() @light_piece_color ANSI.red() def tileIsLight(row, col) do rem(row, 2) == rem(col, 2) end def piece_type(char) do case String.capitalize(char) do "P" -> "pawn" "N" -> "knight" "R" -> "rook" "B" -> "bishop" "K" -> "king" "Q" -> "queen" _ -> nil end end def 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 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: "dark", else: "light") {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 def 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 def render(%Client.State{ state_stack: [{_this_module, %State{highlighted: highlighted}} | _] }) do board = draw_board( "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1", {@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 def handle_input( action, %Client.State{ state_stack: [ {this_module, %State{ move_from: move_from, cursor: %{x: cursor_x, y: cursor_y} = cursor } = screen_state} | rest_stack ] } = state ) do new_cursor = case action do :left -> %{y: cursor_y, x: cursor_x - 1} :right -> %{y: cursor_y, x: cursor_x + 1} :down -> %{y: cursor_y + 1, x: cursor_x} :up -> %{y: cursor_y - 1, 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 %Client.State{ state | state_stack: [ {this_module, %State{ screen_state | cursor: new_cursor, move_from: new_move_from, highlighted: %{ new_move_from => ANSI.green_background(), {new_cursor.y, new_cursor.x} => ANSI.green_background() } }} | rest_stack ] } end end