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| #include "play.h"#include "db.h"#include "deck.h"#include "utils.h"#include "version.h"#include <ctime>#include <iomanip> // put_time#include <sstream>/** * @brief Allow any card to be played on any other card. * * This is for testing BONUS and scoring, etc. * */#define CHEATER "CHEAT_YOUR_ASS_OFF"// static std::function<std::ofstream &(void)> get_logger;/*static int press_a_key(door::Door &door) {  door << door::reset << "Press a key to continue...";  int r = door.sleep_key(door.inactivity);  door << door::nl;  return r;}*//*In the future, this will probably check to see if they can play today or not, aswell as displaying a calendar to show what days are available to be played.For now, it will play today.*/PlayCards::PlayCards(door::Door &d, DBData &dbd, std::mt19937 &r)    : door{d}, db{dbd}, rng{r} {  get_logger = [this]() -> ofstream & { return door.log(); };  init_values();  play_day = std::chrono::system_clock::now();  normalizeDate(play_day);  time_t play_day_t = std::chrono::system_clock::to_time_t(play_day);  // check last_played  time_t last_played;  {    std::string last_played_str = dbd.getSetting("last_played", "0");    last_played = std::stoi(last_played_str);    std::string days_played_str = dbd.getSetting("days_played", "0");    days_played = std::stoi(days_played_str);  }  if (last_played != play_day_t) {    // Ok, they haven't played today, so:    get_logger() << "reset days_played = 0" << std::endl;    dbd.setSetting("last_played", std::to_string(play_day_t));    dbd.setSetting("days_played", std::to_string(0));    days_played = 0;  }  /*   * TODO:  Check the date with the db.  Have they already played up today?  If   * so, display calendar and find a day they can play.  Or, play missed hands   * for today.   */  spaceAceTriPeaks = make_tripeaks();  score_panel = make_score_panel();  streak_panel = make_streak_panel();  left_panel = make_left_panel();  cmd_panel = make_command_panel();  next_quit_panel = make_next_panel();  calendar = make_calendar();  /*    int mx = door.width;    int my = door.height;  */}PlayCards::~PlayCards() { get_logger = nullptr; }void PlayCards::init_values(void) {  // beware of hand=1 !  We might not be playing the first hand here!  hand = 1;  if (config["hands_per_day"]) {    total_hands = config["hands_per_day"].as<int>();  } else    total_hands = 3;  play_card = 28;  current_streak = 0;  best_streak = 0;  {    std::string best;    best = db.getSetting("best_streak", "0");    best_streak = std::stoi(best);  }  select_card = 23;  score = 0;}/** * @brief Display the bonus text, when you remove a peak. * */void PlayCards::bonus(void) {  door << door::ANSIColor(door::COLOR::YELLOW, door::ATTR::BOLD) << "BONUS";}int PlayCards::press_a_key(void) {  door << door::reset << "Press a key to continue...";  int r = door.sleep_key(door.inactivity);  door << door::nl;  return r;}/** * @brief PLay * * This will display the calendar (if needed), otherwise takes player into * play_cards using now() as play_day. * \sa PlayCards::play_cards() * * @return int */int PlayCards::play(void) {  play_day = std::chrono::system_clock::now();  normalizeDate(play_day);  // check to see if played already today  std::unique_ptr<door::Screen> calendar = make_calendar();  door << door::reset << door::cls;  door << *calendar;  press_a_key();  // return 0;  hand = 1;  // possibly init_values()  play_day = std::chrono::system_clock::now();  normalizeDate(play_day);  return play_cards();}/** * @brief play_cards * * Play cards for the given play_day and hand. * * This should be called by play with the correct #play_day set. * \sa PlayCards::play() * * @return int */int PlayCards::play_cards(void) {  init_values();  // Calculate the game size  int game_width;  int game_height = 20;  {    int cx, cy;    cardPos(27, cx, cy);    game_width = cx + 5;  }  int mx = door.width;  int my = door.height;  off_x = (mx - game_width) / 2;  off_y = (my - game_height) / 2;  // int true_off_y = off_y;  // we can now position things properly centered  int tp_off_x = (mx - spaceAceTriPeaks->getWidth()) / 2;  spaceAceTriPeaks->set(tp_off_x, off_y);  off_y += 3; // adjust for tripeaks panelnext_hand:  // Make sure we pick the deck color here.  We want it to (possibly) change  // between hands.  std::string currentDefault = db.getSetting("DeckColor", "ALL");  get_logger() << "DeckColor shows as " << currentDefault << std::endl;  deck_color = stringToANSIColor(currentDefault);  dp = Deck(deck_color);  play_card = 28;  select_card = 23;  score = 0;  current_streak = 0;  // Use play_day to seed the rng  {    time_t tt = std::chrono::system_clock::to_time_t(play_day);    tm local_tm = *localtime(&tt);    std::seed_seq seq{local_tm.tm_year + 1900, local_tm.tm_mon + 1,                      local_tm.tm_mday, hand};    deck = shuffleCards(seq, 1);    state = makeCardStates();  }  /*    door::Panel score_panel = make_score_panel();    door::Panel streak_panel = make_streak_panel();    door::Panel left_panel = make_left_panel();    door::Panel cmd_panel = make_command_panel();  */  {    int off_yp = off_y + 11;    int cx, cy;    int left_panel_x, right_panel_x;    // find position of card, to position the panels    cardPos(18, cx, cy);    left_panel_x = cx;    cardPos(15, cx, cy);    right_panel_x = cx;    score_panel->set(left_panel_x + off_x, off_yp);    streak_panel->set(right_panel_x + off_x, off_yp);    cmd_panel->set(left_panel_x + off_x, off_yp + 5);    // next panel position (top = card 10, centered)    cardPos(10, cx, cy);    int next_off_x = (mx - next_quit_panel->getWidth()) / 2;    next_quit_panel->set(next_off_x, cy + off_y);  }  bool dealing = true;  int r = 0;  redraw(dealing);  dealing = false;  left_panel->update(door);  door << door::reset;  shared_panel c;  bool in_game = true;  bool save_streak = false;  while (in_game) {    // time might have updated, so update score panel too.    score_panel->update(door);    // do the save here -- try to hide the database lag    if (save_streak) {      save_streak = false;      std::string best = std::to_string(best_streak);      db.setSetting("best_streak", best);    }    r = door.sleep_key(door.inactivity);    if (r > 0) {      // not a timeout or expire.      if (r < 0x1000) // not a function key        r = std::toupper(r);      switch (r) {      case '\x0d':        if (current_streak > best_streak) {          best_streak = current_streak;          if (!config[CHEATER]) {            save_streak = true;          }          streak_panel->update(door);        }        if (play_card < 51) {          play_card++;          current_streak = 0;          streak_panel->update(door);          // update the cards left_panel          left_panel->update(door);          // Ok, deal next card from the pile.          int cx, cy, level;          if (play_card == 51) {            cardPosLevel(29, cx, cy, level);            level = 0; // out of cards            c = dp.back(level);            c->set(cx + off_x, cy + off_y);            door << *c;          }          cardPos(28, cx, cy);          c = dp.card(deck.at(play_card));          c->set(cx + off_x, cy + off_y);          door << *c;        }        break;      case 'R':        redraw(false);        break;      case 'Q':        // possibly prompt here for [N]ext hand or [Q]uit ?        if (current_streak > best_streak) {          best_streak = current_streak;          if (!config[CHEATER]) {            save_streak = true;          }          streak_panel->update(door);        }        next_quit_panel->update();        door << *next_quit_panel;        if (hand < total_hands) {          r = door.get_one_of("CQN");        } else {          r = door.get_one_of("CQ");        }        if (r == 0) {          // continue          redraw(false);          break;        }        if (r == 1) {          // Ok, we are calling it quits.          // save score if > 0          if (score >= 50) {            time_t right_now = std::chrono::system_clock::to_time_t(                std::chrono::system_clock::now());            db.saveScore(right_now,                         std::chrono::system_clock::to_time_t(play_day), hand,                         0, score);          }          in_game = false;          r = 'Q';        }        if (r == 2) {          // no.  If you want to play the next hand, we have to save this.          get_logger() << "SCORE: " << score << std::endl;          time_t right_now = std::chrono::system_clock::to_time_t(              std::chrono::system_clock::now());          db.saveScore(right_now,                       std::chrono::system_clock::to_time_t(play_day), hand, 0,                       score);          hand++;          goto next_hand;        }        // in_game = false;        break;      case ' ':      case '5':        // can we play this card?        /*        get_logger() << "canPlay( " << select_card << ":"                     << deck1.at(select_card) << "/"                     << d.getRank(deck1.at(select_card)) << " , "                     << play_card << "/" <<        d.getRank(deck1.at(play_card))                     << ") = "                     << d.canPlay(deck1.at(select_card),                                   deck1.at(play_card))                     << std::endl;                     */        if (dp.canPlay(deck.at(select_card), deck.at(play_card)) or            config[CHEATER]) {          // if (true) {          // yes we can.          ++current_streak;          // update best_streak when they draw the next card.          /*          if (current_streak > best_streak) {            best_streak = current_streak;            if (!config[CHEATER]) {              save_streak = true;            }          }          */          streak_panel->update(door);          score += 10;          if (current_streak > 1)            score += current_streak * 5;          score_panel->update(door);          /*          if (get_logger)            get_logger() << "score_panel update : " << score << std::endl;            */          // play card!          state.at(select_card) = 2;          {            // swap the select card with play_card            int temp = deck.at(select_card);            deck.at(select_card) = deck.at(play_card);            deck.at(play_card) = temp;            // select_card is -- invalidated here!  find "new" card.            int cx, cy;            // erase/clear select_card            std::vector<int> check = dp.unblocks(select_card);            bool left = false, right = false;            for (const int c : check) {              std::pair<int, int> blockers = dp.blocks[c];              if (blockers.first == select_card)                right = true;              if (blockers.second == select_card)                left = true;            }            dp.removeCard(door, select_card, off_x, off_y, left, right);            /*   // old way of doing this that leaves holes.            cardPosLevel(select_card, cx, cy, level);            c = d.back(0);            c->set(cx + off_x, cy + off_y);            door << *c;            */            // redraw play card #28. (Which is the "old" select_card)            cardPos(28, cx, cy);            c = dp.card(deck.at(play_card));            c->set(cx + off_x, cy + off_y);            door << *c;            // Did we unhide a card here?            // std::vector<int> check = d.unblocks(select_card);            /*            get_logger() << "select_card = " << select_card                         << " unblocks: " << check.size() << std::endl;            */            int new_card_shown = -1;            if (!check.empty()) {              for (const int to_check : check) {                std::pair<int, int> blockers = dp.blocks[to_check];                /*                get_logger()                    << "Check: " << to_check << " " << blockers.first << ","                    << blockers.second << " " << state.at(blockers.first)                    << "," << state.at(blockers.second) << std::endl;                    */                if ((state.at(blockers.first) == 2) and                    (state.at(blockers.second) == 2)) {                  // WOOT!  Card uncovered.                  /*                  get_logger() << "showing: " << to_check << std::endl;                  */                  state.at(to_check) = 1;                  cardPos(to_check, cx, cy);                  c = dp.card(deck.at(to_check));                  c->set(cx + off_x, cy + off_y);                  door << *c;                  new_card_shown = to_check;                }              }            } else {              // top card cleared              // get_logger() << "top card cleared?" << std::endl;              // display something at select_card position              int cx, cy;              cardPos(select_card, cx, cy);              door << door::Goto(cx + off_x, cy + off_y);              bonus();              score += 100;              state.at(select_card) = 3; // handle this in the "redraw"              score_panel->update(door);            }            // Find new "number" for select_card to be.            if (new_card_shown != -1) {              select_card = new_card_shown;            } else {              // select_card++;              int new_select = findClosestActiveCard(state, select_card);              if (new_select != -1) {                select_card = new_select;              } else {                get_logger() << "Winner!" << std::endl;                select_card = -1; // winner marker?                // bonus for cards left                int bonus = 15 * (51 - play_card);                score += 15 * (51 - play_card);                score_panel->update(door);                // maybe display this somewhere?                // door << " BONUS: " << bonus << door::nl;                get_logger()                    << "SCORE: " << score << ", " << bonus << std::endl;                // if (!config[CHEATER]) {                time_t right_now = std::chrono::system_clock::to_time_t(                    std::chrono::system_clock::now());                db.saveScore(right_now,                             std::chrono::system_clock::to_time_t(play_day),                             hand, 1, score);                //}                next_quit_panel->update();                door << *next_quit_panel;                if (hand < total_hands) {                  r = door.get_one_of("QN");                } else {                  r = door.get_one_of("Q");                }                if (r == 1) {                  hand++;                  goto next_hand;                }                if (r == 0) {                  r = 'Q';                }                /*                press_a_key(door);                if (hand < total_hands) {                  hand++;                  // current_streak = 0;                  door << door::reset << door::cls;                  goto next_hand;                }                r = 'Q';                */                in_game = false;              }            }            // update the select_card marker!            cardPos(select_card, cx, cy);            c = dp.marker(1);            c->set(cx + off_x + 2, cy + off_y + 2);            door << *c;          }        }        break;      case XKEY_LEFT_ARROW:      case '4': {        int new_select = findNextActiveCard(true, state, select_card);        /*        int new_active = active_card - 1;        while (new_active >= 0) {          if (state.at(new_active) == 1)            break;          --new_active;        }*/        if (new_select >= 0) {          int cx, cy;          cardPos(select_card, cx, cy);          c = dp.marker(0);          c->set(cx + off_x + 2, cy + off_y + 2);          door << *c;          select_card = new_select;          cardPos(select_card, cx, cy);          c = dp.marker(1);          c->set(cx + off_x + 2, cy + off_y + 2);          door << *c;        }      } break;      case XKEY_RIGHT_ARROW:      case '6': {        int new_select = findNextActiveCard(false, state, select_card);        /*        int new_active = active_card + 1;        while (new_active < 28) {          if (state.at(new_active) == 1)            break;          ++new_active;        }        */        if (new_select >= 0) { //(new_active < 28) {          int cx, cy;          cardPos(select_card, cx, cy);          c = dp.marker(0);          c->set(cx + off_x + 2, cy + off_y + 2);          door << *c;          select_card = new_select;          cardPos(select_card, cx, cy);          c = dp.marker(1);          c->set(cx + off_x + 2, cy + off_y + 2);          door << *c;        }      }      break;      }    } else      in_game = false;  }  if (r == 'Q') {    // continue, play next hand (if applicable), or quit?    // if score < 50, don't bother saving.    // continue -- eat r & redraw.    // quit, save score and exit  (unless score is zero).  }  return r;}/** * @brief Redraw the entire play cards screen. * * If dealing then show delays when displaying cards, or turning them over. * * Otherwise, the user has requested a redraw -- and don't delay. * * @param dealing */void PlayCards::redraw(bool dealing) {  shared_panel c;  display_starfield(door, rng);  // door << door::reset << door::cls;  door << *spaceAceTriPeaks;  {    // step 1:    // draw the deck "source"    int cx, cy, level;    cardPosLevel(29, cx, cy, level);    if (play_card == 51)      level = 0; // out of cards!    c = dp.back(level);    c->set(cx + off_x, cy + off_y);    // p3 is heigh below    left_panel->set(cx + off_x, cy + off_y + height);    // how do I update these? (hand >1)    score_panel->update();    left_panel->update();    streak_panel->update();    cmd_panel->update();    door << *score_panel << *left_panel << *streak_panel << *cmd_panel;    door << *c;    if (dealing)      std::this_thread::sleep_for(std::chrono::seconds(1));  }  for (int x = 0; x < (dealing ? 28 : 29); x++) {    int cx, cy, level;    cardPosLevel(x, cx, cy, level);    // This is hardly visible.    // door << door::Goto(cx + off_x - 1, cy + off_y + 1);    if (dealing)      std::this_thread::sleep_for(std::chrono::milliseconds(75));    if (dealing) {      c = dp.back(level);      c->set(cx + off_x, cy + off_y);      door << *c;    } else {      // redrawing -- draw the cards with their correct "state"      int s = state.at(x);      switch (s) {      case 0:        c = dp.back(level);        c->set(cx + off_x, cy + off_y);        door << *c;        break;      case 1:        // cardPosLevel(x, space, height, cx, cy, level);        if (x == 28)          c = dp.card(deck.at(play_card));        else          c = dp.card(deck.at(x));        c->set(cx + off_x, cy + off_y);        door << *c;        break;      case 2:        // no card to draw.  :)        break;      case 3:        // peak cleared, draw bonus        door << door::Goto(cx + off_x, cy + off_y);        bonus();        break;      }    }  }  if (dealing)    for (int x = 18; x < 29; x++) {      int cx, cy;      state.at(x) = 1;      cardPos(x, cx, cy);      // door << door::Goto(cx + off_x - 1, cy + off_y + 1);      std::this_thread::sleep_for(std::chrono::milliseconds(200));      c = dp.card(deck.at(x));      c->set(cx + off_x, cy + off_y);      door << *c;    }  {    int cx, cy;    cardPos(select_card, cx, cy);    c = dp.marker(1);    c->set(cx + off_x + 2, cy + off_y + 2);    door << *c;  }}door::renderFunction PlayCards::statusValue(door::ANSIColor status,                                            door::ANSIColor value) {  door::renderFunction rf = [status,                             value](const std::string &txt) -> door::Render {    door::Render r(txt);    door::ColorOutput co;    co.pos = 0;    co.len = 0;    co.c = status;    size_t pos = txt.find(':');    if (pos == std::string::npos) {      // failed to find :, render digits/numbers in value color      int tpos = 0;      for (char const &c : txt) {        if (std::isdigit(c)) {          if (co.c != value) {            r.outputs.push_back(co);            co.reset();            co.pos = tpos;            co.c = value;          }        } else {          if (co.c != status) {            r.outputs.push_back(co);            co.reset();            co.pos = tpos;            co.c = status;          }        }        co.len++;        tpos++;      }      if (co.len != 0)        r.outputs.push_back(co);    } else {      pos++; // Have : in status color      co.len = pos;      r.outputs.push_back(co);      co.reset();      co.pos = pos;      co.c = value;      co.len = txt.length() - pos;      r.outputs.push_back(co);    }    return r;  };  return rf;}/** * @brief make the score panel * This displays: Name, Score, Time Used, Hands Played. * * @return std::unique_ptr<door::Panel> */std::unique_ptr<door::Panel> PlayCards::make_score_panel() {  const int W = 25;  std::unique_ptr<door::Panel> p = std::make_unique<door::Panel>(W);  p->setStyle(door::BorderStyle::NONE);  door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,                              door::ATTR::BOLD);  door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::renderFunction svRender = statusValue(statusColor, valueColor);  // or use renderStatus as defined above.  // We'll stick with these for now.  {    std::string userString = "Name: ";    userString += door.username;    door::Line username(userString, W);    username.setRender(svRender);    p->addLine(std::make_unique<door::Line>(username));  }  {    door::updateFunction scoreUpdate = [this](void) -> std::string {      std::string text = "Score: ";      text.append(std::to_string(score));      return text;    };    std::string scoreString = scoreUpdate();    door::Line scoreline(scoreString, W);    scoreline.setRender(svRender);    scoreline.setUpdater(scoreUpdate);    p->addLine(std::make_unique<door::Line>(scoreline));  }  {    door::updateFunction timeUpdate = [this](void) -> std::string {      std::stringstream ss;      std::string text;      ss << "Time used: " << setw(3) << door.time_used << " / " << setw(3)         << door.time_left;      text = ss.str();      return text;    };    std::string timeString = timeUpdate();    door::Line time(timeString, W);    time.setRender(svRender);    time.setUpdater(timeUpdate);    p->addLine(std::make_unique<door::Line>(time));  }  {    door::updateFunction handUpdate = [this](void) -> std::string {      std::string text = "Playing Hand ";      text.append(std::to_string(hand));      text.append(" of ");      text.append(std::to_string(total_hands));      return text;    };    std::string handString = handUpdate();    door::Line hands(handString, W);    hands.setRender(svRender);    hands.setUpdater(handUpdate);    p->addLine(std::make_unique<door::Line>(hands));  }  return p;}std::unique_ptr<door::Panel> PlayCards::make_streak_panel(void) {  const int W = 20;  std::unique_ptr<door::Panel> p = std::make_unique<door::Panel>(W);  p->setStyle(door::BorderStyle::NONE);  door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,                              door::ATTR::BOLD);  door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::renderFunction svRender = statusValue(statusColor, valueColor);  {    std::string text = "Playing: ";    auto in_time_t = std::chrono::system_clock::to_time_t(play_day);    std::stringstream ss;    if (config["date_format"]) {      std::string fmt = config["date_format"].as<std::string>();      ss << std::put_time(std::localtime(&in_time_t), fmt.c_str());    } else      ss << std::put_time(std::localtime(&in_time_t), "%B %d");    text.append(ss.str());    door::Line current(text, W);    current.setRender(svRender);    p->addLine(std::make_unique<door::Line>(current));  }  {    door::updateFunction currentUpdate = [this](void) -> std::string {      std::string text = "Current Streak: ";      text.append(std::to_string(current_streak));      return text;    };    std::string currentString = currentUpdate();    door::Line current(currentString, W);    current.setRender(svRender);    current.setUpdater(currentUpdate);    p->addLine(std::make_unique<door::Line>(current));  }  {    door::updateFunction currentUpdate = [this](void) -> std::string {      std::string text = "Longest Streak: ";      text.append(std::to_string(best_streak));      return text;    };    std::string currentString = currentUpdate();    door::Line current(currentString, W);    current.setRender(svRender);    current.setUpdater(currentUpdate);    p->addLine(std::make_unique<door::Line>(current));  }  return p;}std::unique_ptr<door::Panel> PlayCards::make_left_panel(void) {  const int W = 13;  std::unique_ptr<door::Panel> p = std::make_unique<door::Panel>(W);  p->setStyle(door::BorderStyle::NONE);  door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,                              door::ATTR::BOLD);  door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::renderFunction svRender = statusValue(statusColor, valueColor);  {    door::updateFunction cardsleftUpdate = [this](void) -> std::string {      std::string text = "Cards left:";      text.append(std::to_string(51 - play_card));      return text;    };    std::string cardsleftString = "Cards left:--";    door::Line cardsleft(cardsleftString, W);    cardsleft.setRender(svRender);    cardsleft.setUpdater(cardsleftUpdate);    p->addLine(std::make_unique<door::Line>(cardsleft));  }  return p;}door::renderFunction PlayCards::commandLineRender(door::ANSIColor bracket,                                                  door::ANSIColor inner,                                                  door::ANSIColor outer) {  door::renderFunction rf = [bracket, inner,                             outer](const std::string &txt) -> door::Render {    door::Render r(txt);    door::ColorOutput co;    co.pos = 0;    co.len = 0;    co.c = outer;    bool inOuter = true;    int tpos = 0;    for (char const &c : txt) {      if (inOuter) {        // we're in the outer text        if (co.c != outer) {          if (co.len != 0) {            r.outputs.push_back(co);            co.reset();            co.pos = tpos;          }          co.c = outer;        }        // check for [        if (c == '[') {          if (co.len != 0) {            r.outputs.push_back(co);            co.reset();            co.pos = tpos;          }          inOuter = false;          co.c = bracket;        }      } else {        // We're not in the outer.        if (co.c != inner) {          if (co.len != 0) {            r.outputs.push_back(co);            co.reset();            co.pos = tpos;          }          co.c = inner;        }        if (c == ']') {          if (co.len != 0) {            r.outputs.push_back(co);            co.reset();            co.pos = tpos;          }          inOuter = true;          co.c = bracket;        }      }      co.len++;      tpos++;    }    if (co.len != 0)      r.outputs.push_back(co);    return r;  };  return rf;}std::unique_ptr<door::Panel> PlayCards::make_command_panel(void) {  const int W = 76;  std::unique_ptr<door::Panel> p = make_unique<door::Panel>(W);  p->setStyle(door::BorderStyle::NONE);  std::string commands;  if (door::unicode) {    commands = "[4/\u25c4] Left [6/\u25ba] Right [Space] Play Card [Enter] "               "Draw [Q]uit "               "[R]edraw [H]elp";  } else {    commands =        "[4/\x11] Left [6/\x10] Right [Space] Play Card [Enter] Draw [Q]uit "        "[R]edraw [H]elp";  }  door::ANSIColor bracketColor(door::COLOR::YELLOW, door::COLOR::BLUE,                               door::ATTR::BOLD);  door::ANSIColor innerColor(door::COLOR::CYAN, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::ANSIColor outerColor(door::COLOR::GREEN, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::renderFunction cmdRender =      commandLineRender(bracketColor, innerColor, outerColor);  door::Line cmd(commands, W);  cmd.setRender(cmdRender);  p->addLine(std::make_unique<door::Line>(cmd));  return p;}std::unique_ptr<door::Panel> PlayCards::make_next_panel(void) {  const int W = 50;  std::unique_ptr<door::Panel> p = make_unique<door::Panel>(W);  door::ANSIColor panelColor(door::COLOR::YELLOW, door::COLOR::GREEN,                             door::ATTR::BOLD);  p->setStyle(door::BorderStyle::DOUBLE);  p->setColor(panelColor);  door::updateFunction nextUpdate = [this](void) -> std::string {    std::string text;    if (select_card == -1) {      // winner      if (hand < total_hands) {        text = " [N]ext Hand - [Q]uit";      } else        text = " All hands played - [Q]uit";    } else if (hand < total_hands) {      text = " [C]ontinue this hand - [N]ext Hand - [Q]uit";    } else {      text = " [C]ontinue this hand - [Q]uit";    }    return text;  };  std::string text;  text = nextUpdate();  door::ANSIColor bracketColor(door::COLOR::YELLOW, door::COLOR::BLUE,                               door::ATTR::BOLD);  door::ANSIColor innerColor(door::COLOR::CYAN, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::ANSIColor outerColor(door::COLOR::GREEN, door::COLOR::BLUE,                             door::ATTR::BOLD);  door::renderFunction textRender =      commandLineRender(bracketColor, innerColor, outerColor);  door::Line nextLine(text, W);  nextLine.setRender(textRender);  nextLine.setPadding("  ", panelColor);  nextLine.setUpdater(nextUpdate);  nextLine.fit();  p->addLine(std::make_unique<door::Line>(nextLine));  return p;}std::unique_ptr<door::Panel> PlayCards::make_tripeaks(void) {  std::string tripeaksText(" " SPACEACE                           " - Tri-Peaks Solitaire v" SPACEACE_VERSION " ");  std::unique_ptr<door::Panel> spaceAceTriPeaks =      std::make_unique<door::Panel>(tripeaksText.size());  spaceAceTriPeaks->setStyle(door::BorderStyle::SINGLE);  spaceAceTriPeaks->setColor(      door::ANSIColor(door::COLOR::CYAN, door::COLOR::BLACK));  spaceAceTriPeaks->addLine(      std::make_unique<door::Line>(tripeaksText, tripeaksText.size()));  return spaceAceTriPeaks;}std::unique_ptr<door::Panel> PlayCards::make_month(std::string month) {  const int W = 3;  std::unique_ptr<door::Panel> p = make_unique<door::Panel>(W);  door::ANSIColor panelColor(door::COLOR::YELLOW, door::COLOR::BLACK,                             door::ATTR::BOLD);  p->setStyle(door::BorderStyle::DOUBLE);  p->setColor(panelColor);  for (auto c : month) {    std::string text = " ";    text += c;    text += " ";    door::Line line(text);    p->addLine(std::make_unique<door::Line>(line));  }  return p;}std::unique_ptr<door::Panel> PlayCards::make_weekdays(void) {  const int W = 41;  std::string text = " SUN   MON   TUE   WED   THU   FRI   SAT ";  std::unique_ptr<door::Panel> p = make_unique<door::Panel>(W);  door::ANSIColor panelColor(door::COLOR::CYAN, door::COLOR::BLACK,                             door::ATTR::BOLD);  p->setStyle(door::BorderStyle::DOUBLE);  p->setColor(panelColor);  door::Line line(text);  p->addLine(std::make_unique<door::Line>(line));  return p;}std::unique_ptr<door::Panel> PlayCards::make_calendar_panel(void) {  const int W = 41;  std::unique_ptr<door::Panel> p = make_unique<door::Panel>(W);  p->setStyle(door::BorderStyle::DOUBLE);  std::string text;  int row;  for (row = 0; row < 6; ++row) {    door::updateFunction calendarUpdate = [this, row]() -> std::string {      std::string text;      for (int d = 0; d < 7; ++d) {        text += " ";        int v = this->calendar_panel_days[(row * 7) + d];        if (v == 0)          text += "   ";        else {          std::string number = std::to_string(v);          if (number.length() == 1)            text += " ";          text += number;          // Now, translate the status          int status = this->calendar_day_status[v - 1];          switch (status) {          case 0:            text += "o";            break;          case 1:            text += "h";            break;          case 2:            text += "x";            break;          case 3:            text += "u";            break;          }        }        if (d == 6)          text += " ";        else          text += "  ";      }      return text;    };    text = calendarUpdate();    door::Line line(text);    line.setUpdater(calendarUpdate);    p->addLine(std::make_unique<door::Line>(line));  }  return p;}/** * @brief make calendar * We assume the calendar is for this month now() * Jaunary * February * March * April * May * June * July * August * September * October * November * December * 123456789012345678901234567890123456789012345678901234567890 *    ▒▒░▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀░▒▒ * N  ▒▒▌SUN MON TUE WED THU FRI SAT▐▒▒ * O  ▒▒░───▄───▄───▄───▄───▄───▄───░▒▒ * V  ▒▒▌ 1x│ 2x│ 3o│ 4o│ 5o│ 6o│ 7o▐▒▒  X = Day Completed * E  ▒▒▌ 8o│ 9x│10o│11o│12x│13x│14o▐▒▒  O = Day Playable * M  ▒▒▌15x│16u│17u│18u│19u│20u│21u▐▒▒  U = Day Unavailable * B  ▒▒▌22u│23u│24u│25u│26u│27u│28u▐▒▒  H = Day Uncompleted * E  ▒▒▌29u│30u│   │   │   │   │   ▐▒▒ * R  ▒▒▌   │   │   │   │   │   │   ▐▒▒ *    ▒▒░▄▄▄█▄▄▄█▄▄▄█▄▄▄█▄▄▄█▄▄▄█▄▄▄░▒▒ * * 123456789012345678901234567890123456789012345678901234567890123456789012345 * *    ▒▒░▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀░▒▒ * N  ▒▒▌ SUN   MON   TUE   WED   THU   FRI   SAT ▐▒▒ * O  ▒▒░─────▄─────▄─────▄─────▄─────▄─────▄─────░▒▒ * V  ▒▒▌  1x │  2x │  3o │  4o │  5o │  6o │  7o ▐▒▒  X = Day Completed * E  ▒▒▌  8o │  9x │ 10o │ 11o │ 12x │ 13x │ 14o ▐▒▒  O = Day Playable * M  ▒▒▌ 15x │ 16u │ 17u │ 18u │ 19u │ 20u │ 21u ▐▒▒  U = Day Unavailable * B  ▒▒▌ 22u │ 23u │ 24u │ 25u │ 26u │ 27u │ 28u ▐▒▒  H = Day Uncompleted * E  ▒▒▌ 29u │ 30u │     │     │     │     │     ▐▒▒ * R  ▒▒▌     │     │     │     │     │     │     ▐▒▒ *    ▒▒░▄▄▄▄▄█▄▄▄▄▄█▄▄▄▄▄█▄▄▄▄▄█▄▄▄▄▄█▄▄▄▄▄█▄▄▄▄▄░▒▒ *              X Extra Days Allowed Per Day * * 123456789012345678901234567890123456789012345678901234567890123456789012345 *  ╔═══╗  ╔═════════════════════════════════════════╗ *  ║ N ║  ║ SUN   MON   TUE   WED   THU   FRI   SAT ║ *  ║ O ║  ╚═════════════════════════════════════════╝ *  ║ V ║  ╔═════════════════════════════════════════╗ *  ║ E ║  ║  1x    2x    3o    4o    5o    6o    7o ║ *  ║ M ║  ║  8x    9x   10o   11o   12o   13o   14o ║ *  ║ B ║  ║ 15h   16h   17h   18h   19u   20u   21u ║ *  ║ E ║  ║ 22u   23u   24u   25u   26u   27u   28u ║ *  ║ R ║  ║ 29u   30u   31u                         ║ *  ╚═══╝  ║                                         ║ *         ╚═════════════════════════════════════════╝ * * * * * @return std::unique_ptr<door::Panel> */std::stringPlayCards::current_month(std::chrono::_V2::system_clock::time_point now) {  time_t now_t = std::chrono::system_clock::to_time_t(now);  std::tm *now_tm = localtime(&now_t);  ostringstream os;  std::string text;  os << std::put_time(now_tm, "%B");  text = os.str();  return text;}/** * make_calendar * * This needs the screen size information so it can place the * panels in the correct location. */std::unique_ptr<door::Screen> PlayCards::make_calendar() {  std::unique_ptr<door::Screen> s = std::make_unique<door::Screen>();  /*   * This has potential of jumping ahead if player is on after midnight.   * I'd rather this be stable.  When they start the game, is where   * we count things.  (Also last day of month + midnight -- means   * we need maint ran!  No!)   */  auto month = std::chrono::system_clock::now();  time_t month_t = std::chrono::system_clock::to_time_t(month);  // adjust to first day of the month  std::tm month_lt;  localtime_r(&month_t, &month_lt);  int this_month = month_lt.tm_mon;  int this_day = month_lt.tm_mday;  int this_year = month_lt.tm_year + 1900;  if (month_lt.tm_mday > 1) {    month -= 24h * (month_lt.tm_mday - 1);  }  normalizeDate(month);  month_t = std::chrono::system_clock::to_time_t(month);  get_logger() << "1st of Month is "               << std::put_time(std::localtime(&month_t), "%c %Z") << std::endl;  localtime_r(&month_t, &month_lt);  const int FIRST_WEEKDAY = month_lt.tm_wday; // 0-6  get_logger() << "1st of the Month starts on " << FIRST_WEEKDAY << std::endl;  // find the last day of this month.  time_t month_last_day_t = month_t;  std::tm mld_tm;  localtime_r(&month_last_day_t, &mld_tm);  // increment the month, if > 11 (we've entered a new year)  mld_tm.tm_mon += 1;  if (mld_tm.tm_mon > 11) {    mld_tm.tm_mon = 0;    mld_tm.tm_year++;  }  month_last_day_t = std::mktime(&mld_tm);  // Ok, this should be the 1st of next month.  month_last_day_t -= (60 * 60 * 24);  localtime_r(&month_last_day_t, &mld_tm);  month_last_day = mld_tm.tm_mday;  get_logger() << "Last day is " << month_last_day << std::endl;  calendar_panel_days.fill(0);  int row = 0;  for (int x = 0; x < month_last_day; x++) {    int dow = (x + FIRST_WEEKDAY) % 7;    if ((x != 0) and (dow == 0))      row++;    /*    get_logger() << "x = " << x << " dow = " << dow << " row = " << row               << std::endl;    */    // we actually want x+1 (1- month_last_day)    // get_logger() << row * 7 + dow << " = " << x + 1 << std::endl;    calendar_panel_days[row * 7 + dow] = x + 1;  }  calendar_day_status.fill(0);  auto last_played = db.whenPlayed();  int play_days_ahead = 0;  if (config["play_days_ahead"]) {    play_days_ahead = config["play_days_ahead"].as<int>();  }  // until maint is setup, we need to verify that the month and year is correct.  for (auto played : last_played) {    get_logger() << "played " << played.first << " hands: " << played.second                 << std::endl;    time_t play_t = played.first;    std::tm played_tm;    localtime_r(&play_t, &played_tm);    if (get_logger) {      get_logger() << played_tm.tm_mon + 1 << "/" << played_tm.tm_mday << "/"                   << played_tm.tm_year + 1900 << " : " << played.second << " "                   << play_t << std::endl;    }    if ((played_tm.tm_mon == this_month) &&        (played_tm.tm_year + 1900 == this_year)) {      // Ok!      int hands = played.second;      if (hands < total_hands) {        calendar_day_status[played_tm.tm_mday - 1] = 1;      } else {        if (hands >= total_hands) {          calendar_day_status[played_tm.tm_mday - 1] = 2;        }      }    }  }  if (get_logger) {    get_logger() << "last day " << month_last_day << " today " << this_day                 << " plays ahead " << play_days_ahead << std::endl;  }  // mark days ahead as NNY.  for (int d = 0; d < month_last_day; ++d) {    if (this_day + play_days_ahead - 1 < d) {      calendar_day_status[d] = 3;    }  }  {    ofstream &of = get_logger();    of << "Calendar_panel_days:" << std::endl;    for (int x = 0; x < (int)calendar_panel_days.size(); ++x) {      of << std::setw(2) << calendar_panel_days[x] << ":";      int c = calendar_panel_days[x];      if (c == 0)        of << " ";      else {        of << calendar_day_status[c - 1];      };      of << " ";      if ((x != 0) and (((x + 1) % 7) == 0)) {        of << std::endl;      }    }    of << std::endl;  }  std::unique_ptr<door::Panel> p = make_month(current_month(month));  p->set(3, 3);  s->addPanel(std::move(p));  p = make_weekdays();  p->set(8, 3);  s->addPanel(std::move(p));  p = make_calendar_panel();  p->set(8, 6);  s->addPanel(std::move(p));  /*  const int W = 72;  p->setStyle(door::BorderStyle::NONE);  // Ok, that is working.  I'm getting the first day of the month.  So...  store the time_t for the date.  store the day in the column it needs to be in.  store any hands played (pull data from the db).  seems like this should be its own class, there's a lot of data that is  specific just to it.  */  /*    door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,                                door::ATTR::BOLD);    door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,                               door::ATTR::BOLD);    door::renderFunction svRender = statusValue(statusColor, valueColor);    // or use renderStatus as defined above.    // We'll stick with these for now.    {      std::string userString = "Name: ";      userString += door.username;      door::Line username(userString, W);      username.setRender(svRender);      p->addLine(std::make_unique<door::Line>(username));    }    {      door::updateFunction scoreUpdate = [this](void) -> std::string {        std::string text = "Score: ";        text.append(std::to_string(score));        return text;      };      std::string scoreString = scoreUpdate();      door::Line scoreline(scoreString, W);      scoreline.setRender(svRender);      scoreline.setUpdater(scoreUpdate);      p->addLine(std::make_unique<door::Line>(scoreline));    }    {      door::updateFunction timeUpdate = [this](void) -> std::string {        std::stringstream ss;        std::string text;        ss << "Time used: " << setw(3) << door.time_used << " / " << setw(3)           << door.time_left;        text = ss.str();        return text;      };      std::string timeString = timeUpdate();      door::Line time(timeString, W);      time.setRender(svRender);      time.setUpdater(timeUpdate);      p->addLine(std::make_unique<door::Line>(time));    }    {      door::updateFunction handUpdate = [this](void) -> std::string {        std::string text = "Playing Hand ";        text.append(std::to_string(hand));        text.append(" of ");        text.append(std::to_string(total_hands));        return text;      };      std::string handString = handUpdate();      door::Line hands(handString, W);      hands.setRender(svRender);      hands.setUpdater(handUpdate);      p->addLine(std::make_unique<door::Line>(hands));    }  */  return s;}
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