From 8b78aa4cd930fde145959704ba7bdc0e57465b9b Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Sun, 4 Oct 2026 22:54:38 -0400 Subject: feat: better ux in cash hunt --- internal/game/render_cash_hunt.go | 143 +++++++++++++++++++++++++++++++------- 1 file changed, 117 insertions(+), 26 deletions(-) (limited to 'internal/game/render_cash_hunt.go') diff --git a/internal/game/render_cash_hunt.go b/internal/game/render_cash_hunt.go index 374d6c8..0bb05fc 100644 --- a/internal/game/render_cash_hunt.go +++ b/internal/game/render_cash_hunt.go @@ -8,6 +8,10 @@ import ( "thehouseoficarus/internal/color" ) +// cashHuntGradient is the board's accent gradient: red, orange, yellow, green, +// cyan, purple. It deliberately omits dark blue and ends on purple. +var cashHuntGradient = []int{196, 208, 220, 46, 51, 129} + func cashHuntPrizeColor(multiplier int) int { switch { case multiplier >= 10000: @@ -25,18 +29,25 @@ func cashHuntPrizeColor(multiplier int) int { case multiplier == 1: return 120 default: - return 240 + // 0x is not a prize: match the dim square numbers so it recedes. + return 237 } } const ( cashHuntColumns = 10 - cashHuntTileWidth = 7 + cashHuntTileWidth = 6 + // One outer border on each side plus one separator between each of the + // columns. + cashHuntBoardWidth = cashHuntColumns*(cashHuntTileWidth+1) + 1 ) -// cashHuntTileColors is a dark rainbow, one hue per column. The shades stay -// dark enough for bright prize text while replacing the old black/blue checker. -var cashHuntTileColors = [cashHuntColumns]int{88, 94, 100, 28, 29, 30, 24, 18, 90, 89} +// The whole board sits on black; the box-drawing grid supplies the separation. +// cashHuntBoxFg keeps the grid lines a touch darker than the square numbers. +const ( + cashHuntTileBlack = 16 + cashHuntBoxFg = 240 +) // cashHuntCenter pads text to a fixed tile width, keeping every column aligned // whether it holds a one- or three-digit square number. @@ -48,7 +59,38 @@ func cashHuntCenter(text string, width int) string { return strings.Repeat(" ", left) + text + strings.Repeat(" ", width-len(text)-left) } -func renderCashHunt(s *casino.CashHuntSnapshot, mode string, unicode bool) string { +// cashHuntHeader builds the board's single title row: difficulty (and the +// optional RTP readout) on the left, the gradient title centered, and the +// board's top multiplier on the right. Every segment carries the board's black +// background so the header reads as part of the same panel. +func cashHuntHeader(s *casino.CashHuntSnapshot, mode, rtp string, top int) string { + left := strings.ToUpper(s.Risk) + if rtp != "" { + left += " " + rtp + } + rightLabel := "TOP PRIZE: " + rightValue := fmt.Sprintf("%dx", top) + right := rightLabel + rightValue + mid := "CASH HUNT" + + inner := cashHuntBoardWidth - 2 + gap := inner - len(left) - len(mid) - len(right) + if gap < 1 { + gap = 1 + } + leftPad, rightPad := gap/2, gap-gap/2 + + left = color.Render(mode, color.ColorSpec{Fg: 250, Bg: cashHuntTileBlack}, left) + mid = color.Render(mode, color.ColorSpec{Gradient: cashHuntGradient, Bold: true, Bg: cashHuntTileBlack}, mid) + right = color.Render(mode, color.ColorSpec{Fg: 250, Bg: cashHuntTileBlack}, rightLabel) + + color.Render(mode, color.ColorSpec{Fg: cashHuntPrizeColor(top), Bold: true, Bg: cashHuntTileBlack}, rightValue) + space := func(n int) string { + return color.Render(mode, color.ColorSpec{Bg: cashHuntTileBlack}, strings.Repeat(" ", n)) + } + return left + space(leftPad) + mid + space(rightPad) + right +} + +func renderCashHunt(s *casino.CashHuntSnapshot, mode string, unicode bool, rtp string) string { paint := func(text string, fg int) string { return color.Render(mode, color.ColorSpec{Fg: fg, Bg: -1}, text) } title := paint("CASH HUNT / "+strings.ToUpper(s.Risk)+" / 98% RTP", 220) switch s.Phase { @@ -57,14 +99,15 @@ func renderCashHunt(s *casino.CashHuntSnapshot, mode string, unicode bool) strin if unicode { side, topLeft, topRight, bottomLeft, bottomRight, bar = "│", "╭", "╮", "╰", "╯", "─" } - lines := []string{topLeft + strings.Repeat(bar, 68) + topRight} + inner := cashHuntBoardWidth - 2 + lines := []string{topLeft + strings.Repeat(bar, inner) + topRight} for _, text := range []string{"* THE VAULT WHIRLS ... THE PRIZES VANISH! *", "All 100 positions have been hidden and mixed.", "The prizes are sealed. Your choice unlocks one.", "Choose your square: type 1-100, or pick N."} { - padding := 68 - len(text) + padding := inner - len(text) lines = append(lines, side+strings.Repeat(" ", padding/2)+text+strings.Repeat(" ", padding-padding/2)+side) } - lines = append(lines, bottomLeft+strings.Repeat(bar, 68)+bottomRight) + lines = append(lines, bottomLeft+strings.Repeat(bar, inner)+bottomRight) for i, line := range lines { - lines[i] = color.Render(mode, color.ColorSpec{Fg: -1, Bg: -1, Gradient: []int{196, 208, 220, 46, 51, 45, 39, 21, 201, 207}}, line) + lines[i] = color.Render(mode, color.ColorSpec{Fg: -1, Bg: -1, Gradient: cashHuntGradient}, line) } return strings.Join(lines, "\n") case "paytable": @@ -74,35 +117,83 @@ func renderCashHunt(s *casino.CashHuntSnapshot, mode string, unicode bool) strin } return strings.Join(append(lines, "Returns include stake. Each board's mix varies; jackpots are not guaranteed."), "\n") case "preview", "result": - // Ten columns, two lines per tile: all 100 labels and even 50000x fit - // into a 70-column canvas without relying on cursor controls. - lines := []string{title} + // The subtitle carries the run state; the boxed header and grid below it + // form the board itself. + lines := []string{} + top := 0 + for _, value := range s.Squares { + top = max(top, value) + } if s.Phase == "preview" { - highest := 0 - for _, value := range s.Squares { - highest = max(highest, value) - } - lines = append(lines, paint(fmt.Sprintf("PRIZE PREVIEW / top prize %dx / positions will be mixed", highest), cashHuntPrizeColor(highest))) + lines = append(lines, paint("PRIZE PREVIEW / positions will be mixed", cashHuntPrizeColor(top))) } else { lines = append(lines, paint(fmt.Sprintf("YOUR PICK: %d / %dx", s.Selected, s.Squares[s.Selected-1]), 220)) } - for start := 0; start < casino.CashHuntSquares; start += cashHuntColumns { - var numbers, prizes strings.Builder - for k := start; k < start+cashHuntColumns; k++ { - bg := cashHuntTileColors[k%cashHuntColumns] + + tl, tr := "┌", "┐" + tm := "┬" + ml, mm, mr := "├", "┼", "┤" + bl, bm, br := "└", "┴", "┘" + hz, vt := "─", "│" + if !unicode { + tl, tr = "+", "+" + tm = "+" + ml, mm, mr = "+", "+", "+" + bl, bm, br = "+", "+", "+" + hz, vt = "-", "|" + } + border := func(left, mid, right string) string { + var b strings.Builder + b.WriteString(left) + for col := 0; col < cashHuntColumns; col++ { + b.WriteString(strings.Repeat(hz, cashHuntTileWidth)) + if col < cashHuntColumns-1 { + b.WriteString(mid) + } + } + b.WriteString(right) + return b.String() + } + // Every grid character carries the board's black background, and a + // foreground a shade darker than the numbers, so the panel reads as one + // piece. + box := func(s string) string { + return color.Render(mode, color.ColorSpec{Fg: cashHuntBoxFg, Bg: cashHuntTileBlack}, s) + } + + rows := casino.CashHuntSquares / cashHuntColumns + lines = append(lines, + box(tl+strings.Repeat(hz, cashHuntBoardWidth-2)+tr), + box(vt)+cashHuntHeader(s, mode, rtp, top)+box(vt), + // The header above is one merged cell, so the grid's top border uses + // down-T junctions (no vertical line rises into the header). + box(border(ml, tm, mr)), + ) + for row := 0; row < rows; row++ { + numbers := make([]string, cashHuntColumns) + prizes := make([]string, cashHuntColumns) + for col := 0; col < cashHuntColumns; col++ { + k := row*cashHuntColumns + col + bg := cashHuntTileBlack number := cashHuntCenter(fmt.Sprintf("%d", k+1), cashHuntTileWidth) value := cashHuntCenter(fmt.Sprintf("%dx", s.Squares[k]), cashHuntTileWidth) - nf, vf := 246, cashHuntPrizeColor(s.Squares[k]) + nf, vf := 244, cashHuntPrizeColor(s.Squares[k]) selected := s.Selected == k+1 if selected { number = cashHuntCenter(fmt.Sprintf(">%d<", k+1), cashHuntTileWidth) nf, vf, bg = 16, 16, 226 } - numbers.WriteString(color.Render(mode, color.ColorSpec{Fg: nf, Bg: bg, Bold: selected}, number)) - prizes.WriteString(color.Render(mode, color.ColorSpec{Fg: vf, Bg: bg, Bold: selected}, value)) + numbers[col] = color.Render(mode, color.ColorSpec{Fg: nf, Bg: bg, Bold: selected}, number) + // Zero is not a prize: leave 0x unbolded so only real multipliers pop. + prizes[col] = color.Render(mode, color.ColorSpec{Fg: vf, Bg: bg, Bold: s.Squares[k] > 0}, value) + } + lines = append(lines, box(vt)+strings.Join(numbers, box(vt))+box(vt)) + lines = append(lines, box(vt)+strings.Join(prizes, box(vt))+box(vt)) + if row < rows-1 { + lines = append(lines, box(border(ml, mm, mr))) } - lines = append(lines, numbers.String(), prizes.String()) } + lines = append(lines, box(border(bl, bm, br))) return strings.Join(lines, "\n") default: return title + "\n" + paint("100 squares. One choice. Prizes from 0x to 50000x.", 81) -- cgit v1.2.3