Implement (broken) push away from walls according to muzzle pos

This commit is contained in:
2026-01-01 11:10:00 +00:00
parent 5b5a12be6e
commit 0a8725f68d
7 changed files with 411 additions and 348 deletions
+7 -3
View File
@@ -1,6 +1,5 @@
module Bound (
boundPoints,
) where
module Bound (boundPoints
,boundPointsRect) where
import qualified Control.Foldl as L
import Control.Lens
@@ -20,3 +19,8 @@ boundPoints =
)
where
f (mn, ms, me, mw) = (,,,) <$> mn <*> ms <*> me <*> mw
boundPointsRect :: [Point2] -> Maybe (Point2,Point2)
boundPointsRect ps = do
(n,s,e,w) <- boundPoints ps
return (V2 w s, V2 e n)
+2
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@@ -6,6 +6,8 @@ module Dodge.HeldUse (
gadgetEffect,
mcUseHeld,
heldEffectMuzzles,
muzzlePos,
itemMuzzles,
) where
import Color
+25
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@@ -1,6 +1,12 @@
--{-# LANGUAGE LambdaCase #-}
module Dodge.Render.ShapePicture (worldSPic) where
import Dodge.DoubleTree
import Dodge.Data.DoubleTree
import Dodge.HeldUse
import NewInt
import Dodge.Item.Grammar
import Dodge.Render.Label
import Dodge.Debug
import Control.Lens
import Data.Foldable
@@ -40,6 +46,7 @@ worldSPic cfig u =
<> foldup (mcSPic (w ^. cWorld)) (filtOn _mcPos _machines)
<> foldMap' drawChasm (w ^. cWorld . chasms)
<> w ^. cWorld . lWorld . tempSPic
<> testSPic cfig u
where
w = u ^. uvWorld
lw = w ^. cWorld . lWorld
@@ -48,6 +55,24 @@ worldSPic cfig u =
filtOn' f g = filter (pointIsClose . f) (g lw)
pointIsClose = cullPoint cfig w
testSPic :: Config -> Universe -> SPic
testSPic cfig u = noShape $ testPic cfig u
testPic :: Config -> Universe -> Picture
testPic _ u = fold $ do
cr <- u ^? uvWorld . cWorld . lWorld . creatures . ix 0
-- return mempty
invid <- cr ^? crManipulation . manObject . imRootSelectedItem . unNInt
loc <- invIndents ((\k -> u ^?! uvWorld . cWorld . lWorld . items . ix k) <$> _crInv cr)
^? ix invid . _2
return . color red $ setLayer DebugLayer $ reduceLocDT (f cr) loc
where
f cr loc = foldMap g $ map (muzzlePos loc cr) (itemMuzzles $ loc ^. locDT . dtValue . _1)
where
g :: Point3Q -> Picture
g pq = translate3 (pq ^. _1) $ crossPic 5
drawBlock :: Block -> SPic
drawBlock = noPic . _blDraw
-3
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@@ -450,6 +450,3 @@ distributerRoom atype aamount = do
tmDistributeLines :: [TerminalLine]
tmDistributeLines = [TLine 1 [TerminalLineConst "ATTEMPTING TO DISTRIBUTE MATERIAL..." white] TmDistributeAmmo]
-- cor <- shuffleLinks corridor
-- return $ tToBTree "corDoor" $ treePost [door,cor,cleatOnward door]
+31
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@@ -3,6 +3,13 @@
module Dodge.Update (updateUniverse) where
import Data.Function (on)
import Dodge.Zoning.Wall
import Bound
import Dodge.Data.DoubleTree
import Dodge.HeldUse
import Dodge.DoubleTree
import Dodge.Item.Grammar
import Dodge.Creature.MoveType
import Dodge.Render.List
import Data.Foldable
@@ -251,6 +258,7 @@ functionalUpdate =
. over (uvWorld . cWorld . lWorld) updateMagnets
. over uvWorld (cWorld . lWorld . lClock +~ 1)
. over uvWorld updateDistortions
. over uvWorld pushYouOutFromWalls
. over uvWorld updateCreatureSoundPositions
. over uvWorld updateCreatureStrides
. colCrsWalls
@@ -309,6 +317,29 @@ functionalUpdate =
. updateAimPos
. over uvWorld updatePastWorlds -- it might be possible to do this without storing stuff such as the temporary lights/flares etc
pushYouOutFromWalls :: World -> World
pushYouOutFromWalls w = w & cWorld . lWorld . creatures . ix 0 %~ muzzleWallCheck w
muzzleWallCheck :: World -> Creature -> Creature
muzzleWallCheck w cr = fromMaybe cr $ do
invid <- cr ^? crManipulation . manObject . imRootSelectedItem . unNInt
loc <- invIndents ((\k -> w ^?! cWorld . lWorld . items . ix k) <$> _crInv cr)
^? ix invid . _2
let ps = reduceLocDT f loc ^.. each . _1 . _xy
cp = cr ^. crPos . _xy
r <- boundPointsRect (cp : ps)
let wls = uncurry wlsNearRect r w
vs = mapMaybe (g cp wls) ps
return $ if null vs
then cr
else let v = minimumBy (compare `on` norm) vs
in cr & crPos . _xy +~ normalize v
where
f loc = map (muzzlePos loc cr) (itemMuzzles $ loc ^. locDT . dtValue . _1)
g cp wls p = case collidePoint cp p wls of
(ep,Just _) -> Just (ep - p)
_ -> Nothing
updateCreatureStrides :: World -> World
updateCreatureStrides w = foldl' updateCreatureStride w $ w ^. cWorld . lWorld . creatures
-2
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@@ -130,8 +130,6 @@ tmDistributeAmmo tm w = fromMaybe w $ do
[TLine 1 [TerminalLineConst (g (aamount - newaamount)) white] TmWdId
,TLine 1 [TerminalLineConst (shortShow newaamount <>" "<>show atype<>" AVAILABLE") white] TmWdId
,TLine 1 [] (TmWdWdTermSound (getsid (aamount - newaamount)))
-- ,TLine 1 [TerminalLineConst "" yellow] (TmTmSetStatus (TerminalPressTo ""))
-- ,TLine 1 [TerminalLineConst "" white] (TmWdWdLeaveTerminal "")
]
where
getsid x | x > 0 = reloadS