Partially implement separate blocks

This commit is contained in:
2021-10-26 22:53:49 +01:00
parent d136fd910c
commit 12d43f9cf0
15 changed files with 145 additions and 115 deletions
+3 -3
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@@ -141,7 +141,7 @@ collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
collidePointFire p1 p2 ws
= safeMinimumOn (dist p1)
. IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine )
$ IM.filter (\wl -> not (_wlIsSeeThrough wl && isJust (wl ^? blHP))) ws
$ IM.filter (\wl -> not (_wlIsSeeThrough wl && isJust (wl ^? wlBlockID))) ws
{- | Checks to see whether someone can fire bullets effectively between two points.
- Not sure if this needs vision as well, need to make this uniform. -}
collidePointFireVision :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
@@ -149,7 +149,7 @@ collidePointFireVision p1 p2 ws
= any ( isJust . uncurry (intersectSegSeg p1 p2) . _wlLine)
$ IM.filter notBlockWindow ws
where
notBlockWindow wl = case wl ^? blHP of
notBlockWindow wl = case wl ^? wlBlockID of
Just _ -> not $ _wlIsSeeThrough wl
Nothing -> True
@@ -180,7 +180,7 @@ pathToPointFireable :: Int -> Point2 -> World -> Bool
pathToPointFireable i p w
= not
. pointHitsWalls (_crPos $ _creatures w IM.! i) p
$ IM.filter (isNothing . (^? blHP) ) $ wallsAlongLine p1 p w
$ IM.filter (isNothing . (^? wlBlockID) ) $ wallsAlongLine p1 p w
where
p1 = _crPos (_creatures w IM.! i)
+3 -2
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@@ -568,13 +568,14 @@ data Wall
, _wlColor :: Color
, _wlSeen :: Bool
, _blIDs :: [Int]
, _blHP :: Int
--, _blHP :: Int
, _wlIsSeeThrough :: Bool
, _blVisible :: Bool
, _blDegrades :: [Int]
--, _blDegrades :: [Int]
, _blShadows :: [Int]
, _wlDraw :: Bool
, _wlRotateTo :: Bool
, _wlBlockID :: Int
}
data ForceField = FF
{ _ffLine :: [Point2] , _ffID :: Int
+1 -2
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@@ -22,13 +22,12 @@ defaultBlock = Block
, _wlColor = greyN 0.5
, _wlSeen = False
, _blIDs = []
, _blHP = 5
, _wlIsSeeThrough = False
, _blVisible = True
, _blShadows = []
, _blDegrades = [20,20]
, _wlDraw = True
, _wlRotateTo = True
, _wlBlockID = 0
}
{- Indestructible see-through wall. -}
+2 -1
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@@ -35,6 +35,7 @@ initialRoomTree = do
t = treeFromTrunk
[[StartRoom]
,[Corridor]
,[SpecificRoom roomCCrits]
,[Corridor]
,[AirlockAno]
,[Corridor]
@@ -78,7 +79,7 @@ initialRoomTree = do
]
]
,[Corridor]
,[SpecificRoom $ fmap (pure . Right) armouredCorridor]
-- ,[SpecificRoom $ fmap (pure . Right) armouredCorridor]
,[Corridor]
,[TreasureAno [addArmour autoCrit,addArmour autoCrit] [launcher]]
]
+17 -4
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@@ -23,10 +23,8 @@ import System.Random
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import qualified Data.Map as M
--import Data.Maybe
--import Control.Lens
--import Data.List (partition)
--import Data.List (sortOn)
--import Data.Maybe
firstWorld :: IO World
firstWorld = do
@@ -58,8 +56,23 @@ initialWorld = defaultWorld
, _decorations = IM.empty
, _menuLayers = [TerminalScreen 300 rezText']
}
zonedBlockWalls :: World -> [String]
zonedBlockWalls = concatMap f . IM.toList . _znObjects . _wallsZone
where
f (x,ys) = map (show x ++) $ map g $ IM.toList ys
g (y,zs) = show y
testStringInit :: World -> [String]
testStringInit _ = []
--testStringInit w = map (show . _blWallIDs) . IM.elems $ _blocks w
testStringInit w = (map (f w) . filter g . IM.elems $ _walls w)
-- ++ zonedBlockWalls w
where
g Block{} = True
g _ = False
f w' wl = show (_wlID wl) ++ " : " ++ show blid ++ show (_blWallIDs $ (_blocks w') IM.! blid)
where
blid = _wlBlockID wl
--testStringInit = mapMaybe f . IM.elems . flattenIMIMIM . _znObjects . _wallsZone
-- where
-- f dr | _wlColor dr == V4 0 1 0 1 = Just . show $ _wlLine dr
+2
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@@ -39,6 +39,8 @@ shiftPSBy (pos,rot) ps = ps
& psPos %~ shiftPointBy (pos,rot)
& psRot %~ (+ rot)
-- the Int here allows for passing parameters down to other placements:
-- button ids, etc
placeSpotID :: PlacementSpot -> World -> (Int, World)
placeSpotID ps w = case _psType ps of
PutProp prop -> placeProp prop p rot w
+79 -77
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@@ -1,96 +1,100 @@
{- | Creation, update and destruction of destructible walls. -}
module Dodge.LevelGen.Block where
module Dodge.LevelGen.Block
( putBlock
)
where
import Dodge.Data
import Dodge.Data.SoundOrigin
--import Dodge.Data.SoundOrigin
import Dodge.Base
import Dodge.Zone
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.WorldEvent.Sound
--import Dodge.SoundLogic
--import Dodge.SoundLogic.LoadSound
--import Dodge.WorldEvent.Sound
import Dodge.LevelGen.Pathing
import Dodge.RandomHelp
--import Dodge.RandomHelp
import Geometry
import qualified IntMapHelp as IM
import Color
import Control.Lens
import Control.Monad.State
--import Control.Monad.State
import Data.List
import Data.Maybe
import Data.Function
import System.Random
--import Data.Maybe
--import Data.Function
--import System.Random
--updateBlocks :: World -> World
--updateBlocks w
-- = w --(\w' -> seq (_wallsZone w') w')
-- $ flip (foldl' $ flip removeFromZone) deadPanes
-- $ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls) degradeBlocks
-- where
-- --degradeBlocks = deadBlocks `seq` foldl' (flip killBlock) w deadBlocks
-- removeFromZone :: Wall -> World -> World
-- removeFromZone bl = over (wallsZone . znObjects . ix x . ix y) (IM.delete (_wlID bl))
-- where
-- (x,y) = zoneOfPoint $ uncurry pHalf (_wlLine bl)
-- deadPanes w' = filter (blockIsDead w') (IM.elems $ _walls w)
-- --deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
-- blockIsDead w' wl = case IM.lookup (_wlBlockID wl) $ _blocks w of
-- Just x -> x <= 0
-- Nothing -> False
updateBlocks :: World -> World
updateBlocks w
= (\w' -> seq (_wallsZone w') w')
$ flip (foldl' $ flip removeFromZone) deadPanes
$ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls) degradeBlocks
where
degradeBlocks = deadBlocks `seq` foldl' (flip killBlock) w deadBlocks
removeFromZone :: Wall -> World -> World
removeFromZone bl = over (wallsZone . znObjects . ix x . ix y) (IM.delete (_wlID bl))
where
(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine bl)
deadPanes = filter blockIsDead (IM.elems $ _walls w)
deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
blockIsDead wl = case wl ^? blHP of
Just x -> x <= 0
Nothing -> False
{- | Destroy a block.
Plays destruction sound and sets to be displayed other walls that were shadowed by this wall. -}
killBlock :: Wall -> World -> World
killBlock bl w = f bl . flip (foldl' $ flip unshadow) (_blShadows bl) $ w
where
f :: Wall -> World -> World
f bl'
| isJust (bl ^? blDegrades . ix 0) = degradeBlock bl' . breakHitSound bl
| otherwise = hitSound' bl'
pos = fst $ _wlLine bl
breakHitSound bl'
| _wlIsSeeThrough bl' = mkSoundBreakGlass pos
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
hitSound' bl'
| _wlIsSeeThrough bl' = mkSoundSplinterGlass pos
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
sos = [BlockDegradeSound 0,BlockDegradeSound 1]
impactSound = evalState (takeOne [impact1S,impact2S,impact3S,impact4S]) $ _randGen w
unshadow :: Int -> World -> World
unshadow bid w' = case w' ^? walls . ix bid of
Just b ->
let (x,y) = zoneOfPoint $ uncurry pHalf (_wlLine b)
in w & wallsZone . znObjects . ix x . ix y . ix bid . blVisible %~ const True
& walls . ix bid . blVisible %~ const True
Nothing -> w
--killBlock :: Wall -> World -> World
--killBlock bl w = f bl . flip (foldl' $ flip unshadow) (_blShadows bl) $ w
-- where
-- f :: Wall -> World -> World
-- f bl'
-- | isJust (bl ^? blDegrades . ix 0) = degradeBlock bl' . breakHitSound bl
-- | otherwise = hitSound' bl'
-- pos = fst $ _wlLine bl
-- breakHitSound bl'
-- | _wlIsSeeThrough bl' = mkSoundBreakGlass pos
-- | otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
-- hitSound' bl'
-- | _wlIsSeeThrough bl' = mkSoundSplinterGlass pos
-- | otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
-- sos = [BlockDegradeSound 0,BlockDegradeSound 1]
-- impactSound = evalState (takeOne [impact1S,impact2S,impact3S,impact4S]) $ _randGen w
-- unshadow :: Int -> World -> World
-- unshadow bid w' = case w' ^? walls . ix bid of
-- Just b ->
-- let (x,y) = zoneOfPoint $ uncurry pHalf (_wlLine b)
-- in w & wallsZone . znObjects . ix x . ix y . ix bid . blVisible %~ const True
-- & walls . ix bid . blVisible %~ const True
-- Nothing -> w
degradeBlock :: Wall -> World -> World
degradeBlock bl w =
let blid = _wlID bl
bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid)
ps = reverse $ orderPolygon $ nub $ concatMap ((\(a,b) -> [a,b]) . _wlLine) bls
(newPs,g) = runState (shrinkPolygon 0.5 ps) $ _randGen w
(x:xs) = _blDegrades bl
in addBlock newPs (x + _blHP bl) (_wlColor bl) (_wlIsSeeThrough bl) xs $ set randGen g w
--degradeBlock :: Wall -> World -> World
--degradeBlock bl w =
-- let blid = _wlID bl
-- bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid)
-- ps = reverse $ orderPolygon $ nub $ concatMap ((\(a,b) -> [a,b]) . _wlLine) bls
-- (newPs,g) = runState (shrinkPolygon 0.5 ps) $ _randGen w
-- (x:xs) = _blDegrades bl
-- in addBlock newPs (x + _blHP bl) (_wlColor bl) (_wlIsSeeThrough bl) xs $ set randGen g w
{-
This does not have clear behaviour in my mind, and should probably be replaced with something more obvious...
-}
pushPointTowardsBy
:: RandomGen g
=> Float
-> Point2
-> [Point2]
-> State g Point2
pushPointTowardsBy x p ps = do
xs <- replicateM (length ps) $ state $ randomR (0, x / fromIntegral (length ps))
let toAdd p' y = y *.* (p' -.- p)
return $ p +.+ foldl1' (+.+) (zipWith toAdd ps xs)
--pushPointTowardsBy
-- :: RandomGen g
-- => Float
-- -> Point2
-- -> [Point2]
-- -> State g Point2
--pushPointTowardsBy x p ps = do
-- xs <- replicateM (length ps) $ state $ randomR (0, x / fromIntegral (length ps))
-- let toAdd p' y = y *.* (p' -.- p)
-- return $ p +.+ foldl1' (+.+) (zipWith toAdd ps xs)
shrinkPolygon
:: RandomGen g
=> Float -- ^ Shrink parameter
-> [Point2]
-> State g [Point2]
shrinkPolygon x ps = mapM (flip (pushPointTowardsBy x) ps) ps
--shrinkPolygon
-- :: RandomGen g
-- => Float -- ^ Shrink parameter
-- -> [Point2]
-- -> State g [Point2]
--shrinkPolygon x ps = mapM (flip (pushPointTowardsBy x) ps) ps
addBlock
:: [Point2] -- ^ Block polygon
@@ -119,13 +123,12 @@ addBlock (p:ps) hp col isSeeThrough hps w
, _wlColor = col
, _wlSeen = False
, _blIDs = is
, _blHP = hp
, _wlIsSeeThrough = isSeeThrough
, _blVisible = True
, _blShadows = []
, _blDegrades = hps
, _wlDraw = True
, _wlRotateTo = True
, _wlBlockID = blid
}
) is lns
wallInZone wl
@@ -138,11 +141,10 @@ addBlock (p:ps) hp col isSeeThrough hps w
ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
-- TODO add block list to world
---- TODO add block list to world
putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> (Int,World)
putBlock (p:ps) i c b is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
where
pairs = zip (p:ps) (ps ++ [p])
wWithBlock = addBlock (p:ps) i c b is w
putBlock _ _ _ _ _ _ = error "Trying to put a block with incomplete polygon"
+7 -6
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@@ -1,12 +1,10 @@
{- | Splits a line into many four cornered blocks. -}
module Dodge.LevelGen.LineBlock
( putLineBlock
)
where
) where
import Dodge.Data
import Dodge.Base
import Dodge.LevelGen.Pathing
--import Picture
import Geometry
import qualified IntMapHelp as IM
@@ -22,7 +20,7 @@ putLineBlock
-> (Int, World)
putLineBlock basePane blockWidth depth a b w
= (,) 0
$ removePathsCrossing a b $ foldr insertBlock w listBlocks
$ removePathsCrossing a b $ foldr insertBlock (insertBlocks' w) listBlocks
where
d = dist a b
rot = argV (b -.- a)
@@ -40,12 +38,15 @@ putLineBlock basePane blockWidth depth a b w
cornersAt p = fmap ( (p +.+) . rotateV rot) cornerPoints
linesAt p = makeLoopPairs $ cornersAt p
k = IM.newKey $ _walls w
blid = IM.newKey $ _blocks w
insertBlock' i = over blocks $ IM.insert (i+blid) Block' {_blID = i + blid, _blWallIDs = ksAtI i, _blHPs = [5,5], _blShadows' = []}
insertBlocks' = flip (foldr insertBlock') is
ksAtI i = map ( + (k + i*4) ) [0,1,2,3]
visibilityAt i
| i == 0 = [ True,True,False,True]
| i == numBlocks - 1 = [False,True, True,True]
| otherwise = [False,True,False,True]
shadowsAt i
shadowsAt i
| i == 0 = ksAtI 1
| i == numBlocks - 1 = ksAtI $ numBlocks - 2
| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
@@ -53,6 +54,7 @@ putLineBlock basePane blockWidth depth a b w
makeBlockAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
makePane i visStatus k' ps = basePane
{_wlID = k'
,_wlBlockID = i + blid
,_wlLine = ps
,_blIDs = ksAtI i
,_blShadows = shadowsAt i
@@ -61,4 +63,3 @@ putLineBlock basePane blockWidth depth a b w
listBlocks = concat $ zipWith makeBlockAt blockCenPs is
insertBlock :: Wall -> World -> World
insertBlock wl = over walls $ IM.insert (_wlID wl) wl
+2 -2
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@@ -6,10 +6,9 @@ module Dodge.Particle.Bullet.HitEffect
import Dodge.Data
import Dodge.Data.DamageType
import Dodge.Data.SoundOrigin
--import Dodge.Base
import Dodge.WorldEvent.DamageBlock
import Dodge.WorldEvent
import Dodge.Particle.Bullet.Spawn
import Dodge.WorldEvent.DamageBlock
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.RandomHelp
@@ -190,6 +189,7 @@ bulConWall'
bulConWall' _ p wl = damageBlocksBy 1 wl .
over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
hvBulHitWall'
:: Particle
-> Point2 -- ^ Impact point
+2 -1
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@@ -53,7 +53,8 @@ roomC x y = defaultRoom
{ _rmPolys = [rectNSWE y 0 0 x]
, _rmLinks = lnks
, _rmPath = pth
, _rmPS = [windowLine (V2 (x/2) 0) (V2 (x/2) (y-60))
--, _rmPS = [windowLine (V2 (x/2) 0) (V2 (x/2) (y-60))
, _rmPS = [windowLine (V2 (x/2) 10) (V2 (x/2) (20))
]
, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
}
-4
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@@ -97,11 +97,9 @@ baseBlockPane = defaultBlock
, _wlColor = greyN 0.5
, _wlSeen = False
, _blIDs = []
, _blHP = 5
, _wlIsSeeThrough = False
, _blVisible = True
, _blShadows = []
, _blDegrades = [20,20]
, _wlDraw = True
}
baseWindowPane :: Wall
@@ -111,11 +109,9 @@ baseWindowPane = defaultBlock
, _wlColor = withAlpha 0.2 cyan
, _wlSeen = False
, _blIDs = []
, _blHP = 1
, _wlIsSeeThrough = True
, _blVisible = True
, _blShadows = []
, _blDegrades = [5,5]
, _wlDraw = True
}
{- Replaces instances of a given 'PutID' with 'PSType's drawn from a list. -}
+18 -1
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@@ -11,7 +11,7 @@ import Dodge.Config.Data
import Dodge.Base
import Dodge.Zone
import Dodge.WallCreatureCollisions
import Dodge.LevelGen.Block
--import Dodge.LevelGen.Block
import Dodge.Update.Camera
import Dodge.SoundLogic
import Dodge.Inventory
@@ -80,6 +80,23 @@ functionalUpdate w = case _menuLayers w of
where
(x,y) = cloudZoneOfPoint $ stripZ $ _clPos cl
updateBlocks :: World -> World
updateBlocks w = foldr f w $ _blocks w
where
f bl w'
| head (_blHPs bl) < 1 = w'
& blocks %~ IM.delete (_blID bl)
& walls %~ removeIDs (_blWallIDs bl)
-- & flip (foldr removeFromZone) (_blWallIDs bl)
| otherwise = w'
removeIDs is wls = foldr IM.delete wls is
--removeFromZone wlid w' = over (wallsZone . znObjects . ix x . ix y) (IM.delete (_wlID wl)) w'
removeFromZone wlid w' = over (wallsZone . znObjects . ix x . ix y . ix (_wlID wl)) setCol w'
where
(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine wl)
wl = _walls w' IM.! wlid
setCol = wlColor .~ V4 1 1 0 1
-- | Note the explict use of record syntax. Using lens creates a space leak.
resetWorldEvents :: World -> World
resetWorldEvents w = w {_worldEvents = id}
+7 -10
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@@ -1,16 +1,13 @@
module Dodge.WorldEvent.DamageBlock
( damageBlocksBy
)
where
import Dodge.Data
import Data.Maybe
import Control.Lens
{- | Given a wall, if it is a damageable block
- then damage it and connecting walls by a certain amount. -}
damageBlocksBy :: Int -> Wall -> World -> World
{-# INLINE damageBlocksBy #-}
damageBlocksBy x wall w
| isJust (wall ^? blHP) = foldr (\j -> walls . ix j . blHP -~ x) w (_blIDs wall)
| otherwise = w
damageBlocksBy :: Int -> Wall -> World -> World
damageBlocksBy x wl = case wl ^? wlBlockID of
Just blid -> blocks . ix blid . blHPs %~ reduceHeadBy x
Nothing -> id
where
reduceHeadBy y (z:zs) = z - y : zs
reduceHeadBy _ [] = []
+1 -1
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@@ -65,7 +65,7 @@ penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
[] -> ( w, mvPt)
((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p)
((p,E3x2 wl):hs) | isJust (wl ^? blHP)
((p,E3x2 wl):hs) | isJust (wl ^? wlBlockID)
-> first (wlEff pt p wl) $ penWalls crEff wlEff ffEff pt hs w
((p,E3x2 wl):_) | otherwise -> (wlEff pt p wl w, destroyAt p)
where
+1 -1
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@@ -5,8 +5,8 @@ module Dodge.WorldEvent.Shockwave
where
import Dodge.Data
import Dodge.Data.DamageType
import Dodge.WorldEvent.DamageBlock
import Dodge.Creature.State.Data
import Dodge.WorldEvent.DamageBlock
import Dodge.Base
import Dodge.Zone
import Dodge.Picture.Layer