Fix laser targeting draw when creature offscreen

This commit is contained in:
2022-03-06 22:58:05 +00:00
parent f82bd3f788
commit 1364e7c8c8
14 changed files with 108 additions and 138 deletions
-34
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@@ -14,7 +14,6 @@ module Dodge.Room.Link
, randomiseAllLinks
, shuffleLinks
, filterLinks
, changeLinkTo
, randomiseOutLinks
, chooseOneInLink
, restrictRMInLinksPD
@@ -78,43 +77,10 @@ shuffleLinks r = do
newLinks <- shuffle $ _rmLinks r
return $ r {_rmLinks = newLinks }
--randomiseLinksBy
-- :: ( [(Point2,Float)] -> State g [(Point2,Float)] )
-- -> Room
-- -> State g Room
--randomiseLinksBy f r = do
-- newLinks <- f $ _rmOutLinks r ++ _rmInLinks r
-- return $ r {_rmOutLinks = init newLinks
-- , _rmInLinks = [last newLinks]
-- }
filterLinks :: RandomGen g => ((Point2,Float) -> Bool) -> Room -> State g Room
filterLinks cond r = do
newLinks <- shuffle $ filter (cond . lnkPosDir) $ _rmLinks r
return $ r {_rmLinks = newLinks}
{- | Swaps the last link in the list with one that satisfies a given
- property (it might swap with itself). Unsafe.
- Be careful about calling this after changeLinkFrom. -}
-- TODO replace with something more sensible
changeLinkTo :: RandomGen g => ((Point2,Float) -> Bool) -> Room -> State g Room
changeLinkTo cond r = do
let alllinks = _rmLinks r
l <- takeOne $ filter (cond . lnkPosDir) alllinks
let l' = l & rlType .~ S.singleton InLink
let newLinks = delete l alllinks
return $ r & rmLinks .~ (l':newLinks)
{- | Move a room so that the first link in '_rmInLinks' lines up to
an external point and direction.
This is intended to work when the external point is an outgoing link from another room.
-}
--shiftRoomToLink :: (Point2,Float) -> Room -> Room
--shiftRoomToLink l r
-- = shiftRoomBy l
-- . shiftRoomBy (V2 0 0 , pi-a)
-- $ shiftRoomBy (V2 0 0 -.- p , 0)
-- r
-- where
-- (p,a) = lnkPosDir $ head $ _rmInLinks r
doRoomShift :: Room -> Room
doRoomShift rm = shiftRoomBy (_rmShift rm) rm & rmShift .~ _rmShift rm
+32 -50
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@@ -22,8 +22,8 @@ import Dodge.Room.Airlock
import Geometry
import Tile
import MonadHelp
import LensHelp
import Control.Lens
import Control.Monad.State
--import Control.Monad.Loops
import System.Random
@@ -142,40 +142,30 @@ glassSwitchBackCrits = glassSwitchBack
] ++)
miniTree2 :: RandomGen g => State g (SubCompTree Room)
miniTree2 = restrictInLinks (\p -> (sndV2 . fst) p < 70) <$> glassSwitchBackCrits
>>= randomiseAllLinks
miniTree2 = (glassSwitchBackCrits
>>= randomiseAllLinks . restrictInLinks (\p -> (sndV2 . fst) p < 70))
<&> flip branchWith (replicate 3 $ treeFromPost [door,corridor] critInDeadEnd)
miniRoom3 :: RandomGen g => State g (SubCompTree Room)
miniRoom3 = do
w <- state $ randomR (300,400)
h <- state $ randomR (300,400)
let cp = V2 0 (h/2+40)
let b = PutBlock StoneBlock 5 [20,20] baseBlockPane $ map toV2 [(-10,-60)
,( 10,-60)
,( 10,-80)
,(-10,-80)
]
let plmnts = [sPS cp 0 $ PutCrit miniGunCrit
,sPS cp 0 $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (1*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (2*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (3*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (4*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (5*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (6*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (7*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (pi/8) b
,sPS cp (pi/8+1*pi/4) b
,sPS cp (pi/8+2*pi/4) b
,sPS cp (pi/8+3*pi/4) b
,sPS cp (pi/8+4*pi/4) b
,sPS cp (pi/8+5*pi/4) b
,sPS cp (pi/8+6*pi/4) b
,sPS cp (pi/8+7*pi/4) b
,sPS (V2 (w/2) (h/2)) 0 putLamp
]
fmap singleUseAll $ randomiseOutLinks $ set rmPmnts plmnts $ roomRectAutoLinks w h
w <- state $ randomR (300,400)
h <- state $ randomR (300,400)
let cp = V2 0 (h/2+40)
let b = PutBlock StoneBlock 5 [20,20] baseBlockPane $ map toV2 [(-10,-60)
,( 10,-60)
,( 10,-80)
,(-10,-80)
]
let plmnts =
[ sPS cp (fromIntegral i*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
| i <- [0..7::Int]
] ++
[ sPS cp (pi/8+fromIntegral i*pi/4) b
| i <- [0..7::Int]
] ++
[ sPS cp 0 $ PutCrit miniGunCrit
, sPS (V2 (w/2) (h/2)) 0 putLamp ]
fmap singleUseAll $ randomiseOutLinks $ set rmPmnts plmnts $ roomRectAutoLinks w h
rot90Around :: Point2 -> Point2 -> Point2
rot90Around cen p = cen +.+ vNormal (p -.- cen)
@@ -371,26 +361,18 @@ longRoom = do
h <- state $ randomR (1500,1500)
let w = 75
let cond x = (sndV2 . fst) x < h - 40
let ws = map (\ps -> sPS (V2 0 0) 0 $ PutWall ps defaultCrystalWall)
[rectNSWE (h-35) (h-135) (-10) 10
,rectNSWE (h-35) (h-135) 15 35
,rectNSWE (h-35) (h-135) 40 60
,rectNSWE (h-35) (h-135) 65 85
]
let wsDefense = map (\ps -> sPS (V2 0 0) 0 $ PutWall ps defaultCrystalWall)
[rectNSWE 95 70 0 25
,rectNSWE 95 70 50 75
]
brls <- fmap (map (\p -> sPS (p +.+ V2 10 200) 0 $ PutCrit explosiveBarrel) )
$ replicateM 5 $ randInRect (w-20) 900
let rm = roomRect w (h+70) 1 1 & rmPolys %~ ([rectNSWE h (h-165) (-45) (w+45)] ++)
let wlsNSEWs wln wls listew = [sps0 $ PutWall (rectNSWE wln wls wallw walle) defaultCrystalWall
| (wallw,walle) <- listew ]
let ws = wlsNSEWs (h-35) (h-135) [(-10,10) , (15,35) , (40,60) , (65,85)]
let wsDefense = wlsNSEWs 95 70 [(0,25) , (50,75) ]
brlOffsets <- replicateM 5 $ randInRect (w-20) 900
let brls = [ sPS (p +.+ V2 10 200) 0 $ PutCrit explosiveBarrel | p <- brlOffsets ]
let rm = roomRect w (h+70) 1 1 & rmPolys .++~ [rectNSWE h (h-165) (-45) (w+45)]
& rmFloor .~ InheritFloor
return $ restrictInLinks cond $ rm & rmPmnts .~ ws ++ brls ++ wsDefense ++
[sPS (V2 12.5 (h-25)) 0 $ PutCrit longCrit
,sPS (V2 37.5 (h-25)) 0 $ PutCrit longCrit
,sPS (V2 62.5 (h-25)) 0 $ PutCrit longCrit
,sPS (V2 25 20 ) 0 putLamp
,sPS (V2 25 (h-10)) 0 putLamp
]
[sPS (V2 crx (h-25)) 0 $ PutCrit longCrit
| crx <- [12.5,37.5,62.5] ] ++
[sPS (V2 25 lampy ) 0 putLamp | lampy <- [20,h-10] ]
doubleCorridorBarrels :: RandomGen g => State g Room
doubleCorridorBarrels = do
+6 -6
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@@ -67,14 +67,14 @@ room2 = lasCenSensEdge
startRoom :: RandomGen g => Int -> State g (SubCompTree Room)
startRoom i = join $ uncurry takeOneWeighted $ unzip
-- [ (,) (0.5::Float) $ chainUses <$> sequence [minigunFakeout,weaponRoom]
[-- (,) one rezBoxesWp
(,) one rezBoxesThenWeaponRoom
-- , (,) 1 rezBoxThenWeaponRoom
-- , (,) one rezBoxesWpCrit
-- , (,) 1 $ runPastStart i
[ (,) one rezBoxesWp
, (,) one rezBoxesThenWeaponRoom
, (,) 1 rezBoxThenWeaponRoom
, (,) one rezBoxesWpCrit
, (,) 1 $ runPastStart i
]
where
one = (1::Float)
one = 1::Float
randomChallenges :: RandomGen g => State g (SubCompTree Room)
randomChallenges = join $ takeOne
[fmap (return . UseAll) doubleCorridorBarrels