Refactor, try to limit dependencies
This commit is contained in:
+129
-114
@@ -1,60 +1,59 @@
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--{-# LANGUAGE TupleSections #-}
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module Dodge.Layout
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( generateLevelFromRoomList
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) where
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import Dodge.Zoning.Pathing
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import Data.Tile
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import Dodge.Data
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import Dodge.Path
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import Dodge.ShiftPoint
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import Dodge.Placement.PlaceSpot
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--import Dodge.LevelGen.Data
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import Dodge.LevelGen.StaticWalls
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import Dodge.LevelGen.LevelStructure
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import Dodge.Wall.Zone
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import Dodge.GameRoom
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import Dodge.Default.Wall
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import Dodge.Room.Link
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import Dodge.Randify
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import Geometry
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--import Geometry.ConvexPoly
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import qualified IntMapHelp as IM
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import Tile
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import RandomHelp
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module Dodge.Layout (
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generateLevelFromRoomList,
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) where
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import Data.Graph.Inductive (labNodes,labEdges)
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import Data.List (nubBy)
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import Data.Traversable
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import qualified Control.Foldl as L
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import Control.Lens
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import Data.Foldable
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import qualified Control.Foldl as L
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import Data.Maybe
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import Data.Function
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import Data.Graph.Inductive (labEdges, labNodes)
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import Data.List (nubBy)
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import Data.Maybe
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import Data.Tile
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import Data.Traversable
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import Dodge.Data.GenWorld
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import Dodge.Default.Wall
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import Dodge.GameRoom
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import Dodge.LevelGen.LevelStructure
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import Dodge.LevelGen.StaticWalls
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import Dodge.Path
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import Dodge.Placement.PlaceSpot
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import Dodge.Randify
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import Dodge.Room.Link
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import Dodge.ShiftPoint
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import Dodge.Wall.Zone
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import Dodge.Zoning.Pathing
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import Geometry
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import qualified IntMapHelp as IM
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import RandomHelp
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import Tile
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generateLevelFromRoomList :: IM.IntMap Room -> World -> GenWorld
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generateLevelFromRoomList gr' w = over gwWorld initWallZoning
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. over gwWorld randomCompass
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. over gwWorld setupWorldBounds
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. doAfterPlacements
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. doInPlacements
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. doOutPlacements
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. doIndividualPlacements
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. setFloors
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. worldToGenWorld rs'
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$ w & cWorld . walls .~ wallsFromRooms rs
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& cWorld . gameRooms .~ gameRoomsFromRooms (IM.elems rs')
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& cWorld . pathGraph .~ path
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& cWorld . pnZoning .~ foldl' (flip zonePn) mempty (labNodes path)
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& cWorld . peZoning .~ foldl' (flip zonePe) mempty (labEdges path)
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generateLevelFromRoomList gr' w =
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over gwWorld initWallZoning
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. over gwWorld randomCompass
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. over gwWorld setupWorldBounds
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. doAfterPlacements
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. doInPlacements
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. doOutPlacements
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. doIndividualPlacements
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. setFloors
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. worldToGenWorld rs'
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$ w & cWorld . walls .~ wallsFromRooms rs
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& cWorld . gameRooms .~ gameRoomsFromRooms (IM.elems rs')
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& cWorld . pathGraph .~ path
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& cWorld . pnZoning .~ foldl' (flip zonePn) mempty (labNodes path)
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& cWorld . peZoning .~ foldl' (flip zonePe) mempty (labEdges path)
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where
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(_,path) = pairsToGraph pairPath'
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(_, path) = pairsToGraph pairPath'
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pairPath = foldMap _rmPath rs
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pairPath' = fusePairs pairPath
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rs = map doRoomShift $ IM.elems rs'
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rs'= mapM shuffleRoomPos gr' & evalState $ _randGen w
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rs' = mapM shuffleRoomPos gr' & evalState $ _randGen w
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randomCompass :: World -> World
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randomCompass w = w & cWorld . cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w)
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randomCompass w = w & cWorld . cameraRot .~ (takeOne [0, 0.5 * pi, pi, 1.5 * pi] & evalState $ _randGen w)
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putFloorTiles :: GenWorld -> GenWorld
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putFloorTiles gw = gw & gwWorld . cWorld . floorTiles .~ floorsFromGenWorld gw
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@@ -70,7 +69,7 @@ setTiles gw = foldr setTile gw . reverse . IM.elems $ _genRooms gw
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setTile :: Room -> GenWorld -> GenWorld
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setTile r gw = case _rmFloor r of
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Tiled {} -> gw
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Tiled{} -> gw
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InheritFloor -> gw & genRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly]
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where
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t = case _rmMParent r of
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@@ -86,58 +85,65 @@ shuffleRoomPos rm = do
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doAfterPlacements :: GenWorld -> GenWorld
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doAfterPlacements gw = foldr doAfterPlacement gw (_genPlacements gw)
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doAfterPlacement :: [(Placement,Int)] -> GenWorld -> GenWorld
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doAfterPlacement :: [(Placement, Int)] -> GenWorld -> GenWorld
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doAfterPlacement pmntis gw = gRandify gw $ do
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(pmnt,i) <- takeOne pmntis
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let (newgw,rm) = fst $ placeSpot (gw,_genRooms gw IM.! i) pmnt
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(pmnt, i) <- takeOne pmntis
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let (newgw, rm) = fst $ placeSpot (gw, _genRooms gw IM.! i) pmnt
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return $ newgw & genRooms . ix i .~ rm
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doInPlacements :: ( IM.IntMap [Placement],GenWorld) -> GenWorld
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doInPlacements (im,w) =
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let (gw,rms) = mapAccumR (doRoomInPlacements im) w (_genRooms w)
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in gw & genRooms .~ rms
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doInPlacements :: (IM.IntMap [Placement], GenWorld) -> GenWorld
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doInPlacements (im, w) =
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let (gw, rms) = mapAccumR (doRoomInPlacements im) w (_genRooms w)
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in gw & genRooms .~ rms
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doRoomInPlacements :: IM.IntMap [Placement] -> GenWorld -> Room -> (GenWorld, Room)
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doRoomInPlacements im w rm = foldr f (w,rm) $ _rmInPmnt rm
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doRoomInPlacements im w rm = foldr f (w, rm) $ _rmInPmnt rm
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where
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f (InPlacement plf i) (w',r') = fst $ placeSpot (w',r') (plf $ im IM.! i)
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f (InPlacement plf i) (w', r') = fst $ placeSpot (w', r') (plf $ im IM.! i)
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doOutPlacements :: GenWorld -> ( IM.IntMap [Placement], GenWorld)
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doOutPlacements w = let ((pmnts,gw),rms) = mapAccumR doRoomOutPlacements (IM.empty,w) (_genRooms w)
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in (pmnts,gw & genRooms .~ rms)
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doOutPlacements :: GenWorld -> (IM.IntMap [Placement], GenWorld)
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doOutPlacements w =
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let ((pmnts, gw), rms) = mapAccumR doRoomOutPlacements (IM.empty, w) (_genRooms w)
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in (pmnts, gw & genRooms .~ rms)
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doRoomOutPlacements :: (IM.IntMap [Placement], GenWorld)
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-> Room
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-> ( (IM.IntMap [Placement], GenWorld) , Room )
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doRoomOutPlacements imw r = foldr f ( imw, r ) $ _rmOutPmnt r
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doRoomOutPlacements ::
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(IM.IntMap [Placement], GenWorld) ->
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Room ->
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((IM.IntMap [Placement], GenWorld), Room)
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doRoomOutPlacements imw r = foldr f (imw, r) $ _rmOutPmnt r
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where
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f (OutPlacement pl i) ( (im,w) , rm ) =
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let ((neww,newrm),plmnts) = placeSpot (w,rm) pl
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in ((IM.insert i plmnts im, neww) , newrm )
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f (OutPlacement pl i) ((im, w), rm) =
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let ((neww, newrm), plmnts) = placeSpot (w, rm) pl
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in ((IM.insert i plmnts im, neww), newrm)
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doIndividualPlacements :: GenWorld -> GenWorld
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doIndividualPlacements gw = let (gw', rms) = mapAccumR doRoomPlacements gw (_genRooms gw)
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in gw' & genRooms .~ rms
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doIndividualPlacements gw =
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let (gw', rms) = mapAccumR doRoomPlacements gw (_genRooms gw)
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in gw' & genRooms .~ rms
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doRoomPlacements :: GenWorld -> Room -> (GenWorld, Room)
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doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w,rm) $ _rmPmnts rm
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doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w, rm) $ _rmPmnts rm
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setupWorldBounds :: World -> World
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setupWorldBounds w = w & cWorld . worldBounds %~
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( (bdMinX .~ f minx)
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. (bdMaxX .~ f maxx)
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. (bdMinY .~ f miny)
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. (bdMaxY .~ f maxy)
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)
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setupWorldBounds w =
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w & cWorld . worldBounds
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%~ ( (bdMinX .~ f minx)
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. (bdMaxX .~ f maxx)
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. (bdMinY .~ f miny)
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. (bdMaxY .~ f maxy)
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)
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where
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f = fromMaybe 0
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ps = IM.map (fst . _wlLine) $ _walls (_cWorld w)
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(minx,maxx,miny,maxy) = L.fold ((,,,)
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<$> L.premap fstV2 L.minimum
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<*> L.premap fstV2 L.maximum
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<*> L.premap sndV2 L.minimum
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<*> L.premap sndV2 L.maximum
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) ps
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(minx, maxx, miny, maxy) =
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L.fold
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( (,,,)
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<$> L.premap fstV2 L.minimum
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<*> L.premap fstV2 L.maximum
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<*> L.premap sndV2 L.minimum
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<*> L.premap sndV2 L.maximum
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)
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ps
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--polyhedrasToEdges :: [Polyhedra] -> [Point3]
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--polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges
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@@ -149,36 +155,45 @@ initWallZoning w = foldl' (flip insertWallInZones) (w & cWorld . wlZoning .~ IM.
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--makePath = concatMap _rmPath . flatten
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wallsFromRooms :: [Room] -> IM.IntMap Wall
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wallsFromRooms = -- divideWalls .
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IM.fromAscList
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. zipWith f [0..]
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. removeInverseWalls
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. foldl' (flip cutWalls) []
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. concatMap _rmPolys
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wallsFromRooms =
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-- divideWalls .
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IM.fromAscList
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. zipWith f [0 ..]
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. removeInverseWalls
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. foldl' (flip cutWalls) []
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. concatMap _rmPolys
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where
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f i (x,y) = (i, defaultWall {_wlLine = (x,y) , _wlID = i})
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f i (x, y) = (i, defaultWall{_wlLine = (x, y), _wlID = i})
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-- TODO sort out shifting before or after etc
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gameRoomsFromRooms :: [Room] -> [GameRoom]
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gameRoomsFromRooms = fmap gameRoomFromRoom
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gameRoomFromRoom :: Room -> GameRoom
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gameRoomFromRoom rm = GameRoom
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{ _grViewpoints = map doshift $ _rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
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++ mapMaybe filterUnusedLinks (_rmPos rm)
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, _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm)
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, _grBound = map doshift $ expandPolyCorners 50 . convexHullSafe . nubBy closePoints
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. concat $ _rmBound rm ++ _rmPolys rm
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, _grDir = getDir $ _rmPos rm
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, _grLinkDirs = mapMaybe undir $ _rmPos rm
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, _grName = _rmName rm
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}
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gameRoomFromRoom rm =
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GameRoom
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{ _grViewpoints =
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map doshift $
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_rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
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++ mapMaybe filterUnusedLinks (_rmPos rm)
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, _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm)
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, _grBound =
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map doshift $
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expandPolyCorners 50 . convexHullSafe . nubBy closePoints
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. concat
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$ _rmBound rm ++ _rmPolys rm
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, _grDir = getDir $ _rmPos rm
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, _grLinkDirs = mapMaybe undir $ _rmPos rm
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, _grName = _rmName rm
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}
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where
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doshift = shiftPointBy (_rmShift rm)
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doubleShift p a = map doshift
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[p +.+ 10 *.* unitVectorAtAngle a
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,p -.- 10 *.* unitVectorAtAngle a
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]
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doubleShift p a =
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map
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doshift
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[ p +.+ 10 *.* unitVectorAtAngle a
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, p -.- 10 *.* unitVectorAtAngle a
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]
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filterUnusedLinks rp = case _rpLinkStatus rp of
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UnusedLink{} -> Just $ _rpPos rp
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_ -> Nothing
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@@ -188,20 +203,20 @@ gameRoomFromRoom rm = GameRoom
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_ -> []
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undir rp = case _rpLinkStatus rp of
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UsedOutLink{} -> ma
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UsedInLink{} -> ma
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UsedInLink{} -> ma
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_ -> Nothing
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where
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ma = Just $ 0.5*pi + _rpDir rp + snd (_rmShift rm)
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ma = Just $ 0.5 * pi + _rpDir rp + snd (_rmShift rm)
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closePoints x y = roundPoint2 x == roundPoint2 y
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getDir (rp:xs) = case _rpLinkStatus rp of
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UsedInLink {} -> _rpDir rp + snd (_rmShift rm)
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getDir (rp : xs) = case _rpLinkStatus rp of
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UsedInLink{} -> _rpDir rp + snd (_rmShift rm)
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_ -> getDir xs
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getDir _ = 0 -- fallback
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floorsFromRooms :: [Room] -> [(Point3,Point3)]
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floorsFromRooms :: [Room] -> [(Point3, Point3)]
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floorsFromRooms = concatMap (concatMap tileToRenderList . getTiles . _rmFloor . doRoomShift)
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floorsFromGenWorld :: GenWorld -> [(Point3,Point3)]
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floorsFromGenWorld :: GenWorld -> [(Point3, Point3)]
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floorsFromGenWorld = floorsFromRooms . IM.elems . _genRooms
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getTiles :: Floor -> [Tile]
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@@ -216,7 +231,7 @@ getTiles fl = case fl of
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-- in zipWith (\ x y -> wl & wlLine .~ (x,y) ) (init ps) (tail ps)
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--divideWallIn :: Wall -> IM.IntMap Wall -> IM.IntMap Wall
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--divideWallIn wl wls =
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--divideWallIn wl wls =
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-- let (wl':newWls) = divideWall wl
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-- k = IM.newKey wls
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-- newWls' = zipWith (\i w -> w {_wlID = i}) [k..] newWls
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@@ -231,20 +246,20 @@ getTiles fl = case fl of
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--shiftRoomTree :: Tree Room -> Tree Room
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--shiftRoomTree (Node t []) = Node t []
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--shiftRoomTree (Node t ts) = Node t
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-- $ zipWith (\l -> shiftRoomTree . applyToRoot (shiftRoomToLink l))
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-- (_rmLinks t)
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--shiftRoomTree (Node t ts) = Node t
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-- $ zipWith (\l -> shiftRoomTree . applyToRoot (shiftRoomToLink l))
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-- (_rmLinks t)
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-- ts
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--shiftRoomTreeConstruction :: Tree Room -> [Tree Room]
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--shiftRoomTreeConstruction (Node t []) = [Node t []]
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--shiftRoomTreeConstruction (Node t ts) = (Node t [] :) $ concat $
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-- zipWith (\l -> shiftRoomTreeConstruction . applyToRoot (shiftRoomBy l . f))
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-- (_rmLinks t)
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-- zipWith (\l -> shiftRoomTreeConstruction . applyToRoot (shiftRoomBy l . f))
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-- (_rmLinks t)
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-- ts
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-- where
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-- where
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-- f r = shiftRoomBy ( V2 0 0 -.- rotateV (pi-a) p , 0) $ shiftRoomBy (V2 0 0,pi-a) r
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-- where
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-- where
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-- (p,a) = last $ _rmLinks r
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--addTile :: Float -> Room -> Room
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