Make tanks into decorated blocks

This commit is contained in:
2022-07-12 10:57:37 +01:00
parent 791d065eff
commit 1ccb87ff13
8 changed files with 33 additions and 32 deletions
+3 -4
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@@ -986,6 +986,8 @@ data Block = Block
, _blFootprint :: [Point2]
, _blPos :: Point2
, _blDir :: Float
, _blHeight :: Float
, _blMaterial :: Material
, _blDraw :: Block -> SPic
, _blDeath :: Block -> World -> World
, _blObstructs :: [(Int,Int,PathEdge)]
@@ -1064,10 +1066,6 @@ data MachineType
, _tuFireTime :: Int
, _tuMCrID :: Maybe Int
}
data BlockShifter = BlockShifter
{ _bsID :: Int
, _bsBlocks :: IS.IntSet
}
data Door = Door
{ _drID :: Int
, _drWallIDs :: IS.IntSet
@@ -1097,6 +1095,7 @@ data DoorStatus = DoorOpen | DoorClosed | DoorHalfway | DoorInt Int
data PushSource = PushesItself
| PushedBy Int
| NotPushed
deriving (Eq,Ord,Show)
data ActionPlan
= Inanimate
+2
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@@ -14,6 +14,8 @@ defaultBlock = Block
, _blDir = 0
, _blDraw = const mempty
, _blDeath = makeBlockDebris
, _blHeight = 100
, _blMaterial = Stone
, _blObstructs = []
}
defaultDirtBlock :: Block
-3
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@@ -38,7 +38,6 @@ defaultCrystalWall = defaultWall
defaultMachineWall :: Wall
defaultMachineWall = defaultWall
{ _wlOpacity = SeeAbove
, _wlUnshadowed = False
, _wlRotateTo = False
, _wlStructure = MachinePart 0
, _wlMaterial = Metal
@@ -51,7 +50,6 @@ defaultDirtWall = defaultWall
, _wlSeen = False
, _wlOpacity = Opaque
, _wlRotateTo = False
, _wlUnshadowed = True
, _wlFireThrough = True
, _wlMaterial = Dirt
}
@@ -62,7 +60,6 @@ defaultWindow = defaultWall
, _wlColor = withAlpha 0.5 cyan
, _wlSeen = False
, _wlOpacity = SeeThrough
, _wlUnshadowed = True
, _wlFireThrough = True
, _wlMaterial = Glass
}
+8 -4
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@@ -8,16 +8,20 @@ import Shape
import Dodge.Default.Wall
import Dodge.Default.Block
lowBlock :: Material -> Color -> Float -> [Point2] -> PSType
lowBlock mat col h ps = PutBlock bl wl $ reverse ps
decoratedBlock :: (Block -> Shape) -> Material -> Color -> Float -> [Point2] -> PSType
decoratedBlock decf mat col h ps = PutBlock bl wl $ reverse ps
where
bl = defaultBlock
& blDraw .~ const (noPic $ colorSH col (upperPrismPoly h $ reverse ps))
& blDraw .~ (\bl' -> noPic (colorSH col (upperPrismPoly h $ reverse ps) <> decf bl'))
& blDeath .~ const id
& blHeight .~ h
& blMaterial .~ mat
wl = defaultWall
& wlUnshadowed .~ False
& wlColor .~ col
& wlRotateTo .~ False
& wlOpacity .~ SeeAbove
& wlMaterial .~ mat
& wlHeight .~ h
lowBlock :: Material -> Color -> Float -> [Point2] -> PSType
lowBlock = decoratedBlock (const mempty)
+13 -18
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@@ -4,17 +4,13 @@ module Dodge.Placement.Instance.Tank
, roundTankCross
) where
import Dodge.Data
import Dodge.Default.Block
--import Dodge.Placement.PlaceSpot
import Dodge.LevelGen.Data
import Dodge.Room.Foreground
import Dodge.Default.Wall
--import Dodge.Placement.TopDecoration
import Dodge.Placement.Instance.Block
import Geometry
import Shape
import ShapePicture
import Color
import LensHelp
--import LensHelp
--import Quaternion
tankSquareDec :: (Float -> Float -> Float -> Color -> Color -> Shape)
@@ -22,18 +18,17 @@ tankSquareDec :: (Float -> Float -> Float -> Color -> Color -> Shape)
tankSquareDec dec = tankShape (square 20) (dec 20 20 31)
tankShape :: [Point2] -> (Color -> Color -> Shape) -> Color -> Color -> Placement
tankShape baseshape facade col col'
= sps0 $ PutBlock bl wl $ reverse baseshape
where
bl = defaultBlock
& blDraw .~ const (noPic $ colorSH col (upperPrismPoly 31 $ reverse baseshape) <> facade col col')
& blDeath .~ const id
wl = defaultWall
& wlUnshadowed .~ False
& wlColor .~ col
& wlRotateTo .~ False
& wlOpacity .~ SeeAbove
& wlMaterial .~ Metal
tankShape baseshape facade col col' = sps0 $ decoratedBlock (const $ facade col col') Metal col 31 baseshape
-- = sps0 $ PutBlock bl wl $ reverse baseshape
-- where
-- bl = defaultBlock
-- & blDraw .~ const (noPic $ colorSH col (upperPrismPoly 31 $ reverse baseshape) <> facade col col')
-- & blDeath .~ const id
-- wl = defaultWall
-- & wlColor .~ col
-- & wlRotateTo .~ False
-- & wlOpacity .~ SeeAbove
-- & wlMaterial .~ Metal
-- = ps0jPushPS
-- (PutShape $ colorSH col (upperPrismPoly 31 baseshape) <> facade col col')
+2
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@@ -74,6 +74,8 @@ plLineBlock basePane blwidth a b gw = ( 0
, _blDir = 0 -- THIS IS NOT SENSIBLE. TODO rethink block positioning
, _blFootprint = cornersAt p -- TODO check winding (clockwise, anticlockwise)
, _blObstructs = []
, _blMaterial = _wlMaterial basePane
, _blHeight = 100
, _blPos = p, _blDraw = const mempty , _blDeath = makeBlockDebris}
)
insertBlocks = flip (foldr insertBlock) $ zip is blockCenPs
+3 -1
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@@ -101,7 +101,9 @@ doorMechanism dr w = case mvDir of
speed = _drSpeed dr
drid = _drID dr
moveUpdate = playSound . setStatus
playSound = soundContinue (WallSound drid) dpos slideDoorS (Just 1)
playSound
| _drPushedBy dr == PushesItself = soundContinue (WallSound drid) dpos slideDoorS (Just 1)
| otherwise = id
dpos = snd $ _drPos dr
dop = snd $ _drOpenPos dr
dcp = snd $ _drClosePos dr
+2 -2
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@@ -29,9 +29,9 @@ wallsToDraw w
g (V2 i j) = w ^? wlZoning . znObjects . ix i . ix j
wlOpaqueDraw :: Wall -> Bool
wlOpaqueDraw wl = wlIsOpaque wl && _wlUnshadowed wl
wlOpaqueDraw wl = wlIsOpaque wl && _wlHeight wl == 100
wlSeeThroughDraw :: Wall -> Bool
wlSeeThroughDraw wl = wlIsSeeThrough wl && _wlUnshadowed wl
wlSeeThroughDraw wl = wlIsSeeThrough wl && _wlHeight wl == 100
getWallSPic :: Wall -> SPic
getWallSPic wl = case wl ^? wlOpacity . opDraw of