Simplify laser reflection/refraction
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@@ -13,8 +13,8 @@ wlIsSeeThrough wl = case _wlOpacity wl of
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SeeThrough -> True
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_ -> False
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reflDirWall :: Point2 -> Point2 -> Wall -> Float
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reflDirWall sp ep wl = argV (reflectIn (uncurry (-.-) (_wlLine wl)) (ep -.- sp))
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reflWall :: Point2 -> Point2 -> Wall -> Float
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reflWall sp ep wl = argV (reflectIn (uncurry (-) (_wlLine wl)) (ep - sp))
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-- point free nonsense. 0 for no damping, 1 for full damping
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reflVelWallDamp :: Float -> Wall -> Point2 -> Point2
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@@ -1,17 +1,19 @@
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{-# LANGUAGE LambdaCase #-}
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module Dodge.Item.Weapon.LaserPath (
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reflectLaserAlong,
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reflectPulseLaserAlong,
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) where
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import Control.Lens
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import Dodge.Data.Object
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import Data.Bifunctor
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import Data.Tuple
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import Dodge.Base.Wall
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import Dodge.Data.Object
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import Dodge.Data.World
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import Dodge.WorldEvent
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import Geometry
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import LensHelp
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import Linear
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-- this needs to be tested with both reflections and refractions
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reflectLaserAlong ::
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@@ -24,28 +26,22 @@ reflectLaserAlong ::
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reflectLaserAlong phasev sp ep w = case thingHitFilt (const True) _wlUnshadowed sp ep w of
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Just (p, Right wl)
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| Metal <- wl ^. wlMaterial ->
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second (p :) $
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reflectLaserAlong
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phasev
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(p +.+ unitVectorAtAngle (reflDirWall sp p wl))
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(p +.+ dist p ep *.* unitVectorAtAngle (reflDirWall sp p wl))
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w
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f
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p
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(p + angle (reflWall sp p wl))
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(p + distance p ep *^ angle (reflWall sp p wl))
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| wlIsSeeThrough wl ->
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second (p :) $
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reflectLaserAlong
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phasev
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(p +.+ normalizeV (refract phasev sp ep wl p))
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(refract phasev sp ep wl p)
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w
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| otherwise -> (Just (p, Right wl), [p])
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f p (p + signorm (refract phasev sp ep wl p)) (refract phasev sp ep wl p)
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Just (p, obj) -> (Just (p, obj), [p])
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Nothing -> (Nothing, [ep])
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where
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f p a b = reflectLaserAlong phasev a b w & _2 .:~ p
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refract :: Float -> Point2 -> Point2 -> Wall -> Point2 -> Point2
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{-# INLINE refract #-}
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refract phasev x y wl p
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| isEntering = p +.+ rotateV angleRef (normalDist wlNormal)
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| otherwise = p +.+ rotateV angleRef' (normalDist wlNormal')
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| isEntering = p + rotateV angleRef (normalDist wlNormal)
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| otherwise = p + rotateV angleRef' (normalDist wlNormal')
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where
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wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
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wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
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@@ -67,29 +63,22 @@ refract phasev x y wl p
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reflectExternal = 1 < abs (sin angleInc / phasev)
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-- note can hit multiple pulse balls
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reflectPulseLaserAlong :: Float -> Point2 -> Point2 -> World -> ([(Point2,Object)],[Point2])
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reflectPulseLaserAlong :: Float -> Point2 -> Point2 -> World -> ([(Point2, Object)], [Point2])
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{-# INLINE reflectPulseLaserAlong #-}
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reflectPulseLaserAlong phasev sp ep w = f $ filter (isunshad . snd) $ crWlPbHit sp ep w
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where
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f = \case
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((p, OWall wl) : _)
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| Metal <- wl ^. wlMaterial ->
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second (p :) $
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reflectPulseLaserAlong
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phasev
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(p +.+ unitVectorAtAngle (reflDirWall sp p wl))
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(p +.+ dist p ep *.* unitVectorAtAngle (reflDirWall sp p wl))
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w
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g
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p
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(p + angle (reflWall sp p wl))
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(p + distance p ep *.* angle (reflWall sp p wl))
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| wlIsSeeThrough wl ->
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second (p :) $
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reflectPulseLaserAlong
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phasev
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(p +.+ normalizeV (refract phasev sp ep wl p))
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(refract phasev sp ep wl p)
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w
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| otherwise -> ([(p, OWall wl)], [p])
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(x@(_,OPulseBall _) : ps ) -> first (x:) $ f ps
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((p, obj):_) -> ([(p, obj)], [p])
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g p (p + signorm (refract phasev sp ep wl p)) (refract phasev sp ep wl p)
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(x@(_, OPulseBall _) : ps) -> first (x :) $ f ps
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((p, obj) : _) -> ([(p, obj)], [p])
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[] -> ([], [ep])
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isunshad (OWall wl) = _wlUnshadowed wl
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isunshad _ = True
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g p a b = reflectPulseLaserAlong phasev a b w & _2 .:~ p
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@@ -48,7 +48,7 @@ tutAnoTree = do
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foldMTRS
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[ tToBTree "TutStartRez" . return . cleatOnward <$> tutRezBox
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, corDoor
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, tToBTree "cor" . return . cleatOnward <$> (zChasm 25)
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, tToBTree "cor" . return . cleatOnward <$> polyChasmC 6 120
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-- , tToBTree "x" . return . cleatOnward <$> airlockSimple
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-- , tToBTree "lastun" . return . cleatOnward <$> tanksRoom [] []
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, return $ tToBTree "cor" $ return $ cleatOnward corridor
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@@ -158,10 +158,8 @@ lChasm = do
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-- the Float is the width of the bridge
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zChasm :: Float -> State LayoutVars Room
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zChasm z = do
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-- x <- state $ randomR (150, 300)
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-- y <- state $ randomR (150, 300)
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x <- return 250
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y <- return 250
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x <- state $ randomR (150, 300)
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y <- state $ randomR (150, 300)
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roomRectAutoLinks x y
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<&> rmLinks %~ setOutLinks (isCornerLink NorthWest)
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<&> rmLinks %~ setInLinks (isCornerLink SouthEast)
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