Cleanup
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+1
-67
@@ -1,18 +1,12 @@
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module Dodge.DrWdWd where
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module Dodge.DrWdWd (doDrWdWd) where
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import Dodge.ShiftPoint
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import Linear
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import Data.IntMap.Merge.Strict
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import Control.Lens
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import Data.Foldable
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import qualified Data.IntSet as IS
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import Dodge.Base
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import Dodge.Block.Debris
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import Dodge.Data.World
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import Dodge.LevelGen.DoorPane
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--import Dodge.Placement.PlaceSpot.TriggerDoor
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import Dodge.SoundLogic
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import Dodge.Wall.Move
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import Dodge.WorldBool
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import Geometry
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@@ -20,41 +14,8 @@ doDrWdWd :: DrWdWd -> Door -> World -> World
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doDrWdWd dww = case dww of
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DrWdId -> const id
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DrWdMakeDoorDebris -> makeDoorDebris
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DrWdMechanismStepwise nsteps wlids pss -> doorMechanismStepwise nsteps wlids pss
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DoorMechanism -> doorMechanism
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DoorLerp -> doorLerp
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-- TODO sort out why DoorClosed status does not update correctly 22/06/23
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doorMechanism :: Door -> World -> World
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doorMechanism dr w = case mvDir of
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Just d ->
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w
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& flip (IS.foldl' (flip (`translateWallID` d))) (_drWallIDs dr)
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& moveUpdate
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& cWorld . lWorld . doors . ix drid . drPos . each %~ (+.+ d)
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-- & updateDoorEdges (_drObstacleType dr) (_drObstructs dr)
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Nothing -> w
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where
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toOpen = doWdBl (_drTrigger dr) w
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mvDir
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| toOpen && _drStatus dr == DoorOpen = Nothing -- Not sure why necessary
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| toOpen && dist dpos dop > 0.5 = Just $ vecBetweenSpeed speed dpos dop
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| dist dpos dcp > 0.5 = Just $ vecBetweenSpeed speed dpos dcp
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| otherwise = Nothing
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speed = _drSpeed dr
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drid = _drID dr
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moveUpdate = playSound . setStatus
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playSound
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| _drPushedBy dr == PushesItself = soundContinue (WallSound drid) dpos slideDoorS (Just 1)
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| otherwise = id
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dpos = snd $ _drPos dr
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dop = snd $ _drOpenPos dr
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dcp = snd $ _drClosePos dr
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setStatus
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| dist dpos dop < 1 = cWorld . lWorld . doors . ix drid . drStatus .~ DoorOpen
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| dist dpos dcp < 1 = cWorld . lWorld . doors . ix drid . drStatus .~ DoorClosed
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| otherwise = cWorld . lWorld . doors . ix drid . drStatus .~ DoorHalfway
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doorLerp :: Door -> World -> World
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doorLerp dr w = case newlerp of
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Just x ->
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@@ -94,30 +55,3 @@ doorLerp dr w = case newlerp of
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| dist dpos dop < 1 = cWorld . lWorld . doors . ix drid . drStatus .~ DoorOpen
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| dist dpos dcp < 1 = cWorld . lWorld . doors . ix drid . drStatus .~ DoorClosed
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| otherwise = cWorld . lWorld . doors . ix drid . drStatus .~ DoorHalfway
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-- TODO use vector instead of list, perhaps also memoisation of rectanglePairs
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-- TODO update _drPos
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-- perhaps also remove use of DoorInt in favour of DoorOpen/DoorClosed
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-- perhaps only store intermediate door pos pairs, calculate all wall positions
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-- on the fly
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doorMechanismStepwise :: Int -> [Int] -> [(Point2, Point2)] -> Door -> World -> World
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doorMechanismStepwise nsteps wlids pss dr w
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| toOpen = case _drStatus dr of
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DoorInt x | x == nsteps -> w
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DoorInt x -> setWalls (x + 1)
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_ -> w
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| otherwise = case _drStatus dr of
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DoorInt 0 -> w
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DoorInt x -> setWalls (x -1)
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_ -> w
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where
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drid = _drID dr
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playSound = soundContinue (WallSound drid) (fst $ head pss) slideDoorS (Just 1)
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toOpen = doWdBl (_drTrigger dr) w
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setWalls n =
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playSound (foldl' (&) w (zipWith moveWallID wlids newps))
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& cWorld . lWorld . doors . ix drid . drStatus .~ DoorInt n
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where
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newps = uncurry (rectanglePairs 9) (pss !! n)
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-- it is not at all clear that the zoning selects the correct walls
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