Split autodoor module

This commit is contained in:
jgk
2021-03-06 13:12:18 +01:00
parent e9eed18666
commit 36bccebed9
6 changed files with 164 additions and 115 deletions
+10
View File
@@ -750,3 +750,13 @@ wallsLOS !ls !c !p = all (\l -> wallLOS l c p) ls
translateDrawing = translate
rotateDrawing = rotate
mvPointTowardAtSpeed :: Float -> Point2 -> Point2 -> Point2
mvPointTowardAtSpeed speed !ep !p
| dist p ep < speed = ep
| otherwise = p +.+ speed *.* normalizeV (ep -.- p)
mvPointToward :: Point2 -> Point2 -> Point2
mvPointToward !ep !p | dist p ep < 1 = ep
| otherwise = p +.+ normalizeV (ep -.- p)
+2 -111
View File
@@ -14,17 +14,17 @@ import Dodge.Data
import Dodge.Base
import Dodge.SoundLogic
import Dodge.Prototypes
import Dodge.LevelGen.Block
import Dodge.LevelGen.Pathing
import Dodge.LevelGen.StaticWalls
import Dodge.LevelGen.AutoDoor
import Geometry
import Picture
import System.Random
import Control.DeepSeq (deepseq)
import Control.Monad.State
import Data.List
@@ -293,9 +293,6 @@ triggerDoorPane c cond n [a,b] [a',b'] = Door
changeZonedWall' (!x,!y)
= over wallsZone $ adjustIMZone closeDoor x y n
addAutoDoor :: Point2 -> Point2 -> World -> World
addAutoDoor a b = over walls (autoDoorAt a b)
putWindowBlock :: Point2 -> Point2 -> World -> World
putWindowBlock a b w = removePathsCrossing a b $ foldr makeBlockAt w $ zip ps ns
where d = dist a b
@@ -363,113 +360,7 @@ putWindowBlock a b w = removePathsCrossing a b $ foldr makeBlockAt w $ zip ps ns
f = IM.insert k0 l . IM.insert k1 t . IM.insert k2 r . IM.insert k3 b
in over walls f w
autoDoorAt :: Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap Wall
autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
where i = newKey wls
is = [i..]
mkAutoDoor :: Point2 -> Point2 -> [Int] -> [Wall]
mkAutoDoor pl pr xs = addSound $ zipWith4 (autoDoorPane [pl,pr])
xs
[ True
, False
, True
, True
, False
, True
]
[ [pld,hwd,hw,pl]
, [hwd,hwu]
, [hwu,plu,pl,hw]
, [pru,hwu,hw,pr]
, [hwu,hwd]
, [hwd,prd,pr,hw]
]
[ [plld,pld,pl,pl]
, [pld,plu]
, [plu,pllu,pl,pl]
, [prru,pru,pr,pr]
, [pru,prd]
, [prd,prrd,pr,pr]
]
where norm = 15.1 *.* errorNormalizeV 49 ( vNormal (pr -.- pl))
-- .1 hack, there was flickering
hw = 0.5 *.* (pl +.+ pr)
parallel = 20 *.* normalizeV (pl -.- pr)
plu = pl +.+ norm
pld = pl -.- norm
pru = pr +.+ norm
prd = pr -.- norm
hwu = hw +.+ norm
hwd = hw -.- norm
pllu = plu +.+ parallel
plld = pld +.+ parallel
prru = pru -.- parallel
prrd = prd -.- parallel
addSound (x:xs) = f x : xs
f wl = over doorMech g wl
g dm w | dist wp pld > 1 && dist wp hwd > 1 = soundFrom (WallSound (head xs)) (fromIntegral doorSound) 1 0
$ dm w
| otherwise = dm w
where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
mvPointTowardAtSpeed :: Float -> Point2 -> Point2 -> Point2
mvPointTowardAtSpeed speed !ep !p
| dist p ep < speed = ep
| otherwise = p +.+ speed *.* normalizeV (ep -.- p)
mvPointToward :: Point2 -> Point2 -> Point2
mvPointToward !ep !p | dist p ep < 1 = ep
| otherwise = p +.+ normalizeV (ep -.- p)
drawAutoDoor :: Wall -> Drawing
drawAutoDoor wl = onLayerL [levLayer WlLayer, layer2]
$ pictures [color c $ polygon [x,x +.+ n2,y +.+ n2, y]
,color (dark c) $ line [x,y]
]
where
(x:y:_) = _wlLine wl
c = _wlColor wl
nm = errorNormalizeV 543 (y -.- x)
t = 5 *.* nm
n = vNormal t
n2 = 3 *.* n
layer2 | _wlIsSeeThrough wl = 0
| isJust $ wl ^? doorMech = 1
| otherwise = 2
autoDoorPane :: [Point2] -> Int -> Bool -> [Point2] -> [Point2] -> Wall
autoDoorPane trigL n castShad closedPos openPos = AutoDoor
{ _wlLine = closedPos
, _wlID = n
, _doorMech = dm
, _wlColor = dim $ yellow
, _wlDraw = Nothing
, _wlSeen = False
, _wlIsSeeThrough = False
, _wlCastShadow = castShad
}
where
a = closedPos !! 0
b = closedPos !! 1
dm w | crsNearLine 40 trigL w
= flip (foldr changeZonedWall) zoneps
$ over walls (IM.adjust openDoor n) w
| otherwise = flip (foldr changeZonedWall') zoneps
$ over walls (IM.adjust closeDoor n) w
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
moveToward :: [Point2] -> Wall -> Wall
moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
in deepseq newPs $ w {_wlLine = newPs}
--deepseq ps $ w & wlLine %~ zipWith mvP ps
openDoor = moveToward openPos
closeDoor = moveToward closedPos
zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
changeZonedWall (!x,!y)
= over wallsZone $ adjustIMZone openDoor x y n
changeZonedWall' (!x,!y)
= over wallsZone $ adjustIMZone closeDoor x y n
shiftPointBy (pos,rot) p = pos +.+ rotateV rot p
+118
View File
@@ -0,0 +1,118 @@
{-# LANGUAGE BangPatterns #-}
module Dodge.LevelGen.AutoDoor
where
import Dodge.Data
import Dodge.Base
import Dodge.SoundLogic
import Geometry
import Picture
import Data.List
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.DeepSeq (deepseq)
addAutoDoor :: Point2 -> Point2 -> World -> World
addAutoDoor a b = over walls (autoDoorAt a b)
autoDoorAt :: Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap Wall
autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
where i = newKey wls
is = [i..]
mkAutoDoor :: Point2 -> Point2 -> [Int] -> [Wall]
mkAutoDoor pl pr xs = addSound $ zipWith4 (autoDoorPane [pl,pr])
xs
[ True
, False
, True
, True
, False
, True
]
[ [pld,hwd,hw,pl]
, [hwd,hwu]
, [hwu,plu,pl,hw]
, [pru,hwu,hw,pr]
, [hwu,hwd]
, [hwd,prd,pr,hw]
]
[ [plld,pld,pl,pl]
, [pld,plu]
, [plu,pllu,pl,pl]
, [prru,pru,pr,pr]
, [pru,prd]
, [prd,prrd,pr,pr]
]
where norm = 15.1 *.* errorNormalizeV 49 ( vNormal (pr -.- pl))
-- .1 hack, there was flickering
hw = 0.5 *.* (pl +.+ pr)
parallel = 20 *.* normalizeV (pl -.- pr)
plu = pl +.+ norm
pld = pl -.- norm
pru = pr +.+ norm
prd = pr -.- norm
hwu = hw +.+ norm
hwd = hw -.- norm
pllu = plu +.+ parallel
plld = pld +.+ parallel
prru = pru -.- parallel
prrd = prd -.- parallel
addSound (x:xs) = f x : xs
f wl = over doorMech g wl
g dm w | dist wp pld > 1 && dist wp hwd > 1 = soundFrom (WallSound (head xs)) (fromIntegral doorSound) 1 0
$ dm w
| otherwise = dm w
where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
drawAutoDoor :: Wall -> Drawing
drawAutoDoor wl = onLayerL [levLayer WlLayer, layer2]
$ pictures [color c $ polygon [x,x +.+ n2,y +.+ n2, y]
,color (dark c) $ line [x,y]
]
where
(x:y:_) = _wlLine wl
c = _wlColor wl
nm = errorNormalizeV 543 (y -.- x)
t = 5 *.* nm
n = vNormal t
n2 = 3 *.* n
layer2 | _wlIsSeeThrough wl = 0
| isJust $ wl ^? doorMech = 1
| otherwise = 2
autoDoorPane :: [Point2] -> Int -> Bool -> [Point2] -> [Point2] -> Wall
autoDoorPane trigL n castShad closedPos openPos = AutoDoor
{ _wlLine = closedPos
, _wlID = n
, _doorMech = dm
, _wlColor = dim $ yellow
, _wlDraw = Nothing
, _wlSeen = False
, _wlIsSeeThrough = False
, _wlCastShadow = castShad
}
where
a = closedPos !! 0
b = closedPos !! 1
dm w | crsNearLine 40 trigL w
= flip (foldr changeZonedWall) zoneps
$ over walls (IM.adjust openDoor n) w
| otherwise = flip (foldr changeZonedWall') zoneps
$ over walls (IM.adjust closeDoor n) w
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
moveToward :: [Point2] -> Wall -> Wall
moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
in deepseq newPs $ w {_wlLine = newPs}
--deepseq ps $ w & wlLine %~ zipWith mvP ps
openDoor = moveToward openPos
closeDoor = moveToward closedPos
zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
changeZonedWall (!x,!y)
= over wallsZone $ adjustIMZone openDoor x y n
changeZonedWall' (!x,!y)
= over wallsZone $ adjustIMZone closeDoor x y n
+29
View File
@@ -0,0 +1,29 @@
module Dodge.LevelGen.Pathing
where
import Geometry
import Control.Lens
import Dodge.Data
import Dodge.Base
import Data.Maybe
import Data.List
import qualified Data.IntMap as IM
import Data.Graph.Inductive hiding ((&))
import Data.Graph.Inductive.NodeMap
pairsToGraph :: (Ord a, Eq a, Eq b) => (a -> a -> b) -> [(a,a)] -> Gr a b
pairsToGraph f pairs = let nodes = nub (map fst pairs ++ map snd pairs)
pairs' = map (\(x,y)->(x,y,f x y)) pairs
in undir $ run_ Data.Graph.Inductive.empty $ insMapNodesM nodes >> insMapEdgesM pairs'
removePathsCrossing :: Point2 -> Point2 -> World -> World
removePathsCrossing a b w = set pathGraph newGraph $ set pathGraph' pg'
$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
w
where pg' = filter (not . isJust . uncurry (intersectSegSeg' a b)) $ _pathGraph' w
insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
newGraph = pairsToGraph dist pg'
+3 -2
View File
@@ -48,7 +48,7 @@ lev1 = do
-- [randomiseLinks =<< pistolerRoom]
[return $ return $ Right deadEndRoom
]
++ [roomMiniIntro]
++ [slowDoorRoom]
++ [return $ connectRoom corridor
,return $ connectRoom door]
-- ++ [randomiseLinks =<< longRoom]
@@ -711,7 +711,8 @@ slowDoorRoom = do
xs' <- sequence $ replicate 5 $ state $ randomR (10,x-10)
ys' <- sequence $ replicate 5 $ state $ randomR (h+20,y)
let crits = zipWith (\p r -> PS p r randC1) ps rs
lsources = [PS (x/2,30) 0 basicLS, PS (x/2,y-30) 0 basicLS]
--lsources = [PS (x/2,30) 0 basicLS, PS (x/2,y-30) 0 basicLS]
lsources = [PS (x/2,y-30) 0 basicLS]
let barrels = zipWith (\x y -> PS (x,y) 0 $ PutCrit explosiveBarrel) xs' ys'
let pillarsa = []
let pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
+2 -2
View File
@@ -109,7 +109,7 @@ autoGun = defaultGun
, _wpReloadTime = 80
, _wpReloadState = 0
-- , _wpFireRate = 6
, _wpFireRate = 5
, _wpFireRate = 6
, _wpFireState = 0
, _wpFire = autoFireMode
, _wpSpread = autogunSpread
@@ -383,7 +383,7 @@ hvAutoGun = autoGun
, _wpReloadState = 0
, _wpFireRate = 25
, _wpFireState = 0
, _wpFire = rateIncAB 24 12 (torqueBeforeForced 0.1 mkHvBul)
, _wpFire = rateIncAB 24 10 (torqueBeforeForced 0.1 mkHvBul)
$torqueAfter 0.2 mkHvBul
, _wpSpread = autogunSpread
, _wpRange = 20