Cleanup
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@@ -1,12 +1,12 @@
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{-# LANGUAGE LambdaCase #-}
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{-# OPTIONS_GHC -Wno-incomplete-uni-patterns #-}
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{- | deals with placement of objects within the world
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after they have had their coordinates set by the layout
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-}
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module Dodge.Placement.PlaceSpot (placeSpot) where
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import NewInt
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import Color
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import LensHelp
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import Control.Monad.State
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import Data.Bifunctor
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import Data.Foldable
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@@ -21,6 +21,8 @@ import Dodge.Placement.Shift
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import Dodge.ShiftPoint
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import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import NewInt
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import System.Random
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-- when placing a placement, we update the world and the room and assign an id
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@@ -109,17 +111,21 @@ placeSpotID' ps pt w = case pt of
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PutProp prp -> plNewUpID (cWorld . lWorld . props) prID (mvProp p rot prp) w
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PutButton bt -> plNewUpID (cWorld . lWorld . buttons) btID (mvButton p rot bt) w
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PutTerminal tm -> plNewUpID (cWorld . lWorld . terminals) tmID tm w
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PutFlIt itm -> let i = IM.newKey (w ^. cWorld . lWorld . items)
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in (i, w
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& cWorld . lWorld . floorItems . at i ?~ createFlIt p rot
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& cWorld . lWorld . items . at i ?~ (itm & itID .~ NInt i
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& itLocation .~ OnFloor)
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PutFlIt itm ->
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let i = IM.newKey (w ^. cWorld . lWorld . items)
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in ( i
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, w
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& cWorld . lWorld . floorItems . at i ?~ FlIt p rot
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& cWorld . lWorld . items . at i
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?~ ( itm & itID .~ NInt i
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& itLocation .~ OnFloor
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)
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)
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-- plNewUpID
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-- (cWorld . lWorld . floorItems . unNIntMap)
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-- (flItID . unNInt)
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-- (createFlIt p rot itm)
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-- w
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-- plNewUpID
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-- (cWorld . lWorld . floorItems . unNIntMap)
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-- (flItID . unNInt)
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-- (createFlIt p rot itm)
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-- w
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PutCrit cr -> plNewUpID (cWorld . lWorld . creatures) crID (mvCr p rot cr) w
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PutForeground fs -> plNewUpID (cWorld . lWorld . foregroundShapes) fsID (mvFS p rot fs) w
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PutMachine pps mc wl mitm -> plMachine (map doShift pps) mc wl mitm p rot w
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@@ -181,10 +187,6 @@ mvProp p a = (prRot +~ a) . (prPos %~ ((p +.+) . rotateV a))
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mvButton :: Point2 -> Float -> Button -> Button
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mvButton p a = (btRot +~ a) . (btPos %~ ((p +.+) . rotateV a))
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{- Creates a floor item at a given point.-}
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createFlIt :: Point2 -> Float -> FloorItem
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createFlIt p rot = FlIt{_flItPos = p, _flItRot = rot}
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mvPP :: Point2 -> Float -> PressPlate -> PressPlate
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mvPP p rot pp = pp{_ppPos = p, _ppRot = rot}
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@@ -194,8 +196,9 @@ mvCr p rot cr = cr{_crPos = p, _crOldPos = p, _crDir = rot}
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mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
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mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +.+) . rotateV a))
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plMachine :: [Point2] -> Machine -> Wall -> Maybe Item -> Point2 -> Float -> World -> (Int, World)
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plMachine wallpoly mc wl mitm = case mitm of
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plMachine ::
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[Point2] -> Machine -> Wall -> Maybe Item -> Point2 -> Float -> World -> (Int, World)
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plMachine wallpoly mc wl = \case
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Nothing -> plMachine' wallpoly mc wl
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Just itm -> plTurret wallpoly mc wl itm
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@@ -207,15 +210,20 @@ plTurret wallpoly mc wl itm p rot gw =
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& cWorld . lWorld . items . at itid ?~ itm'
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)
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where
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itm' = itm & itID .~ NInt itid
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& itLocation .~ OnTurret mcid
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itm' =
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itm & itID .~ NInt itid
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& itLocation .~ OnTurret mcid
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itid = IM.newKey $ gw ^. cWorld . lWorld . items
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col = _mcColor mc
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mcid = IM.newKey $ gw ^. cWorld . lWorld . machines
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wlid = IM.newKey $ gw ^. cWorld . lWorld . walls
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wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
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addMc = IM.insert mcid (mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
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& mcType . mctTurret . tuWeapon .~ itid)
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addMc =
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IM.insert
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mcid
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( mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
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& mcType . mctTurret . tuWeapon .~ itid
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)
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plMachine' :: [Point2] -> Machine -> Wall -> Point2 -> Float -> World -> (Int, World)
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plMachine' wallpoly mc wl p rot gw =
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