Work toward adding wiring

This commit is contained in:
2021-11-14 00:39:24 +00:00
parent 96c72ef578
commit 4a089ff0cc
34 changed files with 154 additions and 214 deletions
-17
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@@ -1,17 +0,0 @@
module Dodge.Room.AddTile
where
import Dodge.Room.Data
import Tile
import Geometry
import Control.Lens
import Data.List
import Data.Function
addTile :: Float -> Room -> Room
addTile z r
| not (null (_rmFloor r)) || null rp = r
| otherwise = r & rmFloor .~ [makeTileFromPoly poly z]
where
rp = _rmPolys r
poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat rp
-1
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@@ -1,7 +1,6 @@
{-# LANGUAGE TupleSections #-}
{- Rooms that contain two doors and a switch alternating both. -}
module Dodge.Room.Airlock where
import Dodge.Room.Data
import Dodge.Placements
import Dodge.Room.Foreground
import Dodge.Default.Room
+2 -2
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@@ -4,12 +4,12 @@ module Dodge.Room.Boss
import Dodge.Data
import Dodge.Default.Room
import Dodge.Placements
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.Procedural
import Dodge.Room.Link
import Dodge.Room.Corridor
import Dodge.Room.Path
import Dodge.LevelGen.Data
--import Dodge.LevelGen.Data
import Dodge.Creature
import Dodge.Creature.State.Data
import Dodge.RandomHelp
+1 -1
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@@ -4,7 +4,7 @@ Collections of rooms that branch into multiple paths.
module Dodge.Room.Branch
where
--import Geometry
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.Door
import Dodge.Room.Link
import Dodge.Room.Procedural
+1 -1
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@@ -1,6 +1,6 @@
module Dodge.Room.CheckConsistency
where
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Graph
linksOnPath :: Room -> Bool
+1 -21
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@@ -1,6 +1,6 @@
module Dodge.Room.Corridor
where
import Dodge.Room.Data
import Dodge.LevelGen.Data
--import Dodge.Room.Foreground
import Dodge.Default.Room
--import Dodge.LevelGen.Data
@@ -29,26 +29,6 @@ corridor = defaultRoom
,((20,70), negate $ pi/6)
,((20,10) ,pi)
]
{- | Debug drop-in copy of corridor -}
corridorDebug :: Room
corridorDebug = defaultRoom
{ _rmPolys =
[ rectNSWE 80 0 0 40
--, [ (0,0), (0,200) , (200,100)]
--, [ (0,0), (0,20) , (20,10)]
]
, _rmLinks = lnks
, _rmPath = concatMap (doublePair . (,) (V2 20 60) . fst) lnks
, _rmPmnts = []
, _rmBound = [ rectNSWE 50 30 0 40 ]
}
where
lnks = map (first toV2)
[((20,70) ,0)
,((20,70), pi/6)
,((20,70), negate $ pi/6)
,((20,10) ,pi)
]
corridorN :: Room
corridorN = defaultRoom
{ _rmPolys = [rectNSWE 80 0 0 40
-45
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@@ -1,45 +0,0 @@
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE StrictData #-}
module Dodge.Room.Data
where
import Dodge.LevelGen.Data
import Geometry.Data
import Data.Tile
import Control.Monad.State
import System.Random
import Control.Lens
--import qualified Data.IntMap.Strict as IM
{-
The '_rmPolys' list states which polygons should be cut out to form the indestructible walls of the room.
Link pairs contain a position and rotation to attach to another room;
0 is for links going to another room to the north, pi/2 for links going to a room to the west, etc.
TODO : Explain path, does it need both directions?
Placement spots allow things to be put in the room during level generation.
Room bounds between a new room and previously placed rooms are checked during level generation,
assigning no bounds will allow rooms to overlap.
-}
data Room = Room
{ _rmPolys :: [ [Point2] ]
, _rmLinks :: [(Point2,Float)]
, _rmPos :: [RoomPos]
, _rmPath :: [(Point2, Point2)]
, _rmPmnts :: [Placement]
, _rmPartialPmnt :: Maybe ([Placement] -> Placement)
, _rmExtendedPmnt :: Maybe Placement
, _rmBound :: [ [Point2] ]
, _rmFloor :: [Tile]
, _rmName :: String
, _rmShift :: (Point2, Float)
, _rmViewpoints :: [Point2]
, _rmRandPSs :: [State StdGen (Point2,Float)]
, _rmLabel :: Maybe Int
, _rmTakeFrom :: Maybe Int
}
data RoomPos
= OutLink Int Point2 Float
| InLink Point2 Float
| PosInt Int Point2 Float
| PosPl Point2 Float
deriving (Eq,Ord,Show)
makeLenses ''Room
+1 -2
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@@ -3,7 +3,6 @@ module Dodge.Room.Door
where
import Geometry
import Dodge.Data
import Dodge.Room.Data
import Dodge.Default.Room
import Dodge.Placements
import Color
@@ -32,7 +31,7 @@ switchDoorRoom = defaultRoom
{ _rmPolys = [rectNSWE 40 0 0 40]
, _rmLinks = lnks
, _rmPath = [(V2 20 35,V2 20 5)]
, _rmPartialPmnt = Just f
, _rmPartPmnt = Just f
-- door extends into side walls (for shadows as rendered 12/03)
-- note no bounds
}
-3
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@@ -1,11 +1,8 @@
--{-# LANGUAGE TupleSections #-}
module Dodge.Room.Foreground
where
--import Dodge.Picture
--import Dodge.Base
import Picture
import Geometry
--import Geometry.Data
import Geometry.Vector3D
import Shape
import Quaternion
+1 -1
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@@ -16,7 +16,7 @@ module Dodge.Room.Link
, setLastLinkToUsed
) where
import Dodge.LevelGen
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.RandomHelp
import Geometry
import Data.Tile
-7
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@@ -1,7 +0,0 @@
module Dodge.Room.Listed
( roomList
) where
import Dodge.Room.Data
roomList :: [Room]
roomList = []
+1 -1
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@@ -1,6 +1,6 @@
module Dodge.Room.LockAndKeyList
where
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.RoadBlock
import Dodge.Room.Boss
+2 -2
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@@ -5,12 +5,12 @@ module Dodge.Room.LongDoor
where
import Dodge.Data
import Dodge.Default.Room
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Placements
import Dodge.Room.Link
import Dodge.Room.Procedural
--import Dodge.Layout.Tree.Either
import Dodge.LevelGen.Data
--import Dodge.LevelGen.Data
import Dodge.LevelGen.Switch
import Dodge.RandomHelp
import Dodge.Creature.Inanimate
+2 -2
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@@ -6,11 +6,11 @@ import Dodge.Data
import Dodge.Creature
import Dodge.Creature.State.Data
--import Dodge.Creature.Inanimate
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.Procedural
import Dodge.Room.Link
import Dodge.RandomHelp
import Dodge.LevelGen.Data
--import Dodge.LevelGen.Data
import Geometry.Data
import Control.Lens
+1 -1
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@@ -5,7 +5,7 @@ module Dodge.Room.Path
, createPathGrid
)
where
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.LevelGen.StaticWalls
import Geometry
-1
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@@ -11,7 +11,6 @@ module Dodge.Room.Procedural
) where
import Dodge.Data
import Dodge.Default.Wall
import Dodge.Room.Data
import Dodge.Placements
import Dodge.Room.Link
import Dodge.Room.Path
+2 -3
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@@ -2,14 +2,13 @@
module Dodge.Room.RoadBlock
where
import Geometry
--import Dodge.Data
import Dodge.Default.Room
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.Link
import Dodge.Placements
import Dodge.Room.Corridor
import Dodge.Room.Furniture
import Dodge.LevelGen.Data
--import Dodge.LevelGen.Data
--import Dodge.Default.Wall
--import Dodge.RandomHelp
import Dodge.Creature
+1 -1
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@@ -10,7 +10,7 @@ import Dodge.Default.Wall
import Dodge.Layout.Tree.Polymorphic
import Dodge.Layout.Tree.Either
import Dodge.Placements
import Dodge.Room.Data
--import Dodge.LevelGen.Data
import Dodge.Room.Procedural
import Dodge.Room.Corridor
import Dodge.Room.Link
+9 -11
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@@ -1,5 +1,5 @@
module Dodge.Room.Start where
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.Door
import Dodge.Room.Link
import Dodge.Room.Procedural
@@ -7,7 +7,7 @@ import Dodge.Room.Foreground
import Dodge.Room.Furniture
import Dodge.Placements
import Dodge.Layout.Tree.Polymorphic
import Dodge.LevelGen.Data
--import Dodge.LevelGen.Data
import Geometry.Data
import Color
import Shape
@@ -25,13 +25,8 @@ startRoom :: RandomGen g => State g (Tree (Either Room Room))
startRoom = do
w <- state $ randomR (100,400)
h <- state $ randomR (200,400)
let fground = sPS (V2 0 0) 0 $ PutForeground $
girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
treeFromPost [Left rezBox, Left door] . Right
<$> randomiseOutLinks (shiftRoomBy (V2 (-20) (-20),0)
$ roomRectAutoLinks w h & rmPmnts %~
(
[ fground
let plmnts =
[ sPS (V2 0 0) 0 $ PutForeground $ girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
, mntLS jShape (V2 0 (h/3)) (V3 40 (h/3) 70)
, tankSquareEmboss4 (dim orange) 50 (h-60)
, tankSquare (dim orange) 50 50
@@ -39,6 +34,9 @@ startRoom = do
, lightSensor (V2 (0.8*w) (0.25*h)) 0
, putLasTurret & plSpot .~ PS (V2 (0.8*w) (0.8*h)) 0
, sps0 $ PutForeground $ colorSH orange $ pipePP 2 (V3 50 50 25) (V3 50 120 25)
] ++
)
]
treeFromPost [Left rezBox, Left door] . Right
<$> randomiseOutLinks
(shiftRoomBy (V2 (-20) (-20),0)
$ roomRectAutoLinks w h & rmPmnts %~ (plmnts ++)
)
+2 -2
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@@ -3,10 +3,10 @@ module Dodge.Room.Teleport
where
import Dodge.Data
import Dodge.Base
import Dodge.Room.Data
import Dodge.LevelGen.Data
import Dodge.Room.Procedural
import Dodge.Placements
import Dodge.LevelGen.Data
--import Dodge.LevelGen.Data
import Geometry
import Picture
import Dodge.WorldEvent.Explosion
-1
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@@ -5,7 +5,6 @@ Typically dead ends.
module Dodge.Room.Treasure
where
import Dodge.Data
import Dodge.Room.Data
import Dodge.Placements
import Dodge.Default.Room
import Dodge.LevelGen.Data