Make item display universal
This commit is contained in:
+4
-259
@@ -1,8 +1,8 @@
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{-# LANGUAGE TupleSections #-}
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--{-# LANGUAGE TupleSections #-}
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{-# LANGUAGE BangPatterns #-}
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{- |
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Basic helpers.
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Consider splitting. -}
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These modules should have few dependencies. -}
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module Dodge.Base
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( module Dodge.Base
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, module Dodge.Base.Arithmetic
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@@ -20,20 +20,17 @@ import Dodge.Base.Arithmetic
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import Dodge.Base.NewID
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import Dodge.Base.Coordinate
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import Dodge.Base.CardinalPoint
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import Dodge.Zone
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--import Dodge.Zone
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--import Dodge.Zone.Data
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import Dodge.Base.Window
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import Dodge.Base.Collide
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import Geometry
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--import Picture
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import qualified IntMapHelp as IM
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import FoldableHelp
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import qualified FoldlHelp as L
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--import FoldableHelp
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import Dodge.Base.You
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import Control.Lens
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import Data.Monoid
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import Data.Maybe
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--import Data.Bifunctor
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--import qualified Data.IntSet as IS
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--import qualified Data.Set as S
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@@ -42,34 +39,6 @@ import Data.Maybe
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allWalls :: World -> IM.IntMap Wall
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allWalls = IM.unions . concatMap IM.elems . IM.elems . _znObjects . _wallsZone
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creatureNearPoint :: Point2 -> World -> Maybe Creature
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creatureNearPoint = creatureNearPointI 1
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creatureNearPointI :: Int -> Point2 -> World -> Maybe Creature
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creatureNearPointI n p = L.fold (L.minimumOn (dist p . _crPos)) . creaturesNearPointI n p
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creaturesNearPoint :: Point2 -> World -> IM.IntMap Creature
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creaturesNearPoint = creaturesNearPointI 1
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creaturesNearPointI :: Int -> Point2 -> World -> IM.IntMap Creature
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creaturesNearPointI n p w = IM.unions
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[f b $ f a $ _znObjects $ _creaturesZone w | a<-[x-n..x+n] , b<-[y-n..y+n]]
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where
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(x,y) = crZoneOfPoint p
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f i m = fromMaybe IM.empty $ IM.lookup i m
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-- possible BUG, occurs when used in thingsHitLongLine
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creaturesAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
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--creaturesAlongLine a b w = IM.unions [f y $ f x $ _creaturesZone w | (x,y) <- zoneOfLine a b]
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-- where f i m = case IM.lookup i m of Just val -> val
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-- _ -> IM.empty
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creaturesAlongLine a b w = IM.foldrWithKey' g IM.empty (zoneOfLineIntMap a b)
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where
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g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _znObjects $ _creaturesZone w) s))
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f i = fromMaybe IM.empty . IM.lookup i
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-- f i m = case IM.lookup i m of Just val -> val
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-- _ -> IM.empty
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{- | Expands a line out to a given thickness. -}
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lineGeom :: Float -> Point2 -> Point2 -> [Point2]
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@@ -131,225 +100,6 @@ adjustIMZone f x y n = IM.adjust f' x
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where
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f' = IM.adjust f'' y
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f'' = IM.adjust f n
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--{- | Finds unused projectile key. -}
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--newProjectileKey :: World -> Int
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--newProjectileKey = IM.newKey . _props
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--{- | Finds unused creature key. -}
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--newCrKey :: World -> Int
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--newCrKey = IM.newKey . _creatures
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-- | Looks for overlap of a circle with walls.
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-- If found, gives wall
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overlapCircWallsReturnWall :: Point2 -> Float -> IM.IntMap Wall -> Maybe Wall
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overlapCircWallsReturnWall p rad
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= L.fold (safeMinimumOnMaybeL (fmap (dist p) . f . _wlLine))
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where
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f (a,b) = intersectSegSeg p (p -.- rad *.* vNormal (normalizeV (a -.- b))) a b
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-- | Looks for any collision of a circle with walls.
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-- If found, gives point and reflection velocity, reflection damped in normal.
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-- note that in this version the circle can overlap the wall
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collidePointAnyWallsReflect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collidePointAnyWallsReflect p1 p2
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= getFirst
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. foldMap (First . findPoint . _wlLine)
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where
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findPoint (x,y) = case intersectSegSeg p1 p2 x y of
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Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
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Nothing -> Nothing
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-- | Looks for collision of a point with walls.
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-- If found, gives collision point
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-- If not found, returns point
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collidePointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
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collidePointWalls p1 p2
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= foldr findPoint p2 . fmap _wlLine
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where
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findPoint (x,y) p = fromMaybe p $ intersectSegSeg p1 p x y
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collidePointWallsFilter :: (Wall -> Bool) -> Point2 -> Point2 -> IM.IntMap Wall -> Point2
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collidePointWallsFilter t p1 p2 = foldr findPoint p2 . fmap _wlLine . IM.filter t
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where
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findPoint (x,y) p = fromMaybe p $ intersectSegSeg p1 p x y
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collidePointWallsFilter' :: (Wall -> Bool) -> Point2 -> Point2 -> IM.IntMap Wall -> Point2
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collidePointWallsFilter' t p1 p2 = foldl' findPoint p2 . fmap _wlLine . IM.filter t
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where
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findPoint p = fromMaybe p . uncurry (intersectSegSeg p1 p)
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-- | Looks for first collision of a circle with walls.
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-- If found, gives point and reflection velocity, reflection damped in normal.
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-- note that the "intersection" point is the center of the circle flush against the wall
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collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collideCircWalls' p1 p2 rad = either (const Nothing) Just . foldr findPoint (Left p2)
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where
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findPoint wl eip = maybe eip Right $ doReflection (getp eip) $ shiftByRad $ _wlLine wl
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getp (Left p) = p
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getp (Right (p,_)) = p
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doReflection p (x,y) = case intersectSegSeg p1 p x y of
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Nothing -> Nothing
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Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
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shiftByRad (a,b) =
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(g $ a +.+ rad *.* normalizeV (a -.-b)
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,g $ b +.+ rad *.* normalizeV (b -.-a)
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)
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where
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g = ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
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-- | Looks for first collision of a circle with walls.
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-- If found, gives point and reflection velocity, reflection damped in normal.
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collideCircWalls :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collideCircWalls p1 p2 rad
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= safeMinimumOn (dist p1 . fst)
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. IM.mapMaybe
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(( \(x:y:_) -> fmap
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((, reflectInParam 0.5 (x -.- y) (p2 -.- p1))
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. (+.+ normalizeV (vNormal (x -.- y)))
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)
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(intersectSegSeg p1 p2 x y)
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)
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. shiftByRad . _wlLine
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)
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where
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shiftByRad (a,b) = map ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
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[a +.+ rad *.* normalizeV (a -.-b)
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,b +.+ rad *.* normalizeV (b -.-a)
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]
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-- this shifts the wall out, and for outer corners extends the wall
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-- not sure what this does for inner corners, hopefully won't cause a problem
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-- the alternative would be to separately bounce off corner points...
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-- unfortunately, doesn't allow for collisions when the circle spawns on the
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-- wall
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-- | Looks for first collision of a point with a list of lines.
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-- If found, gives point and normal of wall.
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--collidePointLines :: Point2 -> Point2 -> [Wall'] -> Maybe (Point2,Point2)
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--collidePointLines p1 p2 ws
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-- = safeMinimumOn f
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-- $ mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
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-- . _wlLine') ws
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-- where
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-- f (a,_) = magV (p1 -.- a)
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--
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-- | Looks for first collision of a point with walls.
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-- If found, gives point and normal of wall.
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collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collidePointWallsNorm p1 p2 ws
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= safeMinimumOn (dist p1 . fst)
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$ IM.mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
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. _wlLine) ws
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-- | Returns the first creature, if any, that a point intersects with.
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collidePointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe Int
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collidePointCreatures p1 p2 = fmap fst
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. safeMinimumOn snd
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. IM.toList
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. IM.mapMaybe (\x -> dist p1 <$> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
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-- | As for 'collidePointCreatures', only increases the radius of creatures by a
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--fixed amount, thus collides a moving circle with creaures.
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collideCircCreatures :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe Int
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collideCircCreatures p1 p2 rad = collidePointCreatures p1 p2 . fmap (crRad +~ rad)
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-- | Returns the first creature id, if any, that a point intersects with, gives point
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--in creature on line.
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collidePointCrsPoint :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Int)
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collidePointCrsPoint p1 p2 = fmap f
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. safeMinimumOn (dist p1 . snd)
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. IM.toList
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. IM.mapMaybe (\x -> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
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where
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f (cID,p) = (p,cID)
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{- | Finds the first creature hit on a line.
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Maybe evaluates the creature id and hit point. -}
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collideCircCrsPoint :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe (Point2,Int)
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collideCircCrsPoint p1 p2 rad = collidePointCrsPoint p1 p2 . fmap (crRad +~ rad)
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---- | Makes a creature not hittable.
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--collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
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--collidePointCrsWithoutPoint cid p1 p2 w
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-- = fmap f
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-- . safeMinimumOn (snd . snd)
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-- . IM.toList
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-- . IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
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-- . IM.delete cid
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-- $ _creatures w
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-- where
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-- f (cID,(p,_)) = (p,cID)
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{- | Test if a circle collides with any wall.
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- Note no check on whether the wall is walkable. -}
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circOnSomeWall :: Point2 -> Float -> World -> Bool
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circOnSomeWall p rad
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= any (\(x,y) -> circOnSeg x y p rad)
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. fmap _wlLine
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. IM.elems
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. wallsNearPoint p
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{- | Test whether there is a creature of weight 4 or greater near a line. -}
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isHeavyCrNearLine
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:: Float
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-> [Point2]
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-> World
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-> Bool
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isHeavyCrNearLine d (p1:p2:_)
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= any (\c -> circOnSeg p1 p2 (_crPos c) (d + _crRad c))
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. IM.filter (\cr -> _crMass cr > 4)
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. _creatures
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isHeavyCrNearLine _ _ = error "Testing whether creature is near empty line"
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{- | Adds the distance to the creature radius, tests whether the center is in
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the circle of this size centered at the point -}
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crsNearPoint :: Float -> Point2 -> World -> Bool
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crsNearPoint d p = any (\c -> dist (_crPos c) p < (d + _crRad c)) . _creatures
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{- | Produce an unordered list of creatures on a line. -}
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crsOnLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
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crsOnLine p1 p2
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= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr))
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. _creatures
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{- | Produce an unordered list of creatures on a wide line. -}
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crsOnThickLine :: Float -> Point2 -> Point2 -> World -> IM.IntMap Creature
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crsOnThickLine thickness p1 p2
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= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr + thickness))
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. _creatures
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{- | Find 'Maybe' the closest creature to a point, within a circle.
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-}
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nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
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nearestCrInRad p r
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= safeMinimumOn (dist p . _crPos)
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. IM.filter (\cr -> dist p (_crPos cr) < r)
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. _creatures
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{- | Find 'Maybe' the closest creature in front of a point in a right-angle-triangle shape. -}
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nearestCrInTri
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:: Point2
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-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
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-> Float -- ^ Distance.
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-> World -> Maybe Creature
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nearestCrInTri p dir x
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= safeMinimumOn (dist p . _crPos)
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. IM.filter (\cr -> pointInPolygon (_crPos cr) tri)
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. _creatures
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where
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tri =
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[p
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,p +.+ rotateV (dir-pi/4) (V2 x 0)
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,p +.+ rotateV (dir+pi/4) (V2 x 0)
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]
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{- | Find 'Maybe' the closes creature in front of a point in a given direction for
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a given distance.
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The shapes within which creatures are searched are a triangle then rectangle. -}
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nearestCrInFront
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:: Point2
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-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
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-> Float -- ^ Distance.
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-> World -> Maybe Creature
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nearestCrInFront p dir x
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= safeMinimumOn (dist p . _crPos)
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. IM.filter (\cr -> pointInPolygon (_crPos cr) rec)
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. _creatures
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where
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rec = [p, pR, pR1, pL1, pL ]
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pR = p +.+ rotateV (dir - pi*(3/8)) (V2 (x/2) 0)
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pL = p +.+ rotateV (dir + pi*(3/8)) (V2 (x/2) 0)
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pR1 = pR +.+ rotateV dir (V2 (x/2) 0)
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pL1 = pL +.+ rotateV dir (V2 (x/2) 0)
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{- | Test whether a creature is in a polygon. -}
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crInPolygon :: Creature -> [Point2] -> Bool
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crInPolygon = pointInPolygon . _crPos
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{- | Create a logistic function given three parameters. -}
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logistic :: Float -> Float -> Float -> (Float -> Float)
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@@ -375,11 +125,6 @@ mvPointToward !ep !p
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| dist p ep < 1 = ep
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| otherwise = p +.+ normalizeV (ep -.- p)
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isAnimate :: Creature -> Bool
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{-# INLINE isAnimate #-}
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isAnimate cr = case _crActionPlan cr of
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Inanimate -> False
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_ -> True
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sigmoid :: Floating a => a -> a
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sigmoid x = x/sqrt(1+x^(2::Int))
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@@ -16,6 +16,23 @@ module Dodge.Base.Collide
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, wlIsSeeThrough
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, wallsOnCirc
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, wallsOnLineHit
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, collideCircWalls
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, collideCircWalls'
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, circOnSomeWall
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, collidePointWalls
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, collidePointWallsNorm
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, collidePointWalls'
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, overlapCircWallsReturnWall
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, collideCircCrsPoint
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, collideCircCreatures
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, collidePointCreatures
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, collidePointAnyWallsReflect
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, crsNearPoint
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, crsOnLine
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, crsOnThickLine
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, nearestCrInRad
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, nearestCrInTri
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, nearestCrInFront
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) where
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import Dodge.Data
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import Dodge.Zone
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@@ -28,6 +45,7 @@ import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import qualified FoldlHelp as L
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import Data.Monoid
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hasLOS :: Point2 -> Point2 -> World -> Bool
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{-# INLINE hasLOS #-}
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@@ -323,3 +341,196 @@ wallsOnCirc p r = IM.filter f
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--wallNormal :: Wall -> Point2
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--wallNormal = normalizeV . vNormal . uncurry (-.-) . _wlLine
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-- | Looks for overlap of a circle with walls.
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-- If found, gives wall
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overlapCircWallsReturnWall :: Point2 -> Float -> IM.IntMap Wall -> Maybe Wall
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overlapCircWallsReturnWall p rad
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= L.fold (safeMinimumOnMaybeL (fmap (dist p) . f . _wlLine))
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where
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f (a,b) = intersectSegSeg p (p -.- rad *.* vNormal (normalizeV (a -.- b))) a b
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-- | Looks for any collision of a circle with walls.
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-- If found, gives point and reflection velocity, reflection damped in normal.
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-- note that in this version the circle can overlap the wall
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collidePointAnyWallsReflect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collidePointAnyWallsReflect p1 p2
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= getFirst
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. foldMap (First . findPoint . _wlLine)
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where
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findPoint (x,y) = case intersectSegSeg p1 p2 x y of
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Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
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Nothing -> Nothing
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-- | Looks for collision of a point with walls.
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-- If found, gives collision point
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-- If not found, returns point
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collidePointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
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collidePointWalls p1 p2 = foldr findPoint p2 . fmap _wlLine
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where
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findPoint (x,y) p = fromMaybe p $ intersectSegSeg p1 p x y
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collidePointWalls' :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
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collidePointWalls' p1 p2 = foldl' findPoint p2 . fmap _wlLine
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where
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findPoint p = fromMaybe p . uncurry (intersectSegSeg p1 p)
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-- | Looks for first collision of a circle with walls.
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-- If found, gives point and reflection velocity, reflection damped in normal.
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-- note that the "intersection" point is the center of the circle flush against the wall
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collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collideCircWalls' p1 p2 rad = either (const Nothing) Just . foldr findPoint (Left p2)
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where
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findPoint wl eip = maybe eip Right $ doReflection (getp eip) $ shiftByRad $ _wlLine wl
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getp (Left p) = p
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getp (Right (p,_)) = p
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doReflection p (x,y) = case intersectSegSeg p1 p x y of
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Nothing -> Nothing
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Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
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shiftByRad (a,b) =
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(g $ a +.+ rad *.* normalizeV (a -.-b)
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,g $ b +.+ rad *.* normalizeV (b -.-a)
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)
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where
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g = ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
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-- | Looks for first collision of a circle with walls.
|
||||
-- If found, gives point and reflection velocity, reflection damped in normal.
|
||||
collideCircWalls :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collideCircWalls p1 p2 rad
|
||||
= safeMinimumOn (dist p1 . fst)
|
||||
. IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap
|
||||
((, reflectInParam 0.5 (x -.- y) (p2 -.- p1))
|
||||
. (+.+ normalizeV (vNormal (x -.- y)))
|
||||
)
|
||||
(intersectSegSeg p1 p2 x y)
|
||||
)
|
||||
. shiftByRad . _wlLine
|
||||
)
|
||||
where
|
||||
shiftByRad (a,b) = map ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
|
||||
[a +.+ rad *.* normalizeV (a -.-b)
|
||||
,b +.+ rad *.* normalizeV (b -.-a)
|
||||
]
|
||||
-- this shifts the wall out, and for outer corners extends the wall
|
||||
-- not sure what this does for inner corners, hopefully won't cause a problem
|
||||
-- the alternative would be to separately bounce off corner points...
|
||||
-- unfortunately, doesn't allow for collisions when the circle spawns on the
|
||||
-- wall
|
||||
|
||||
-- | Looks for first collision of a point with a list of lines.
|
||||
-- If found, gives point and normal of wall.
|
||||
--collidePointLines :: Point2 -> Point2 -> [Wall'] -> Maybe (Point2,Point2)
|
||||
--collidePointLines p1 p2 ws
|
||||
-- = safeMinimumOn f
|
||||
-- $ mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
|
||||
-- . _wlLine') ws
|
||||
-- where
|
||||
-- f (a,_) = magV (p1 -.- a)
|
||||
--
|
||||
|
||||
-- | Looks for first collision of a point with walls.
|
||||
-- If found, gives point and normal of wall.
|
||||
collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collidePointWallsNorm p1 p2 ws
|
||||
= safeMinimumOn (dist p1 . fst)
|
||||
$ IM.mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
|
||||
. _wlLine) ws
|
||||
-- | Returns the first creature, if any, that a point intersects with.
|
||||
collidePointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe Int
|
||||
collidePointCreatures p1 p2 = fmap fst
|
||||
. safeMinimumOn snd
|
||||
. IM.toList
|
||||
. IM.mapMaybe (\x -> dist p1 <$> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
|
||||
-- | As for 'collidePointCreatures', only increases the radius of creatures by a
|
||||
--fixed amount, thus collides a moving circle with creaures.
|
||||
collideCircCreatures :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe Int
|
||||
collideCircCreatures p1 p2 rad = collidePointCreatures p1 p2 . fmap (crRad +~ rad)
|
||||
|
||||
-- | Returns the first creature id, if any, that a point intersects with, gives point
|
||||
--in creature on line.
|
||||
collidePointCrsPoint :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Int)
|
||||
collidePointCrsPoint p1 p2 = fmap f
|
||||
. safeMinimumOn (dist p1 . snd)
|
||||
. IM.toList
|
||||
. IM.mapMaybe (\x -> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
|
||||
where
|
||||
f (cID,p) = (p,cID)
|
||||
{- | Finds the first creature hit on a line.
|
||||
Maybe evaluates the creature id and hit point. -}
|
||||
collideCircCrsPoint :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe (Point2,Int)
|
||||
collideCircCrsPoint p1 p2 rad = collidePointCrsPoint p1 p2 . fmap (crRad +~ rad)
|
||||
|
||||
---- | Makes a creature not hittable.
|
||||
--collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
|
||||
--collidePointCrsWithoutPoint cid p1 p2 w
|
||||
-- = fmap f
|
||||
-- . safeMinimumOn (snd . snd)
|
||||
-- . IM.toList
|
||||
-- . IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
|
||||
-- . IM.delete cid
|
||||
-- $ _creatures w
|
||||
-- where
|
||||
-- f (cID,(p,_)) = (p,cID)
|
||||
{- | Test if a circle collides with any wall.
|
||||
- Note no check on whether the wall is walkable. -}
|
||||
circOnSomeWall :: Point2 -> Float -> World -> Bool
|
||||
circOnSomeWall p rad
|
||||
= any (\(x,y) -> circOnSeg x y p rad)
|
||||
. fmap _wlLine
|
||||
. IM.elems
|
||||
. wallsNearPoint p
|
||||
{- | Adds the distance to the creature radius, tests whether the center is in
|
||||
the circle of this size centered at the point -}
|
||||
crsNearPoint :: Float -> Point2 -> World -> Bool
|
||||
crsNearPoint d p = any (\c -> dist (_crPos c) p < (d + _crRad c)) . _creatures
|
||||
{- | Produce an unordered list of creatures on a line. -}
|
||||
crsOnLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
|
||||
crsOnLine p1 p2
|
||||
= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr))
|
||||
. _creatures
|
||||
{- | Produce an unordered list of creatures on a wide line. -}
|
||||
crsOnThickLine :: Float -> Point2 -> Point2 -> World -> IM.IntMap Creature
|
||||
crsOnThickLine thickness p1 p2
|
||||
= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr + thickness))
|
||||
. _creatures
|
||||
{- | Find 'Maybe' the closest creature to a point, within a circle.
|
||||
-}
|
||||
nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
|
||||
nearestCrInRad p r
|
||||
= safeMinimumOn (dist p . _crPos)
|
||||
. IM.filter (\cr -> dist p (_crPos cr) < r)
|
||||
. _creatures
|
||||
{- | Find 'Maybe' the closest creature in front of a point in a right-angle-triangle shape. -}
|
||||
nearestCrInTri
|
||||
:: Point2
|
||||
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
|
||||
-> Float -- ^ Distance.
|
||||
-> World -> Maybe Creature
|
||||
nearestCrInTri p dir x
|
||||
= safeMinimumOn (dist p . _crPos)
|
||||
. IM.filter (\cr -> pointInPolygon (_crPos cr) tri)
|
||||
. _creatures
|
||||
where
|
||||
tri =
|
||||
[p
|
||||
,p +.+ rotateV (dir-pi/4) (V2 x 0)
|
||||
,p +.+ rotateV (dir+pi/4) (V2 x 0)
|
||||
]
|
||||
{- | Find 'Maybe' the closes creature in front of a point in a given direction for
|
||||
a given distance.
|
||||
The shapes within which creatures are searched are a triangle then rectangle. -}
|
||||
nearestCrInFront
|
||||
:: Point2
|
||||
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
|
||||
-> Float -- ^ Distance.
|
||||
-> World -> Maybe Creature
|
||||
nearestCrInFront p dir x
|
||||
= safeMinimumOn (dist p . _crPos)
|
||||
. IM.filter (\cr -> pointInPolygon (_crPos cr) rec)
|
||||
. _creatures
|
||||
where
|
||||
rec = [p, pR, pR1, pL1, pL ]
|
||||
pR = p +.+ rotateV (dir - pi*(3/8)) (V2 (x/2) 0)
|
||||
pL = p +.+ rotateV (dir + pi*(3/8)) (V2 (x/2) 0)
|
||||
pR1 = pR +.+ rotateV dir (V2 (x/2) 0)
|
||||
pL1 = pL +.+ rotateV dir (V2 (x/2) 0)
|
||||
|
||||
@@ -18,6 +18,7 @@ import Dodge.Data
|
||||
import Dodge.Creature.Test
|
||||
import Dodge.Creature.Volition
|
||||
import Dodge.Base
|
||||
import Dodge.Zone
|
||||
import Geometry
|
||||
import FoldableHelp
|
||||
|
||||
|
||||
@@ -108,3 +108,9 @@ crNearSeg d p1 p2 cr = circOnSeg p1 p2 (_crPos cr) (_crRad cr + d)
|
||||
|
||||
crNearPoint :: Float -> Point2 -> Creature -> Bool
|
||||
crNearPoint d p cr = dist (_crPos cr) p < d + _crRad cr
|
||||
|
||||
isAnimate :: Creature -> Bool
|
||||
{-# INLINE isAnimate #-}
|
||||
isAnimate cr = case _crActionPlan cr of
|
||||
Inanimate -> False
|
||||
_ -> True
|
||||
|
||||
+1
-2
@@ -506,7 +506,6 @@ data Item = Item
|
||||
, _itIsHeld :: Bool
|
||||
, _itEffect :: ItEffect
|
||||
, _itInvSize :: Float
|
||||
, _itInvDisplay :: Item -> [String]
|
||||
, _itInvColor :: Color
|
||||
, _itTargeting :: Targeting
|
||||
, _itDimension :: ItemDimension
|
||||
@@ -1400,7 +1399,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
|
||||
| PutButton {_putButton :: Button}
|
||||
| PutProp Prop
|
||||
| PutTerminal {_unputTerminal :: Terminal}
|
||||
| PutFlIt Item
|
||||
| PutFlIt {_putItem :: Item}
|
||||
| PutPPlate PressPlate
|
||||
| PutBlock {_putBlock :: Block, _putWall :: Wall, _putPoly :: [Point2] }
|
||||
| PutCoord Point2
|
||||
|
||||
@@ -1,21 +1,10 @@
|
||||
module Dodge.Default.Item
|
||||
( basicItemDisplay
|
||||
, maybeWarmupStatus
|
||||
, maybeRateStatus
|
||||
, moduleStrings
|
||||
, defaultItem
|
||||
( defaultItem
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Padding
|
||||
import Dodge.Inventory.ItemSpace
|
||||
import Dodge.Module
|
||||
import Picture
|
||||
import Shape
|
||||
|
||||
import Data.Maybe
|
||||
import Data.Sequence
|
||||
import Control.Lens
|
||||
|
||||
defaultItem :: Item
|
||||
defaultItem = Item
|
||||
{ _itCurseStatus = Uncursed
|
||||
@@ -25,7 +14,6 @@ defaultItem = Item
|
||||
, _itID = Nothing
|
||||
, _itIsHeld = False
|
||||
, _itInvColor = yellow
|
||||
, _itInvDisplay = basicItemDisplay
|
||||
, _itInvSize = 1
|
||||
, _itInvPos = Nothing
|
||||
, _itDimension = ItemDimension 0 0 NoPortage (const mempty)
|
||||
@@ -39,51 +27,5 @@ defaultItem = Item
|
||||
, _itValue = ItemValue 0 MundaneItem
|
||||
}
|
||||
|
||||
{- | Displays the item name, ammo if loaded, and any selected '_itCharMode'. -}
|
||||
-- TODO make work on remote launchers
|
||||
basicItemDisplay :: Item -> [String]
|
||||
basicItemDisplay it = Prelude.take (itSlotsTaken it) $
|
||||
(midPadL 15 ' ' thename (' ' : thenumber) ++ theparam)
|
||||
: catMaybes [maybeWarmupStatus it]
|
||||
++ moduleStrings it ++ repeat "*"
|
||||
where
|
||||
thename = show . _iyBase $ _itType it
|
||||
thenumber = case it ^? itConsumption of
|
||||
Just am@LoadableAmmo{} -> case _laReloadState am of
|
||||
Nothing' -> show (_laLoaded am)
|
||||
Just' x -> show x ++ "R" ++ show (_laLoaded am)
|
||||
Just am@ChargeableAmmo{} -> show $ _wpCharge am
|
||||
Just x@ItemItselfConsumable{} -> show (_icAmount x)
|
||||
Just NoConsumption -> ""
|
||||
Nothing -> ""
|
||||
theparam = fromMaybe []
|
||||
. listToMaybe
|
||||
$ mapMaybe ($ it)
|
||||
[ maybeModeStatus
|
||||
-- , maybeWarmupStatus
|
||||
-- , maybeRateStatus
|
||||
]
|
||||
-- this can be moved to Dodge/Module and unified with moduleSizes
|
||||
|
||||
maybeModeStatus :: Item -> Maybe String
|
||||
maybeModeStatus it = case it ^? itAttachment of
|
||||
Just AttachCharMode {_atCharMode = (c :<| _)} -> Just [' ',c]
|
||||
Just AttachMode {_atMode = i} -> Just $ show i
|
||||
_ -> Nothing
|
||||
|
||||
maybeRateStatus :: Item -> Maybe String
|
||||
maybeRateStatus it = case it ^? itUse . useDelay . rateMaxMax of
|
||||
Nothing -> Nothing
|
||||
_ -> Just $ leftPad 3 ' ' (show (_rateMax . _useDelay $ _itUse it))
|
||||
|
||||
maybeWarmupStatus :: Item -> Maybe String
|
||||
maybeWarmupStatus it = case it ^? itUse . useDelay . warmMax of
|
||||
Nothing -> Nothing
|
||||
Just m -> case m - (_warmTime . _useDelay $ _itUse it) of
|
||||
x | x <= 1 -> Just "*WARM"
|
||||
| otherwise -> let n = show x
|
||||
in Just $ Prelude.take (5 - Prelude.length n) "*WARM" ++ n
|
||||
|
||||
defaultItemType :: ItemType
|
||||
defaultItemType = ItemType NOTDEFINED mempty NoStack
|
||||
|
||||
|
||||
@@ -107,7 +107,6 @@ defaultGun = defaultItem
|
||||
, _itInvPos = Nothing
|
||||
, _itIsHeld = False
|
||||
, _itEffect = NoItEffect
|
||||
, _itInvDisplay = basicItemDisplay
|
||||
, _itInvColor = white
|
||||
, _itInvSize = 1
|
||||
, _itParams = NoParams
|
||||
|
||||
+1
-5
@@ -39,11 +39,7 @@ import Data.List (intersperse)
|
||||
initialAnoTree :: Annotation
|
||||
initialAnoTree = OnwardList
|
||||
$ intersperse (AnTree corDoor)
|
||||
-- [ IntAnno $ AnTree . startRoom
|
||||
[ AnRoom tanksPipesRoom
|
||||
, AnRoom tanksPipesRoom
|
||||
, AnRoom $ tanksRoom [] []
|
||||
, AnRoom roomPillarsPassage
|
||||
[ IntAnno $ AnTree . startRoom
|
||||
, AnTree firstBreather
|
||||
-- , (SpecificRoom . return . tToBTree $ treePost [corridor,corridor,cleatOnward corridor])
|
||||
, AnRoom $ roomCCrits 10
|
||||
|
||||
@@ -0,0 +1,60 @@
|
||||
module Dodge.Item.Display where
|
||||
import Dodge.Module
|
||||
import Dodge.Data
|
||||
import Dodge.Inventory.ItemSpace
|
||||
import Padding
|
||||
import LensHelp
|
||||
|
||||
import Data.Maybe
|
||||
import Data.Sequence
|
||||
|
||||
itemString :: Item -> String
|
||||
itemString = head . itemDisplay
|
||||
|
||||
{- | Displays the item name, ammo if loaded, and any selected '_itCharMode'. -}
|
||||
-- TODO make work on remote launchers
|
||||
itemDisplay :: Item -> [String]
|
||||
itemDisplay it = Prelude.take (itSlotsTaken it) $
|
||||
(midPadL 15 ' ' thename (' ' : thenumber) ++ theparam)
|
||||
: catMaybes [maybeWarmupStatus it]
|
||||
++ moduleStrings it ++ repeat "*"
|
||||
where
|
||||
thename = show . _iyBase $ _itType it
|
||||
thenumber = case it ^? itConsumption of
|
||||
Just am@LoadableAmmo{} -> case _laReloadState am of
|
||||
Nothing' -> show (_laLoaded am)
|
||||
Just' x -> show x ++ "R" ++ show (_laLoaded am)
|
||||
Just am@ChargeableAmmo{} -> show $ _wpCharge am
|
||||
Just x@ItemItselfConsumable{} -> show (_icAmount x)
|
||||
Just NoConsumption -> ""
|
||||
Nothing -> ""
|
||||
theparam = fromMaybe []
|
||||
. listToMaybe
|
||||
$ mapMaybe ($ it)
|
||||
[ maybeModeStatus
|
||||
-- , maybeWarmupStatus
|
||||
-- , maybeRateStatus
|
||||
]
|
||||
|
||||
-- & itInvDisplay .~ \it -> head (basicItemDisplay it) :
|
||||
-- ["*FIRERATE:" ++ fromMaybe "" (maybeRateStatus it)
|
||||
-- ]
|
||||
|
||||
maybeWarmupStatus :: Item -> Maybe String
|
||||
maybeWarmupStatus it = case it ^? itUse . useDelay . warmMax of
|
||||
Nothing -> Nothing
|
||||
Just m -> case m - (_warmTime . _useDelay $ _itUse it) of
|
||||
x | x <= 1 -> Just "*WARM"
|
||||
| otherwise -> let n = show x
|
||||
in Just $ Prelude.take (5 - Prelude.length n) "*WARM" ++ n
|
||||
|
||||
maybeModeStatus :: Item -> Maybe String
|
||||
maybeModeStatus it = case it ^? itAttachment of
|
||||
Just AttachCharMode {_atCharMode = (c :<| _)} -> Just [' ',c]
|
||||
Just AttachMode {_atMode = i} -> Just $ show i
|
||||
_ -> Nothing
|
||||
|
||||
maybeRateStatus :: Item -> Maybe String
|
||||
maybeRateStatus it = case it ^? itUse . useDelay . rateMaxMax of
|
||||
Nothing -> Nothing
|
||||
_ -> Just $ leftPad 3 ' ' (show (_rateMax . _useDelay $ _itUse it))
|
||||
@@ -139,10 +139,6 @@ flatShield = defaultEquipment
|
||||
, _heldScroll = \_ _ -> id
|
||||
}
|
||||
, _itInvSize = 3
|
||||
, _itInvDisplay = \it -> head (basicItemDisplay it) :
|
||||
["*" ++ replicate 13 ' ' ++ "*"
|
||||
,"*" ++ replicate 13 ' ' ++ "*"
|
||||
]
|
||||
}
|
||||
& itType . iyBase .~ FLATSHIELD
|
||||
flatShieldEquipSPic :: Item -> SPic
|
||||
|
||||
@@ -7,7 +7,6 @@ module Dodge.Item.Weapon.BulletGun.Rod
|
||||
, machineGun
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Default.Item
|
||||
import Dodge.Item.Weapon.BulletGun.Clip
|
||||
import Dodge.Particle.HitEffect
|
||||
import Dodge.Particle.Damage
|
||||
@@ -33,7 +32,6 @@ import Shape
|
||||
--import Sound.Data
|
||||
import LensHelp
|
||||
|
||||
import Data.Maybe
|
||||
--import qualified Data.Sequence as Seq
|
||||
--import Control.Lens
|
||||
--import Control.Monad.State
|
||||
@@ -150,6 +148,3 @@ machineGun = bangRod
|
||||
& itConsumption . laReloadTime .~ 75
|
||||
& itInvSize .~ 3
|
||||
& itParams. torqueAfter .~ 0.2 -- not sure if this is necessary?
|
||||
& itInvDisplay .~ \it -> head (basicItemDisplay it) :
|
||||
["*FIRERATE:" ++ fromMaybe "" (maybeRateStatus it)
|
||||
]
|
||||
|
||||
@@ -16,6 +16,7 @@ module Dodge.Item.Weapon.ExtraEffect
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.Zone
|
||||
import Dodge.SoundLogic
|
||||
--import Dodge.Item.Weapon.Decoration
|
||||
import Dodge.Item.Weapon.UseEffect
|
||||
|
||||
@@ -5,7 +5,7 @@ module Dodge.Placement.Instance.Door
|
||||
, switchDoor -- not used 9/3/22
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
--import Dodge.Base
|
||||
import Color
|
||||
import Geometry
|
||||
import Dodge.LevelGen.Data
|
||||
|
||||
@@ -3,6 +3,7 @@ module Dodge.Render.HUD
|
||||
( hudDrawings
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Item.Display
|
||||
import Dodge.Combine
|
||||
import Dodge.Clock
|
||||
import Dodge.Base
|
||||
@@ -281,7 +282,7 @@ invDimColor :: Color
|
||||
invDimColor = greyN 0.7
|
||||
closeObjectToTextPictures :: Int -> Either FloorItem Button -> [Picture]
|
||||
closeObjectToTextPictures nfreeslots e = case e of
|
||||
Left flit -> let it = _flIt flit in map (applycolor it . textindent) $ _itInvDisplay it it
|
||||
Left flit -> let it = _flIt flit in map (applycolor it . textindent) $ itemDisplay it
|
||||
Right bt -> [color yellow $ textindent $ _btText bt]
|
||||
where
|
||||
textindent = text . (replicate clObjIntIn ' '++)
|
||||
@@ -369,9 +370,9 @@ mainListCursor c = openCursorAt 120 c 5 0
|
||||
itemText :: Item -> [Picture]
|
||||
{-# INLINE itemText #-}
|
||||
itemText it = f $ case _itCurseStatus it of
|
||||
UndroppableIdentified -> map (color yellow . text) (_itInvDisplay it it)
|
||||
UndroppableIdentified -> map (color yellow . text) (itemDisplay it)
|
||||
-- <> color (withAlpha 0.9 thecolor) (polygon (rectNSEW 110 (-65) 885 (-90)))
|
||||
_ -> map (color thecolor . text) (_itInvDisplay it it)
|
||||
_ -> map (color thecolor . text) (itemDisplay it)
|
||||
where
|
||||
thecolor = _itInvColor it
|
||||
f = take (itSlotsTaken it) . (++ replicate 10 (color (_itInvColor it) $ text "*"))
|
||||
|
||||
@@ -31,8 +31,7 @@ import Dodge.Room.Containing
|
||||
firstBreather :: State StdGen (MetaTree Room String)
|
||||
firstBreather = do
|
||||
itms <- takeOne
|
||||
[[]
|
||||
,[itemFromBase $ CRAFT TUBE]
|
||||
[[itemFromBase $ CRAFT TUBE]
|
||||
,[itemFromBase $ CRAFT PIPE]
|
||||
,[itemFromBase $ CRAFT HARDWARE]
|
||||
,[itemFromBase $ CRAFT CAN]
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
--{-# LANGUAGE TupleSections #-}
|
||||
module Dodge.Room.Containing where
|
||||
import Dodge.Data
|
||||
import Dodge.Item.Display
|
||||
import Dodge.Tree
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.PlacementSpot
|
||||
@@ -16,7 +17,9 @@ import Geometry
|
||||
--import Dodge.Item.Equipment
|
||||
|
||||
roomsContaining :: RandomGen g => [Creature] -> [Item] -> State g (MetaTree Room String)
|
||||
roomsContaining crs its = tToBTree "roomsContaining" <$> roomsContaining' crs its
|
||||
roomsContaining crs its = tToBTree str <$> roomsContaining' crs its
|
||||
where
|
||||
str = "roomsContaining "++ concatMap _crName crs ++ concatMap (head . itemDisplay) its
|
||||
|
||||
roomsContaining' :: RandomGen g => [Creature] -> [Item] -> State g (Tree Room)
|
||||
roomsContaining' crs its = do
|
||||
@@ -24,6 +27,7 @@ roomsContaining' crs its = do
|
||||
[ roomPillarsSquare <&> rmPmnts .++~ crsItmsUnused crs its
|
||||
, randomFourCornerRoomCrsIts crs its
|
||||
, tanksRoom crs its
|
||||
, tanksPipesRoom <&> rmPmnts ++.~ crsItmsUnused crs its
|
||||
, roomPillarsContaining crs its
|
||||
, roomPillarsPassage <&> rmPmnts .++~ crsItmsUnused crs its
|
||||
]
|
||||
|
||||
+14
-12
@@ -10,6 +10,7 @@ module Dodge.Room.Room
|
||||
, corDoor
|
||||
) where
|
||||
import Dodge.Cleat
|
||||
import Dodge.Item.Display
|
||||
import Dodge.Data
|
||||
import Dodge.PlacementSpot
|
||||
import Dodge.RoomLink
|
||||
@@ -135,8 +136,8 @@ roomCenterPillar = do
|
||||
]
|
||||
|
||||
{- Probabilites of the type of the first floor weapon. -}
|
||||
randFirstWeapon :: State StdGen PSType
|
||||
randFirstWeapon = takeOne $ map PutFlIt $
|
||||
randFirstWeapon :: State StdGen Item
|
||||
randFirstWeapon = takeOne $
|
||||
replicate 10 pistol
|
||||
++ replicate 5 (bangStick 4)
|
||||
++ replicate 5 (bangCaneX 3)
|
||||
@@ -148,7 +149,7 @@ weaponEmptyRoom = do
|
||||
w <- state $ randomR (220,300)
|
||||
h <- state $ randomR (220,300)
|
||||
let plmnts =
|
||||
[sPS (V2 (w/2) (h-40)) 0 $ RandPS randFirstWeapon
|
||||
[sPS (V2 (w/2) (h-40)) 0 $ RandPS $ fmap PutFlIt randFirstWeapon
|
||||
,sPS (V2 20 20) (pi/2) randC1
|
||||
,sPS (V2 (w-20) 20) (pi/2) randC1
|
||||
,mntLightLnkCond useUnusedLnk
|
||||
@@ -160,7 +161,7 @@ weaponEmptyRoom = do
|
||||
|
||||
weaponUnderCrits :: RandomGen g => Int -> State g (MetaTree Room String)
|
||||
weaponUnderCrits i = do
|
||||
let addwpat p = rmPmnts .:~ PickOnePlacement i (sPS p 0 $ RandPS randFirstWeapon)
|
||||
let addwpat p = rmPmnts .:~ PickOnePlacement i (sPS p 0 $ RandPS $ fmap PutFlIt randFirstWeapon)
|
||||
continuationRoom = treePost
|
||||
[ addwpat (V2 20 0) corridorN
|
||||
, addwpat (V2 20 0) corridorN
|
||||
@@ -185,13 +186,13 @@ weaponBehindPillar = do
|
||||
return $ treePost
|
||||
[ corridor
|
||||
, rcp & rmPmnts ++.~
|
||||
[sPS wpos wpa $ RandPS randFirstWeapon
|
||||
[sPS wpos wpa $ RandPS $ fmap PutFlIt randFirstWeapon
|
||||
,sPS cpos (argV $ V2 120 80 -.- cpos) randC1
|
||||
]
|
||||
, cleatOnward $ set rmPmnts [sPS (V2 20 60) (negate $ pi/2) randC1] corridorN
|
||||
]
|
||||
|
||||
weaponBetweenPillars :: RandomGen g => State g (Tree Room)
|
||||
weaponBetweenPillars :: State StdGen (MetaTree Room String)
|
||||
weaponBetweenPillars = do
|
||||
(w,wn) <- takeOne [(240,2),(340,3)]
|
||||
(h,hn) <- takeOne [(240,2),(340,3)]
|
||||
@@ -202,13 +203,14 @@ weaponBetweenPillars = do
|
||||
, any ((<100) . dist (_rpPos rp)) (usedRoomInLinkPoss r)
|
||||
]
|
||||
ncrits <- state $ randomR (1,3)
|
||||
wp <- randFirstWeapon
|
||||
critPlacementSpots <- replicateM ncrits $ randDirPS $ rprBool $ \rp r ->
|
||||
rpIsOnPath rp
|
||||
&& _rpPlacementUse rp == 0
|
||||
&& all ((>100) . dist (_rpPos rp)) (usedRoomLinkPoss r)
|
||||
fmap pure $ roomPillars 30 w h wn hn
|
||||
<&> rmPmnts .++~ sps wpPos (RandPS randFirstWeapon) : map (`sps` randC1) critPlacementSpots
|
||||
<&> cleatOnward
|
||||
(fmap pure $ roomPillars 30 w h wn hn
|
||||
<&> rmPmnts .++~ map (`sps` randC1) critPlacementSpots ++ [ sps wpPos (PutFlIt wp) ]
|
||||
<&> cleatOnward) >>= rToOnward ("weaponBetweenPillars_"++itemString wp)
|
||||
|
||||
weaponLongCorridor :: RandomGen g => State g (Tree Room)
|
||||
weaponLongCorridor = do
|
||||
@@ -222,7 +224,7 @@ weaponLongCorridor = do
|
||||
return $ Node rt [branch1,branch2]
|
||||
where
|
||||
putCrs = rmPmnts .++~ [sPS (V2 10 40) (-pi/2) randC1 ,sPS (V2 (-10) 40) (-pi/2) randC1 ]
|
||||
putWp = rmPmnts .~ [sPS (V2 20 60) 0 $ RandPS randFirstWeapon ,spanLightI (V2 0 40) (V2 40 40)]
|
||||
putWp = rmPmnts .~ [sPS (V2 20 60) 0 $ RandPS $ fmap PutFlIt randFirstWeapon ,spanLightI (V2 0 40) (V2 40 40)]
|
||||
|
||||
critInDeadEnd :: Room
|
||||
critInDeadEnd = deadEndRoom & rmPmnts .~ [sPS (V2 0 0) 0 randC1]
|
||||
@@ -239,12 +241,12 @@ deadEndRoom = defaultRoom
|
||||
where
|
||||
lnks = [(V2 0 30 ,0) ]
|
||||
{- A random Either tree with a weapon and melee monster challenge. -}
|
||||
weaponRoom :: RandomGen g => Int -> State g (MetaTree Room String)
|
||||
weaponRoom :: Int -> State StdGen (MetaTree Room String)
|
||||
weaponRoom i = join $ takeOne
|
||||
[ weaponEmptyRoom >>= rToOnward "weaponEmptyRoom"
|
||||
, weaponUnderCrits i -- this int is used for PickOnePlacement
|
||||
, weaponBehindPillar >>= rToOnward "weaponBehindPillar"
|
||||
, weaponBetweenPillars >>= rToOnward "weaponBetweenPillars"
|
||||
, weaponBetweenPillars-- >>= rToOnward "weaponBetweenPillars"
|
||||
, weaponLongCorridor >>= rToOnward "weaponLongCorridor"
|
||||
]
|
||||
|
||||
|
||||
@@ -56,7 +56,7 @@ powerFakeout = do
|
||||
,cleatOnward door]
|
||||
|
||||
-- the i is used either for a PickOnePlacement or a room id, this is not great
|
||||
startRoom :: RandomGen g => Int -> State g (MetaTree Room String)
|
||||
startRoom :: Int -> State StdGen (MetaTree Room String)
|
||||
startRoom i = join $ takeOne
|
||||
[ attachOnward "startThenWeaponRoom" <$> preCritStart <*> weaponRoom i
|
||||
, rezBoxesWpCrit >>= rToOnward "rezBoxesWpCrit"
|
||||
|
||||
@@ -126,4 +126,4 @@ numMetaTree' (MTree lab mn bs) = do
|
||||
return $ MTree (is,lab) (mn & nodeMetaTree %~ (\nmt -> evalState (numMetaTree' nmt) (0:is))) bs'
|
||||
|
||||
showIntsString :: ([Int],String) -> String
|
||||
showIntsString (is,s) = foldr1 (++) (intersperse ":" (map show is)) ++ ':':s
|
||||
showIntsString (is,s) = foldr1 (++) (intersperse ":" (map show $ reverse is)) ++ ':':s
|
||||
|
||||
@@ -210,7 +210,7 @@ farWallDistDirection :: Point2 -> Configuration -> World -> (Float,Float,Float,F
|
||||
--farWallDist p cfig w = (winFac /) . min maxViewDistance $ ssfold (> maxViewDistance) findMax 1 vps
|
||||
farWallDistDirection p cfig w = foldr (m . f) (0,0,0,0) vps
|
||||
where
|
||||
f q = g $ rotateV (negate $ _cameraRot w) $ collidePointWallsFilter' wlIsOpaque p q wos -.- p
|
||||
f q = g $ rotateV (negate $ _cameraRot w) $ collidePointWalls' p q (IM.filter wlIsOpaque wos) -.- p
|
||||
g (V2 x y) = (y, negate y, x, negate x)
|
||||
m (a,b,c,d) (x,y,z,w') = (max a x, max b y, max c z, max d w')
|
||||
vps = concatMap _grViewpoints grs ++ extendedViewPoints p grs
|
||||
|
||||
@@ -8,7 +8,6 @@ module Dodge.WorldEvent.SpawnParticle
|
||||
, concBall
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.Zone
|
||||
import Dodge.Particle.HitEffect.ExpireAndDamage
|
||||
import Dodge.Particle.Damage
|
||||
|
||||
@@ -17,12 +17,18 @@ module Dodge.Zone
|
||||
, wallsNearZones
|
||||
, zoneOfSight
|
||||
, flattenIMIMIM
|
||||
, creaturesNearPointI
|
||||
, creaturesNearPoint
|
||||
, creatureNearPoint
|
||||
, creatureNearPointI
|
||||
, creaturesAlongLine
|
||||
)
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Base.Window
|
||||
import Geometry
|
||||
import Geometry.Zone
|
||||
import qualified FoldlHelp as L
|
||||
|
||||
import Data.Maybe
|
||||
import Data.List
|
||||
@@ -179,3 +185,32 @@ wallsNearPoint p w = IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1
|
||||
|
||||
flattenIMIMIM :: IM.IntMap (IM.IntMap (IM.IntMap a)) -> IM.IntMap a
|
||||
flattenIMIMIM = IM.unions . fmap IM.unions
|
||||
|
||||
creatureNearPoint :: Point2 -> World -> Maybe Creature
|
||||
creatureNearPoint = creatureNearPointI 1
|
||||
|
||||
creatureNearPointI :: Int -> Point2 -> World -> Maybe Creature
|
||||
creatureNearPointI n p = L.fold (L.minimumOn (dist p . _crPos)) . creaturesNearPointI n p
|
||||
|
||||
creaturesNearPoint :: Point2 -> World -> IM.IntMap Creature
|
||||
creaturesNearPoint = creaturesNearPointI 1
|
||||
|
||||
creaturesNearPointI :: Int -> Point2 -> World -> IM.IntMap Creature
|
||||
creaturesNearPointI n p w = IM.unions
|
||||
[f b $ f a $ _znObjects $ _creaturesZone w | a<-[x-n..x+n] , b<-[y-n..y+n]]
|
||||
where
|
||||
(x,y) = crZoneOfPoint p
|
||||
f i m = fromMaybe IM.empty $ IM.lookup i m
|
||||
|
||||
-- possible BUG, occurs when used in thingsHitLongLine
|
||||
creaturesAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
|
||||
--creaturesAlongLine a b w = IM.unions [f y $ f x $ _creaturesZone w | (x,y) <- zoneOfLine a b]
|
||||
-- where f i m = case IM.lookup i m of Just val -> val
|
||||
-- _ -> IM.empty
|
||||
|
||||
creaturesAlongLine a b w = IM.foldrWithKey' g IM.empty (zoneOfLineIntMap a b)
|
||||
where
|
||||
g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _znObjects $ _creaturesZone w) s))
|
||||
f i = fromMaybe IM.empty . IM.lookup i
|
||||
-- f i m = case IM.lookup i m of Just val -> val
|
||||
-- _ -> IM.empty
|
||||
|
||||
Reference in New Issue
Block a user