Make machines have footprint like doors
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@@ -10,7 +10,6 @@ module Dodge.Placement.PlaceSpot (placeSpot) where
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import Control.Monad.Trans.State.Lazy
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import Data.Bifunctor
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import Data.Foldable
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import qualified Data.IntSet as IS
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import Data.Maybe
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import qualified Data.Set as S
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import Dodge.Base.NewID
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@@ -127,7 +126,7 @@ placeSpotID rid ps pt w = case pt of
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PutCrit cr -> plNewUpID (gwWorld . cWorld . lWorld . creatures) crID (mvCr p rot cr) w
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PutForeground fs ->
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(0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs)
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PutMachine pps mc mitm -> plMachine (map doShift pps) mc mitm p rot w
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PutMachine mc mitm -> plMachine mc mitm p rot w
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PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p rot ls) w
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RandPS _ -> error "RandPS should not be reachable here" -- evaluateRandPS rid rgn ps w
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PutDoor dr wl -> plDoor (dr & drZeroPos %~ pashift & drOnePos %~ pashift) wl w
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@@ -189,31 +188,42 @@ mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
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mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +) . rotateV a))
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plMachine ::
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[Point2] ->
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-- [Point2] ->
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Machine ->
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Maybe Item ->
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Point2 ->
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Float ->
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GenWorld ->
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(Int, GenWorld)
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plMachine wallpoly mc mitm p rot gw =
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plMachine mc mitm p rot gw =
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( mcid
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, gw
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& tolw
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. machines
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. at mcid
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?~ themc
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& gwWorld
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%~ placeMachineWalls (_mcSkin mc) wallpoly mcid wlid
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& tolw
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%~ maybe id placeturretitm mitm
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& tolw . machines . at mcid ?~ themc
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& tolw %~ maybe id placeturretitm mitm
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& gwWorld %~ addwalls
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-- & gwWorld %~ placeMachineWalls (_mcSkin mc) wallpoly mcid wlid
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)
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where
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addwalls =
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insertStructureWalls
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MachinePart
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wl
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(map fst pps & each %~ shiftPointBy (p,rot))
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mcid
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wlid
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pps = IM.elems $ mc ^. mcFootPrint
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wl =
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defaultMachineWall
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& wlStructure . wsMachine .~ mcid
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& wlMaterial .~ (mc ^. mcSkin)
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tolw = gwWorld . cWorld . lWorld
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mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
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wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls
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wlids = IS.fromList $ take (length wallpoly) [wlid ..]
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themc = mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
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themc = mc
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& mcPos .~ p
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& mcDir .~ rot
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& mcID .~ mcid
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& mcFootPrint .~ IM.fromDistinctAscList (zip [wlid..] pps)
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placeturretitm itm =
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(items . at itid ?~ itm')
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. (machines . ix mcid . mcType . mctTurret . tuWeapon .~ itid)
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@@ -221,16 +231,5 @@ plMachine wallpoly mc mitm p rot gw =
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itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items
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itm' = itm & itID .~ NInt itid & itLocation .~ OnTurret mcid
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placeMachineWalls :: Material -> [Point2] -> Int -> Int -> World -> World
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placeMachineWalls mat poly mcid = insertStructureWalls MachinePart baseWall poly mcid
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where
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baseWall =
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defaultMachineWall
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& wlStructure
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. wsMachine
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.~ mcid
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& wlMaterial
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.~ mat
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mvLS :: Point2 -> Float -> LightSource -> LightSource
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mvLS x rot = lsParam . lsPos . _xy %~ ((+ x) . rotateV rot)
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