Unify block wall types

This commit is contained in:
2021-10-28 00:05:57 +01:00
parent 74e19008b4
commit 686a9fc3ee
9 changed files with 38 additions and 187 deletions
+4 -86
View File
@@ -11,90 +11,14 @@ import Dodge.Zone
--import Dodge.SoundLogic.LoadSound
--import Dodge.WorldEvent.Sound
import Dodge.LevelGen.Pathing
import Dodge.Default.Wall
--import Dodge.RandomHelp
import Geometry
import qualified IntMapHelp as IM
import Color
import Control.Lens
--import Control.Monad.State
import Data.List
--import Data.Maybe
--import Data.Function
--import System.Random
--updateBlocks :: World -> World
--updateBlocks w
-- = w --(\w' -> seq (_wallsZone w') w')
-- $ flip (foldl' $ flip removeFromZone) deadPanes
-- $ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls) degradeBlocks
-- where
-- --degradeBlocks = deadBlocks `seq` foldl' (flip killBlock) w deadBlocks
-- removeFromZone :: Wall -> World -> World
-- removeFromZone bl = over (wallsZone . znObjects . ix x . ix y) (IM.delete (_wlID bl))
-- where
-- (x,y) = zoneOfPoint $ uncurry pHalf (_wlLine bl)
-- deadPanes w' = filter (blockIsDead w') (IM.elems $ _walls w)
-- --deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
-- blockIsDead w' wl = case IM.lookup (_wlBlockID wl) $ _blocks w of
-- Just x -> x <= 0
-- Nothing -> False
{- | Destroy a block.
Plays destruction sound and sets to be displayed other walls that were shadowed by this wall. -}
--killBlock :: Wall -> World -> World
--killBlock bl w = f bl . flip (foldl' $ flip unshadow) (_blShadows bl) $ w
-- where
-- f :: Wall -> World -> World
-- f bl'
-- | isJust (bl ^? blDegrades . ix 0) = degradeBlock bl' . breakHitSound bl
-- | otherwise = hitSound' bl'
-- pos = fst $ _wlLine bl
-- breakHitSound bl'
-- | _wlIsSeeThrough bl' = mkSoundBreakGlass pos
-- | otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
-- hitSound' bl'
-- | _wlIsSeeThrough bl' = mkSoundSplinterGlass pos
-- | otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
-- sos = [BlockDegradeSound 0,BlockDegradeSound 1]
-- impactSound = evalState (takeOne [impact1S,impact2S,impact3S,impact4S]) $ _randGen w
-- unshadow :: Int -> World -> World
-- unshadow bid w' = case w' ^? walls . ix bid of
-- Just b ->
-- let (x,y) = zoneOfPoint $ uncurry pHalf (_wlLine b)
-- in w & wallsZone . znObjects . ix x . ix y . ix bid . blVisible %~ const True
-- & walls . ix bid . blVisible %~ const True
-- Nothing -> w
--degradeBlock :: Wall -> World -> World
--degradeBlock bl w =
-- let blid = _wlID bl
-- bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid)
-- ps = reverse $ orderPolygon $ nub $ concatMap ((\(a,b) -> [a,b]) . _wlLine) bls
-- (newPs,g) = runState (shrinkPolygon 0.5 ps) $ _randGen w
-- (x:xs) = _blDegrades bl
-- in addBlock newPs (x + _blHP bl) (_wlColor bl) (_wlIsSeeThrough bl) xs $ set randGen g w
{-
This does not have clear behaviour in my mind, and should probably be replaced with something more obvious...
-}
--pushPointTowardsBy
-- :: RandomGen g
-- => Float
-- -> Point2
-- -> [Point2]
-- -> State g Point2
--pushPointTowardsBy x p ps = do
-- xs <- replicateM (length ps) $ state $ randomR (0, x / fromIntegral (length ps))
-- let toAdd p' y = y *.* (p' -.- p)
-- return $ p +.+ foldl1' (+.+) (zipWith toAdd ps xs)
--shrinkPolygon
-- :: RandomGen g
-- => Float -- ^ Shrink parameter
-- -> [Point2]
-- -> State g [Point2]
--shrinkPolygon x ps = mapM (flip (pushPointTowardsBy x) ps) ps
addBlock
:: [Point2] -- ^ Block polygon
@@ -110,25 +34,19 @@ addBlock (p:ps) hp col isSeeThrough hps w
| otherwise = w
& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
& walls %~ IM.union panes
& blocks %~ IM.insert blid (Block' {_blID = blid,_blWallIDs = is, _blHPs = hp:hps, _blShadows'=[]})
& blocks %~ IM.insert blid (Block {_blID = blid,_blWallIDs = is, _blHPs = hp:hps, _blShadows=[]})
where
blid = IM.newKey $ _blocks w
lns = zip (p:ps) (ps ++ [p])
i = IM.newKey $ _walls w
is = [i.. i + length lns-1]
panes = IM.fromList $ zip is $ zipWith
(\j (a,b) -> Block
(\j (a,b) -> defaultWall
{ _wlLine = (a,b)
, _wlID = j
, _wlColor = col
, _wlSeen = False
, _blIDs = is
, _wlIsSeeThrough = isSeeThrough
, _blVisible = True
, _blShadows = []
, _wlDraw = True
, _wlRotateTo = True
, _wlBlockID = blid
, _wlBlockID = Just blid
}
) is lns
wallInZone wl