Linting, haddocking

This commit is contained in:
jgk
2021-04-29 15:31:07 +02:00
parent 750a67ea6e
commit 6a38950501
34 changed files with 506 additions and 441 deletions
+95 -114
View File
@@ -1,149 +1,130 @@
{-# LANGUAGE BangPatterns #-}
{-
Creation, update and descruction of destructible walls.
-}
module Dodge.LevelGen.Block where
import Dodge.Data
import Dodge.Base
import Dodge.SoundLogic
import Dodge.WorldEvent.Sound
import Dodge.LevelGen.Pathing
import Geometry
import Picture.Data
import Control.Lens
import Control.Monad.State
import Data.List
import Data.Function
import qualified Data.IntMap.Strict as IM
import System.Random
import Control.Monad.State
updateBlocks :: World -> World
updateBlocks w = (\w' -> seq (_wallsZone w') w') $ flip (foldr removeFromZone) deadPanes
$ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls)
degradeBlocks
-- w
where degradeBlocks = deadBlocks `seq` foldr killBlock w deadBlocks
removeFromZone :: Wall -> World -> World
removeFromZone bl = over (wallsZone . ix x . ix y) (IM.delete (_wlID bl))
where (x,y) = zoneOfPoint $ pHalf (_wlLine bl !! 0) (_wlLine bl !! 1)
deadPanes = filter blockIsDead (IM.elems $ _walls w)
deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
blockIsDead wl = case wl ^? blHP of Just x -> x <= 0
Nothing -> False
where
degradeBlocks = deadBlocks `seq` foldr killBlock w deadBlocks
removeFromZone :: Wall -> World -> World
removeFromZone bl = over (wallsZone . ix x . ix y) (IM.delete (_wlID bl))
where
(x,y) = zoneOfPoint $ pHalf (_wlLine bl !! 0) (_wlLine bl !! 1)
deadPanes = filter blockIsDead (IM.elems $ _walls w)
deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
blockIsDead wl = case wl ^? blHP of
Just x -> x <= 0
Nothing -> False
killBlock :: Wall -> World -> World
killBlock bl w = f bl .
flip (foldr unshadow)
(_blShadows bl)
$ w
where
f bl@(Block {_blDegrades = (x:xs)}) = degradeBlock bl . hitSound bl
f bl = hitSound' bl
pos = _wlLine bl !! 0
hitSound bl | _wlIsSeeThrough bl = mkSoundBreakGlass pos
| otherwise = soundMultiFrom sos soundid 25 0
hitSound' bl | _wlIsSeeThrough bl = mkSoundSplinterGlass pos
| otherwise = soundMultiFrom sos soundid 25 0
sos = [BlockDegradeSound 0,BlockDegradeSound 1]
(soundid,_) = randomR (29,32) $ _randGen w
unshadow :: Int -> World -> World
unshadow bid w = case w ^? walls . ix bid of
Just b -> let (x,y) = zoneOfPoint $ pHalf (_wlLine b !! 0) (_wlLine b !! 1)
in w & wallsZone . ix x . ix y . ix bid . blVisible %~ (\_ -> True)
& walls . ix bid . blVisible %~ \_ -> True
Nothing -> w
killBlock bl w = f bl . flip (foldr unshadow) (_blShadows bl) $ w
where
f bl@(Block {_blDegrades = (x:xs)}) = degradeBlock bl . hitSound bl
f bl = hitSound' bl
pos = _wlLine bl !! 0
hitSound bl
| _wlIsSeeThrough bl = mkSoundBreakGlass pos
| otherwise = soundMultiFrom sos soundid 25 0
hitSound' bl
| _wlIsSeeThrough bl = mkSoundSplinterGlass pos
| otherwise = soundMultiFrom sos soundid 25 0
sos = [BlockDegradeSound 0,BlockDegradeSound 1]
(soundid,_) = randomR (29,32) $ _randGen w
unshadow :: Int -> World -> World
unshadow bid w = case w ^? walls . ix bid of
Just b ->
let (x,y) = zoneOfPoint $ pHalf (_wlLine b !! 0) (_wlLine b !! 1)
in w & wallsZone . 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 _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
degradeBlock bl w =
let blid = _wlID bl
bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid)
ps = reverse $ orderPolygon $ nub $ concatMap _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
pushPointTowardsBy :: RandomGen g => Float -> Point2 -> [Point2] -> State g Point2
{-
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 <- sequence $ take (length ps) $ repeat $ state $ randomR (0, x / (fromIntegral $ length ps))
xs <- replicateM (length ps) $ state $ randomR (0, x / fromIntegral (length ps))
let toAdd p' y = y *.* (p' -.- p)
return $ p +.+ foldr1 (+.+) (zipWith toAdd ps xs)
shrinkPolygon :: RandomGen g => Float -> [Point2] -> State g [Point2]
shrinkPolygon x ps = sequence $ map (flip (pushPointTowardsBy x) ps) ps
shrinkPolygon
:: RandomGen g
=> Float -- ^ Shrink parameter
-> [Point2]
-> State g [Point2]
shrinkPolygon x ps = mapM (flip (pushPointTowardsBy x) ps) ps
addBlockNoShadow :: [Point2] -> Int -> Color -> Bool -> [Int] -> Bool -> World -> World
addBlockNoShadow (p:ps) hp col isSeeThrough degradability hasAllShadows w
| hp <= 0 && degradability == [] = w
| hp <= 0 = addBlock (p:ps) (head degradability + hp) col isSeeThrough (tail degradability) w
| otherwise = over wallsZone (flip (IM.foldr wallInZone) blocks)
$ over walls (IM.union blocks) w
where
shadowList | hasAllShadows = repeat True
| otherwise = concat $ repeat [False,True]
lines = zip (p:ps) (ps ++ [p])
i = newKey $ _walls w
is = [i.. i + length lines-1]
blocks = IM.fromList $ zip is
$ zipWith3 (\j (a,b) bool
-> Block { _wlLine = [a,b]
, _wlID = j
-- , _wlColor = greyN 0.5
, _wlColor = col
, _wlSeen = False
, _blIDs = is
, _blHP = hp
, _wlIsSeeThrough = isSeeThrough
, _blVisible = True
, _blShadows = []
, _blDegrades = degradability
}
) is lines shadowList
wallInZone wl | dist (_wlLine wl !! 0) (_wlLine wl !! 1) <= 2*zoneSize
= insertIMInZone x y wlid wl
| otherwise = flip (foldr (\(a,b) -> insertIMInZone a b wlid wl)) ips
where (x,y) = zoneOfPoint $ (pHalf (_wlLine wl !! 0) (_wlLine wl !! 1))
wlid = _wlID wl
ips = map zoneOfPoint $ divideLine (2*zoneSize) (_wlLine wl !! 0) (_wlLine wl !! 1)
addBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> World
addBlock
:: [Point2] -- ^ Block polygon
-> Int -- ^ First layer of health
-> Color
-> Bool -- ^ Is the block see through?
-> [Int] -- ^ Extra layers of health
-> World
-> World
addBlock (p:ps) hp col isSeeThrough degradability w
| hp <= 0 && degradability == [] = w
| hp <= 0 && null degradability = w
| hp <= 0 = addBlock (p:ps) (head degradability + hp) col isSeeThrough (tail degradability) w
| otherwise = over wallsZone (flip (IM.foldr wallInZone) blocks)
$ over walls (IM.union blocks) w
--addBlock (p:p':ps) w = over walls (IM.insert i b) w
where
lines = zip (p:ps) (ps ++ [p])
i = newKey $ _walls w
is = [i.. i + length lines-1]
blocks = IM.fromList $ zip is
$ zipWith (\j (a,b) -> Block { _wlLine = [a,b]
, _wlID = j
-- , _wlColor = greyN 0.5
, _wlColor = col
, _wlSeen = False
, _blIDs = is
, _blHP = hp
, _wlIsSeeThrough = isSeeThrough
, _blVisible = True
, _blShadows = []
, _blDegrades = degradability
}
) is lines
wallInZone wl | dist (_wlLine wl !! 0) (_wlLine wl !! 1) <= 2*zoneSize
= insertIMInZone x y wlid wl
| otherwise = flip (foldr (\(a,b) -> insertIMInZone a b wlid wl)) ips
where (x,y) = zoneOfPoint $ (pHalf (_wlLine wl !! 0) (_wlLine wl !! 1))
wlid = _wlID wl
ips = map zoneOfPoint $ divideLine (2*zoneSize) (_wlLine wl !! 0) (_wlLine wl !! 1)
| otherwise = w
& wallsZone %~ flip (IM.foldr wallInZone) panes
& walls %~ IM.union panes
where
lines = zip (p:ps) (ps ++ [p])
i = newKey $ _walls w
is = [i.. i + length lines-1]
panes = IM.fromList $ zip is
$ zipWith (\j (a,b) -> Block { _wlLine = [a,b]
, _wlID = j
, _wlColor = col
, _wlSeen = False
, _blIDs = is
, _blHP = hp
, _wlIsSeeThrough = isSeeThrough
, _blVisible = True
, _blShadows = []
, _blDegrades = degradability
}
) is lines
wallInZone wl
| dist (_wlLine wl !! 0) (_wlLine wl !! 1) <= 2*zoneSize
= insertIMInZone x y wlid wl
| otherwise = flip (foldr (\(a,b) -> insertIMInZone a b wlid wl)) ips
where
(x,y) = zoneOfPoint $ pHalf (_wlLine wl !! 0) (_wlLine wl !! 1)
wlid = _wlID wl
ips = map zoneOfPoint $ divideLine (2*zoneSize) (_wlLine wl !! 0) (_wlLine wl !! 1)
putBlockWallPart :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> World
putBlockWallPart (p:ps) i c b is w = foldr (uncurry removePathsCrossing) wWithBlock pairs
where pairs = zip (p:ps) (ps ++ [p])
wWithBlock = addBlockNoShadow (p:ps) i c b is False w
putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> World
putBlock (p:ps) i c b is w = foldr (uncurry removePathsCrossing) wWithBlock pairs
where pairs = zip (p:ps) (ps ++ [p])