Start work on pathfinding
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@@ -142,7 +142,6 @@ holdForm ycr crs cr = p
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cpos = cr ^. crPos . _xy
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ps = map (^. crPos . _xy) $ IM.elems crs
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cen = centroid ps
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--cen = (1 / fromIntegral (length ps)) *.* foldr1 (+.+) ps
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p
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| dist cen ypos < 20 = ypos
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| otherwise = ypos +.+ cpos -.- cen
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@@ -153,7 +152,6 @@ lineUp ycr crs cr = p
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ypos = ycr ^. crPos . _xy
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cpos = cr ^. crPos . _xy
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ps = map (^. crPos . _xy) $ IM.elems crs
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--cen = (1 / fromIntegral (length ps)) *.* foldr1 (+.+) ps
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cen = centroid ps
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p = (0.05 *.* ypos) +.+ (0.95 *.* errorClosestPointOnLine 500 cen ypos cpos)
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@@ -165,7 +163,6 @@ spreadOut ycr crs cr = p
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cpos = cr ^. crPos . _xy
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ps = map (^. crPos . _xy) $ IM.elems crs
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cen = centroid ps
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-- cen = (1 / fromIntegral (length ps)) *.* foldr1 (+.+) ps
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p
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| dist cen ypos < 30 = ypos
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| otherwise = ypos +.+ (spreadFactor *.* cpos -.- cen)
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@@ -43,11 +43,11 @@ updateCreature' cr =
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chasmTest cr . case _crType cr of
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Avatar{} ->
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(cWorld . lWorld . creatures . ix 0 . crType . avatarPulse %~ updatePulse)
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. crUpdate' yourControl cr
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. crUpdate yourControl cr
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LampCrit{} -> updateLampoid cr
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BarrelCrit bt -> updateBarreloid bt cr
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AvatarDead -> id
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_ -> crUpdate' updateHumanoid cr
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_ -> crUpdate updateHumanoid cr
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{- | this seems to work, but I am not sure about the ordering:
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previously, the movement was updated before the ai in order to correctly set the oldpos.
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@@ -56,8 +56,8 @@ updateCreature' cr =
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at what point invSideEffects is applied wrt to when the creature moves
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may affect whether the shield moves correctly
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-}
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crUpdate' :: (Creature -> World -> World) -> Creature -> World -> World
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crUpdate' f cr =
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crUpdate :: (Creature -> World -> World) -> Creature -> World -> World
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crUpdate f cr =
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checkDeath cid
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. doDamage cid
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. invItemEffs cid
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@@ -200,8 +200,8 @@ drawCreatureDisplayTexts w = foldMap (creatureDisplayText w) (w ^. cWorld . lWor
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drawPathBetween :: World -> Picture
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drawPathBetween w = concat $ do
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sp <- w ^. input . clickPos . at ButtonLeft
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ep <- w ^. input . clickPos . at ButtonRight
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sp <- w ^. input . heldWorldPos . at ButtonLeft
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ep <- w ^. input . heldWorldPos . at ButtonRight
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let nodepos = (`getNodePos` w)
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nodelist = makePathBetween sp ep w
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return . setLayer DebugLayer $
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+2
-2
@@ -52,7 +52,6 @@ walkableNodeNear w p = fmap fst . find (flip (isWalkable p) w . snd) $ nodesNear
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nodesNear = zonesExtract (w ^. pnZoning) $ zonesAroundPoint pnZoneSize p
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makePathBetweenPs :: Point2 -> Point2 -> World -> Maybe [Point2]
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--makePathBetweenPs a b w = mapMaybe (lab $ _pathGraph (_cWorld w)) <$> makePathBetween a b w
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makePathBetweenPs a b w = mapMaybe (lab $ w ^. cWorld . pathGraph) <$> makePathBetween a b w
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bfsNodePoints :: Int -> World -> [Point2]
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@@ -61,7 +60,8 @@ bfsNodePoints n w = mapMaybe (lab g) $ bfs n g
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g = w ^. cWorld . pathGraph
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pointTowardsImpulse :: Point2 -> Point2 -> World -> Maybe Point2
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pointTowardsImpulse a b w = (find (flip (isWalkable a) w) . reverse) =<< makePathBetweenPs a b w
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pointTowardsImpulse a b w = (find (flip (isWalkable a) w) . reverse) =<<
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(makePathBetweenPs a b w <&> (<>[b]))
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------ continues a walk from a list of points, without repetitions
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------ supposes that the list is non-empty
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@@ -399,9 +399,9 @@ critsRoom :: Int -> State LayoutVars (Tree Room)
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critsRoom i =
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join $
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takeOne
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[ return <$> roomCCrits i
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, return <$> critsPillarRoom i
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, return <$> glassSwitchBackCrits i
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-- [ return <$> roomCCrits i
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-- , return <$> critsPillarRoom i
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[ return <$> glassSwitchBackCrits i
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]
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-- cor <- shuffleLinks corridor
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@@ -230,7 +230,7 @@ removeLights = rmPmnts %~ mapMaybe f
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tutHub :: State LayoutVars (MetaTree Room String)
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tutHub = do
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(is, wbp) <- setTreeInts =<< critsRoom 2
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(is, wbp) <- setTreeInts =<< critsRoom 1
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i <- nextLayoutInt
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j <- nextLayoutInt
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k <- nextLayoutInt
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