Continue major door/wall refactor

This commit is contained in:
2021-09-28 12:32:44 +01:00
parent 1990558985
commit 751000636e
3 changed files with 57 additions and 41 deletions
+1 -1
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@@ -538,7 +538,7 @@ data Door' = Door'
, _drTrigger :: World -> Bool
, _drMech :: Door' -> World -> World
}
data DoorStatus = DoorOpen | DoorClosed | DoorHalfway
data DoorStatus = DoorOpen | DoorClosed | DoorHalfway | DoorInt Int
deriving (Eq, Ord, Show)
data Wall
= Wall
-30
View File
@@ -9,7 +9,6 @@ import Dodge.Data
import Dodge.Base
import Dodge.Creature.Property
--import Dodge.LevelGen.MoveDoor
import Dodge.LevelGen.DoorPane
import Dodge.LevelGen.TriggerDoor
--import Geometry
import Picture
@@ -17,10 +16,6 @@ import Geometry.Data
--import qualified DoubleStack as DS
import qualified IntMapHelp as IM
--import Data.List
--import Data.Maybe
import Control.Lens
--import Control.DeepSeq (deepseq)
addAutoDoor
:: Point2 -- ^ Left point
@@ -30,28 +25,3 @@ addAutoDoor
addAutoDoor a b = putDoubleDoor True (dim yellow) cond a b 3
where
cond = any (crNearSeg 40 a b) . IM.filter isAnimate . _creatures
addAutoDoor'
:: Point2 -- ^ Left point
-> Point2 -- ^ Right point (though the two points should be symmetric)
-> World
-> World
addAutoDoor' a b = over walls (autoDoorAt a b)
autoDoorAt
:: Point2 -- ^ Left point
-> Point2 -- ^ Right point (though the two points should be symmetric)
-> IM.IntMap Wall
-> IM.IntMap Wall
autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
where
is = [IM.newKey wls..]
mkAutoDoor
:: Point2 -- ^ Left point
-> Point2 -- ^ Right point (though the two points should be symmetric)
-> [Int] -- ^ Wall ids
-> [Wall]
mkAutoDoor pl pr = mkDoubleDoor (dim yellow) True cond pl pr 3
where
cond = any (crNearSeg 40 pl pr) . IM.filter isAnimate . _creatures
+56 -10
View File
@@ -45,6 +45,19 @@ addButtonDoor c btp btr a b speed w
. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
f (x,y) = (x,y,dist x y)
putDoor'
:: Color
-> (World -> Bool) -- ^ Opening condition
-> [(Point2,Point2)] -- ^ Door positions, closed to open.
-- Bumped out up and down by 9, not widened
-> World
-> World
putDoor' c cond pss = over walls triggerDoor
where
triggerDoor wls = IM.union wls $ IM.fromList $ zip is $ mkTriggerDoor c cond pss is
where
is = [IM.newKey wls..]
putDoor
:: Color
-> (World -> Bool) -- ^ Opening condition
@@ -52,11 +65,50 @@ putDoor
-- Bumped out up and down by 9, not widened
-> World
-> World
putDoor c cond pss = over walls triggerDoor
putDoor col cond pss w = addWalls w
& doors %~ addDoor
where
triggerDoor wls = IM.union wls $ IM.fromList $ zip is $ mkTriggerDoor c cond pss is
drid = IM.newKey $ _doors w
addDoor = IM.insert drid $ Door'
{ _drID = drid
, _drWallIDs = wlids
, _drStatus = DoorInt 0
, _drTrigger = cond
, _drMech = doorMechanismStepwise nsteps drid wlids pss
}
nsteps = length pss - 1
wlids = take 4 [IM.newKey $ _walls w ..]
wlps = uncurry (rectanglePairs 9) $ head pss
addWalls w' = foldl' addWall w' $ zip wlids wlps
addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid Wall
{ _wlLine = wlps
, _wlID = wlid
, _wlColor = col
, _wlSeen = False
, _wlIsSeeThrough = False
, _wlPathable = False
}
-- TODO use vector instead of list, perhaps also memoisation of rectanglePairs
-- perhaps also remove use of DoorInt in favour of DoorOpen/DoorClosed
doorMechanismStepwise :: Int -> Int -> [Int] -> [(Point2,Point2)] -> Door' -> World -> World
doorMechanismStepwise nsteps drid wlids pss dr w
| toOpen = case _drStatus dr of
DoorInt x | x == nsteps -> w
DoorInt x -> setWalls (x+1)
| otherwise = case _drStatus dr of
DoorInt 0 -> w
DoorInt x -> setWalls (x-1)
where
playSound = soundContinue (WallSound drid) (fst $ head pss) slideDoorS (Just 1)
toOpen = _drTrigger dr w
setWalls n = (playSound $ foldl' setWall w (zip wlids newps))
& doors . ix drid . drStatus .~ DoorInt n
where
is = [IM.newKey wls..]
newps = uncurry (rectanglePairs 9) (pss !! n)
setWall w' (wlid,ps) = w & walls . ix wlid . wlLine .~ ps
& (\w'' -> foldr (changeZonedWall (wlLine .~ ps) wlid) w'' (zoneps ps))
-- it is not at all clear that the zoning selects the correct walls
putDoubleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World -> World
putDoubleDoor isPathable col cond a b speed
@@ -65,13 +117,7 @@ putDoubleDoor isPathable col cond a b speed
where
c = 0.5 *.* (a +.+ b)
putDoubleDoor' :: Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World -> World
putDoubleDoor' c cond a b speed = over walls triggerDoubleDoor
where
triggerDoubleDoor wls = IM.union wls $ IM.fromList $ zip is $ mkDoubleDoor c False cond a b speed is
where
is = [IM.newKey wls..]
-- TODO think about wall zoning, simplify!
doorMechanism :: Int -> Float -> [(Int,(Point2,Point2),(Point2,Point2))] -> Door' -> World -> World
doorMechanism drid speed wlidOpCps dr w
| toOpen && not (dstatus == DoorOpen) = playSound . setStatus $ foldl' doOpen w wlidOpCps