Commit mid block refactor
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@@ -1,6 +1,8 @@
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module Dodge.Placement.Instance.Wall
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where
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import Dodge.Data
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import Dodge.Default.Block
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import Dodge.Block.Debris
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import Dodge.LevelGen.Data
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import Dodge.Default.Wall
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--import Dodge.Wall.DamageEffect
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@@ -56,7 +58,7 @@ midWall ps = ps0j (PutShape . colorSH col $ upperPrismPoly 50 ps)
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singleBlock :: Point2 -> [Placement]
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singleBlock a =
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[sPS a 0
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$ PutBlock StoneBlock 100 baseBlockPane
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$ PutBlock defaultBlock baseBlockPane
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$ reverse
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$ square 10
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]
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@@ -65,20 +67,20 @@ Places a line of blocks between two points.
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Width 9, also extends out from each point by 9.
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-}
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blockLine :: Point2 -> Point2 -> Placement
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blockLine a b = sps0 $ PutLineBlock baseBlockPane StoneBlock 9 9 a b
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blockLine a b = sps0 $ PutLineBlock baseBlockPane 9 9 a b
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{-
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Places an breakable window between two points.
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Width 8, also extends out from each point by 8.
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-}
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windowLine :: Point2 -> Point2 -> Placement
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windowLine a b = sps0 $ PutLineBlock defaultWindow GlassBlock 8 8 a b
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windowLine a b = sps0 $ PutLineBlock defaultWindow 8 8 a b
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{-
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Places an unbreakable window between two points.
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Width 7, also extends out from each point by 7.
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-}
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crystalLine :: Point2 -> Point2 -> Placement
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crystalLine a b = sps0 $ PutLineBlock defaultCrystalWall CrystalBlock 7 7 a b
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crystalLine a b = sps0 $ PutLineBlock defaultCrystalWall 7 7 a b
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--crystalLine a b = sps0 $ PutWall ps defaultCrystalWall
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-- where
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-- ps =
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@@ -104,7 +106,7 @@ wallLine a b = sps0 $ PutWall ps defaultWall
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up = vNormal left
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windowLineType :: Point2 -> Point2 -> PSType
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windowLineType = PutLineBlock defaultWindow GlassBlock 8 8
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windowLineType = PutLineBlock defaultWindow 8 8
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baseBlockPane :: Wall
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baseBlockPane = defaultWall
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@@ -151,7 +153,7 @@ putBlockRect' w h = ps0jPushPS (aline tl tr)
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tr = V2 w h
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br = V2 w (-h)
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bl = V2 (-w) (-h)
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aline = PutLineBlock baseBlockPane StoneBlock 9 9
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aline = PutLineBlock baseBlockPane 9 9
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putBlockRect :: Float -> Float -> Float -> Float -> [Placement]
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putBlockRect a x b y =
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@@ -103,9 +103,9 @@ placeSpotID ps pt w = case pt of
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PutCoord cp -> plNewID coordinates (doShift cp) w
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PutSlideDr pth col f off a b spd
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-> plSlideDoor pth col f off (doShift a) (doShift b) spd w
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PutBlock bm hp wl ps'
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-> placeBlock (map doShift ps') hp wl bm w
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PutLineBlock wl bm wdth dpth a b -> placeLineBlock wl bm wdth dpth (doShift a) (doShift b) w
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PutBlock bl wl ps'
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-> placeBlock (map doShift ps') bl wl w
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PutLineBlock wl wdth dpth a b -> placeLineBlock wl wdth dpth (doShift a) (doShift b) w
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PutWall qs wl -> (0,placeWallPoly (map doShift qs) wl w)
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PutShape sh -> placeShape sh p rot w
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PutNothing -> (0,w)
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@@ -20,15 +20,14 @@ import qualified Data.IntSet as IS
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addBlock
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:: [Point2] -- ^ Block polygon
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-> Wall -- ^ Base Pane
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-> Int -- ^ First layer of health
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-> BlockMaterial
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-> Block
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-> World
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-> World
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addBlock (p:ps) wl hp bm w = w
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addBlock (p:ps) wl bl w = w
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& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
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& walls %~ IM.union panes
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& blocks %~ IM.insert blid Block
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{_blID = blid,_blWallIDs = IS.fromList is, _blHP = hp, _blShadows=[], _blMaterial = bm
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& blocks %~ IM.insert blid bl
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{_blID = blid,_blWallIDs = IS.fromList is, _blShadows=[]
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, _blFootprint = p:ps, _blPos = centroid (p:ps), _blDraw = const mempty
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, _blDeath = makeBlockDebris}
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where
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@@ -51,26 +50,25 @@ addBlock (p:ps) wl hp bm w = w
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(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine wl)
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wlid = _wlID wl
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ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
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addBlock _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
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addBlock _ _ _ _ = error "Trying to add a block with incomplete polygon"
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placeBlock :: [Point2] -> Int -> Wall -> BlockMaterial -> World -> (Int,World)
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placeBlock poly hp wl bm w
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placeBlock :: [Point2] -> Block -> Wall -> World -> (Int,World)
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placeBlock poly bl wl w
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= (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
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where
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pairs = loopPairs poly
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wWithBlock = addBlock poly wl hp bm w
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wWithBlock = addBlock poly wl bl w
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{- | Splits a line into many four cornered blocks. -}
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placeLineBlock
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:: Wall -- ^ Base pane
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-> BlockMaterial
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-> Float -- ^ Block width
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-> Float -- ^ Block depth
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-> Point2 -- ^ Start point (symmetric)
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-> Point2 -- ^ End point (symmetric)
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-> World
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-> (Int, World)
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placeLineBlock basePane bm blockWidth depth a b gw = ( 0
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placeLineBlock basePane blockWidth depth a b gw = ( 0
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, removePathsCrossing a b (foldr insertWall (insertBlocks gw) listWalls)
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)
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where
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@@ -86,7 +84,7 @@ placeLineBlock basePane bm blockWidth depth a b gw = ( 0
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blid = IM.newKey $ _blocks gw
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insertBlock (i,p) = over blocks $ IM.insert (i+blid) Block
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{ _blID = i + blid, _blWallIDs = IS.fromList $ ksAtI i
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, _blHP = 1000, _blShadows = shadowsAt i, _blMaterial = bm
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, _blHP = 1000, _blShadows = shadowsAt i
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, _blFootprint = cornersAt p -- TODO check winding (clockwise, anticlockwise)
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, _blPos = p, _blDraw = const mempty , _blDeath = makeBlockDebris}
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insertBlocks = flip (foldr insertBlock) $ zip is blockCenPs
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