Commit mid block refactor
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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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