Add in "linear" lWorld to separate time reversable worlds
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@@ -27,7 +27,7 @@ plBlock [] _ _ _ = error "Trying to add a block with incomplete polygon"
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plBlock (p : ps) bl wl w =
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(,) blid $
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w
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& cWorld . blocks . at blid
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& cWorld . lWorld . blocks . at blid
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?~ bl
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{ _blID = blid
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, _blWallIDs = IS.fromList is
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@@ -36,9 +36,9 @@ plBlock (p : ps) bl wl w =
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}
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& insertWalls blid wls
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where
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blid = IM.newKey $ _blocks (_cWorld w)
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blid = IM.newKey $ w ^. cWorld . lWorld . blocks
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lns = zip (p : ps) (ps ++ [p])
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i = IM.newKey $ _walls (_cWorld w)
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i = IM.newKey $ w ^. cWorld . lWorld . walls
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is = [i .. i + length lns -1]
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wls =
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zipWith
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@@ -72,12 +72,12 @@ plLineBlock basePane blwidth a b gw =
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ((p +.+) . rotateV (argV (b -.- a))) cornerPoints
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linesAt p = loopPairs $ cornersAt p
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wlid = IM.newKey $ _walls (_cWorld gw)
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blid = IM.newKey $ _blocks (_cWorld gw)
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wlid = IM.newKey $ gw ^. cWorld . lWorld . walls
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blid = IM.newKey $ gw ^. cWorld . lWorld . blocks
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insertBlock (i, p) =
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insertWalls (i + blid) (makeWallAt p i)
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. over
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(cWorld . blocks)
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(cWorld . lWorld . blocks)
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( IM.insert
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(i + blid)
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Block
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@@ -115,11 +115,11 @@ plLineBlock basePane blwidth a b gw =
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-- | Must be done after inserting the block
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insertWalls :: Int -> [Wall] -> World -> World
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insertWalls blid wls w = w' & cWorld . blocks . ix blid . blObstructs .~ Set.unions paths
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insertWalls blid wls w = w' & cWorld . lWorld . blocks . ix blid . blObstructs .~ Set.unions paths
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where
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(w', paths) = mapAccumR (flip insertWall) w wls
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insertWall :: Wall -> World -> (World, Set PathEdgeNodes)
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insertWall wl =
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uncurry (obstructPathsCrossing BlockObstacle) (_wlLine wl)
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. (cWorld . walls . at (_wlID wl) ?~ wl)
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. (cWorld . lWorld . walls . at (_wlID wl) ?~ wl)
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@@ -29,9 +29,9 @@ plDoor ::
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[(Point2, Point2)] ->
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World ->
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(Int, World)
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plDoor col eo cond pss gw = (drid, addWalls $ gw & cWorld . doors %~ addDoor) -- carefull with the ordering of addWalls
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plDoor col eo cond pss gw = (drid, addWalls $ gw & cWorld . lWorld . doors %~ addDoor) -- carefull with the ordering of addWalls
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where
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drid = IM.newKey $ _doors (_cWorld gw)
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drid = IM.newKey $ _doors (_lWorld (_cWorld gw))
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addDoor =
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IM.insert drid $
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defaultDoor
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@@ -46,14 +46,14 @@ plDoor col eo cond pss gw = (drid, addWalls $ gw & cWorld . doors %~ addDoor) --
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, _drObstacleType = eo
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}
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nsteps = length pss - 1
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wlids = take 4 [IM.newKey $ _walls (_cWorld gw) ..]
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wlids = take 4 [IM.newKey $ _walls (_lWorld (_cWorld gw)) ..]
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wlps' = uncurry (rectanglePairs 9) $ head pss
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addWalls w' = foldl' (addDoorWall eo drid $ switchWallCol col) w' $ zip wlids wlps'
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addDoorWall :: EdgeObstacle -> Int -> Wall -> World -> (Int, (Point2, Point2)) -> World
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addDoorWall eo drid wl w (wlid, wlps) =
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w'
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& cWorld . walls
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& cWorld . lWorld . walls
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%~ IM.insert
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wlid
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wl
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@@ -61,7 +61,7 @@ addDoorWall eo drid wl w (wlid, wlps) =
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, _wlID = wlid
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, _wlStructure = DoorPart drid
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}
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& cWorld . doors . ix drid . drObstructs <>~ es
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& cWorld . lWorld . doors . ix drid . drObstructs <>~ es
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where
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(w', es) = uncurry (obstructPathsCrossing eo) wlps w
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@@ -71,9 +71,9 @@ maybeClearDoorPaths eo es w = foldl' (maybeClearDoorPath eo) w es
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maybeClearDoorPath :: EdgeObstacle -> World -> PathEdgeNodes -> World
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maybeClearDoorPath eo w (PathEdgeNodes x y pe)
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| not . null $ overlapSegWalls (_peStart pe) (_peEnd pe) $ wlsNearSeg (_peStart pe) (_peEnd pe) w =
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w & cWorld . pathGraph %~ FGL.insEdge (x, y, pe & peObstacles . at eo ?~ ()) . FGL.delEdge (x, y)
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w & cWorld . lWorld . pathGraph %~ FGL.insEdge (x, y, pe & peObstacles . at eo ?~ ()) . FGL.delEdge (x, y)
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| otherwise =
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w & cWorld . pathGraph %~ FGL.insEdge (x, y, pe & peObstacles . at eo .~ Nothing) . FGL.delEdge (x, y)
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w & cWorld . lWorld . pathGraph %~ FGL.insEdge (x, y, pe & peObstacles . at eo .~ Nothing) . FGL.delEdge (x, y)
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plSlideDoor ::
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Door ->
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@@ -85,9 +85,9 @@ plSlideDoor ::
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World ->
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(Int, World)
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plSlideDoor dr wl eo shiftOffset a b gw =
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(drid, addDoorWalls $ gw & cWorld . doors %~ addDoor)
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(drid, addDoorWalls $ gw & cWorld . lWorld . doors %~ addDoor)
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where
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drid = IM.newKey $ _doors (_cWorld gw)
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drid = IM.newKey $ _doors (_lWorld (_cWorld gw))
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addDoor =
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IM.insert drid $
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dr
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@@ -103,7 +103,7 @@ plSlideDoor dr wl eo shiftOffset a b gw =
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addDoorWalls w' = foldl' (addDoorWall eo drid wl) w' $ zip wlids pairs
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pairs = rectanglePairs 9 a b
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shiftLeft = (+.+ (a -.- b +.+ shiftOffset *.* normalizeV (b -.- a)))
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wlids = take 4 [IM.newKey $ _walls (_cWorld gw) ..]
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wlids = take 4 [IM.newKey $ _walls (_lWorld (_cWorld gw)) ..]
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-- old code that may help with pathing
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--import Dodge.LevelGen.Pathing
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