Add source files, commit before reverting pictures to lists
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--{-# LANGUAGE Strict #-}
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{-# LANGUAGE BangPatterns #-}
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module Dodge.Base where
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-- imports {{{
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import Dodge.Data
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import Geometry
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import Picture
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import Control.Lens
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import Control.Monad.State
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import Data.List
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import Data.Function
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import Data.Maybe
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import Data.Bifunctor
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import qualified Data.IntMap.Strict as IM
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import qualified Data.IntSet as IS
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import qualified Data.Set as S
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-- }}}
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--
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you :: World -> Creature
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you w = _creatures w IM.! _yourID w
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aCrPos :: Int -> World -> Point2
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aCrPos i w = _crPos $ _creatures w IM.! i
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yourItem :: World -> Item
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yourItem w = _crInv (you w) IM.! _crInvSel (you w)
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yourItemRef w = (creatures . ix (_yourID w) . crInv . ix (_crInvSel (you w)))
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halfWidth,halfHeight :: World -> Float
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halfWidth w = _windowX w / 2
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halfHeight w = _windowY w / 2
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hasLOS :: Point2 -> Point2 -> World -> Bool
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{-# INLINE hasLOS #-}
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hasLOS p1 p2 w = (not $ collidePointWallsSimple p1 p2 nearbyWalls)
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&& (not $ collidePointSmoke p1 p2 nearbySmoke)
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where nearbyWalls = wallsAlongLine p1 p2 w
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nearbySmoke = _smoke w -- smokeAlongLine p1 p2 w
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smokeLOS :: Point2 -> Point2 -> World -> Bool
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smokeLOS p1 p2 w = not $ collidePointSmoke p1 p2 nearbySmoke
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where nearbySmoke = _smoke w
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hasLOSIndirect :: Point2 -> Point2 -> World -> Bool
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hasLOSIndirect p1 p2 w = case collidePointIndirect p1 p2 $ wallsAlongLine p1 p2 w
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of Just _ -> False
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Nothing -> True && smokeLOS p1 p2 w
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isWalkable :: Point2 -> Point2 -> World -> Bool
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isWalkable p1 p2 w = not $ collidePointWalkable p1 p2 nearbyWalls
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where nearbyWalls = wallsAlongLine p1 p2 w
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canSee :: Int -> Int -> World -> Bool
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canSee i j w = hasLOS p1 p2 w
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--canSee i j w = not $ collidePointWallsSimple p1 p2
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-- nearbyWalls
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where p1 = _crPos (_creatures w IM.! i)
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p2 = _crPos (_creatures w IM.! j)
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nearbyWalls = wallsAlongLine p1 p2 w
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canSeePoint :: Int -> Point2 -> World -> Bool
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canSeePoint i p w = hasLOS p1 p w
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--canSeePoint i p w = case collidePointWalls p1 p nearbyWalls
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-- of Just _ -> False
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-- Nothing -> True
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where nearbyWalls = wallsAlongLine p1 p w
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p1 = _crPos (_creatures w IM.! i)
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pathToPointFireable :: Int -> Point2 -> World -> Bool
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pathToPointFireable i p w = not $ collidePointWallsSimple (_crPos (_creatures w IM.! i))
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p
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walls
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where walls = IM.filter (not . isJust . \wl -> wl ^? blHP)
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$ wallsAlongLine p1 p w
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p1 = _crPos (_creatures w IM.! i)
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canSeePointAll :: Int -> Point2 -> World -> Bool
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canSeePointAll i targPos w = and $ map (flip (canSeePoint i) w . (\p -> (targPos +.+ radius *.* p)))
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[(1,0),(0,1),(-1,0),(0,-1)]
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where cr = _creatures w IM.! i
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cpos = _crPos cr
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radius = _crRad cr
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canSeeAny :: Int -> Int -> World -> Bool
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canSeeAny fromID toID w = or $ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p)))
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[(1,0),(0,1),(-1,0),(0,-1)]
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where cr = _creatures w IM.! toID
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cpos = _crPos cr
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radius = _crRad cr
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canSeeAll :: Int -> Int -> World -> Bool
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canSeeAll fromID toID w = and $ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p)))
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[(1,0),(0,1),(-1,0),(0,-1)]
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where cr = _creatures w IM.! toID
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cpos = _crPos cr
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radius = _crRad cr
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canWalk :: Int -> Int -> World -> Bool
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canWalk i j w = not $ collidePointWalkable ipos jpos $ wallsAlongLine ipos jpos w
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where ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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canSeeIndirect :: Int -> Int -> World -> Bool
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canSeeIndirect i j w = case collidePointIndirect ipos jpos $ wallsAlongLine ipos jpos w
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of Just _ -> False
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Nothing -> True && smokeLOS ipos jpos w
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where ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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canSeeFire :: Point2 -> Point2 -> World -> Bool
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canSeeFire p p' w = (not $ collidePointFireVision p p' $ wallsAlongLine p p' w)
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&& smokeLOS p p' w
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canSeeFireVision :: Int -> Int -> World -> Bool
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canSeeFireVision i j w = (not $ collidePointFireVision ipos jpos $ wallsAlongLine ipos jpos w)
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&& smokeLOS ipos jpos w
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where ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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canSeeFireVisionAny :: Int -> Int -> World -> Bool
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canSeeFireVisionAny i j w = (not $ and $ fmap ($ (wallsAlongLine (_crPos icr) (_crPos jcr) w) )
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$ zipWith collidePointFireVision ips jps
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) && smokeLOS (_crPos icr) (_crPos jcr) w
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where icr = _creatures w IM.! i
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jcr = _creatures w IM.! j
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ips = map (\p -> (_crPos icr +.+ _crRad icr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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jps = map (\p -> (_crPos jcr +.+ _crRad jcr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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canSeeFireVisionAll :: Int -> Int -> World -> Bool
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canSeeFireVisionAll i j w = (not $ or $ fmap ($ (wallsAlongLine (_crPos icr) (_crPos jcr) w) )
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$ zipWith collidePointFireVision ips jps
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) && smokeLOS (_crPos icr) (_crPos jcr) w
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where icr = _creatures w IM.! i
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jcr = _creatures w IM.! j
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ips = map (\p -> (_crPos icr +.+ _crRad icr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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jps = map (\p -> (_crPos jcr +.+ _crRad jcr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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-- looks for first collision of a point with walls
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-- if found, returns wall
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-- I'm sure there is a better way of doing this, one that propagates Nothing in a nice way
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--wallsOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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--wallsOnLine p1 p2 ws = hitWalls
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-- where hitPoint w = myIntersectSegSeg p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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-- hitWalls = filter (\w -> Nothing /= hitPoint w) (IM.elems ws)
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wallsOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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wallsOnLine p1 p2 ws = hitWalls
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where hitPoint w = intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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hitWalls = filter (\w -> Nothing /= hitPoint w) (IM.elems ws)
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wallOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Wall
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wallOnLine p1 p2 ws
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= listToMaybe $ sortBy f hitWalls
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where hitPoint w = intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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--where hitPoint w = myIntersectSegSeg p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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hitWalls = filter (\w -> Nothing /= hitPoint w) (IM.elems ws)
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f w1 w2 = compare (magV (p1 -.- fromJust (hitPoint w1))) (magV (p1 -.- fromJust (hitPoint w2)))
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wallsOnCirc :: Point2 -> Float -> IM.IntMap Wall -> [Wall]
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wallsOnCirc p r wls = IM.elems $ IM.filter f wls
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where f wl = circOnLine (_wlLine wl !! 0) (_wlLine wl !! 1) p r
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wallsNearPoint :: Point2 -> World -> IM.IntMap Wall
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wallsNearPoint p w = IM.unions [f b $ f a $ _wallsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where (x,y) = zoneOfPoint p
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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-- possible BUG, was associated with thingsHitLongLine
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wallsAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Wall
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{-# INLINE wallsAlongLine #-}
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--wallsAlongLine a b w = IM.unions [f y $ f x $ _wallsZone w | (x,y) <- zoneOfLine a b]
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-- where f i m = case IM.lookup i m of Just val -> val
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-- _ -> IM.empty
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wallsAlongLine a b w = IM.foldrWithKey' g IM.empty kps
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where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _wallsZone w) s))
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kps = zoneOfLine' a b
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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wallsNearZone' :: IM.IntMap IS.IntSet -> World -> IM.IntMap Wall
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{-# INLINE wallsNearZone' #-}
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wallsNearZone' im w = IM.foldrWithKey' g IM.empty im
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where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _wallsZone w) s))
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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wallsAlongCirc :: Point2 -> Float -> World -> IM.IntMap Wall
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wallsAlongCirc p r w = IM.unions [f y $ f x $ _wallsZone w | (x,y) <- zoneOfCircle p r]
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where f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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allWalls :: World -> IM.IntMap Wall
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allWalls w = IM.unions $ concatMap IM.elems $ IM.elems $ _wallsZone w
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creaturesNearPoint :: Point2 -> World -> IM.IntMap Creature
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creaturesNearPoint p w = IM.unions [f b $ f a $ _creaturesZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where (x,y) = zoneOfPoint p
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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cloudsNearPoint :: Point2 -> World -> IM.IntMap Cloud
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cloudsNearPoint p w = IM.unions [f b $ f a $ _cloudsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where (x,y) = zoneOfPoint p
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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-- possible BUG, occurs when used in thingsHitLongLine
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creaturesAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
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--creaturesAlongLine a b w = IM.unions [f y $ f x $ _creaturesZone w | (x,y) <- zoneOfLine a b]
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-- where f i m = case IM.lookup i m of Just val -> val
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-- _ -> IM.empty
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creaturesAlongLine a b w = IM.foldrWithKey' g IM.empty kps
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where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _creaturesZone w) s))
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kps = zoneOfLine' a b
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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zoneSize :: Float
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zoneSize = 50
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--zoneSize = 100
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floorHun :: Float -> Int
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floorHun x = floor $ x / zoneSize
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zoneOfPoint :: Point2 -> (Int,Int)
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zoneOfPoint (x,y) = (floorHun x, floorHun y)
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zoneNearPoint :: Point2 -> [(Int,Int)]
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zoneNearPoint (x',y') = [(a,b) | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where x = floorHun x'
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y = floorHun y'
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zoneAroundPoint :: Point2 -> [(Int,Int)]
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zoneAroundPoint (x',y') = [(a,b) | a<-[x-3..x+3] , b<-[y-3..y+3]]
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where x = floorHun x'
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y = floorHun y'
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zoneAroundPoint' :: Int -> Point2 -> IM.IntMap IS.IntSet
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zoneAroundPoint' i (x',y') = IM.fromSet (const ys) xs
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where x = floorHun x'
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y = floorHun y'
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xs = IS.fromAscList [x-i..x+i]
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ys = IS.fromAscList [y-i..y+i]
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-- the laser seemed to be occasionally missing creatures,
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-- if this reoccurs, maybe change
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-- divide line factor from 2 to 1.5
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bres :: Point2 -> Point2 -> [(Int,Int)]
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bres a b = bresenham (zoneOfPoint a) (zoneOfPoint b)
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bresx :: Point2 -> Point2 -> [(Int,Int)]
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bresx a b = bresenham (x-1,y-1) (x'-1,y'-1)
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where (x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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zoneOfLine :: Point2 -> Point2 -> [(Int,Int)]
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zoneOfLine (aa,ab) (ba,bb) = nub $ concatMap f
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$ bresenham (zoneOfPoint (aa,ab)) (zoneOfPoint (ba,bb))
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where f (x,y) = [(p,r) | p <-[x-1,x,x+1] , r<-[y-1,y,y+1]]
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--zoneOfLine (aa,ab) (ba,bb) = nub $ concatMap f
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-- $ bresenham (zoneOfPoint (aa-n,ab-n)) (zoneOfPoint (ba-n,bb-n))
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-- where f (x,y) = [(p,r) | p <-[x,x+1] , r<-[y,y+1]]
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-- n = zoneSize * 0.5
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expandLine :: [(Int,Int)] -> IM.IntMap IS.IntSet
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{-# INLINE expandLine #-}
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expandLine xs = IM.map expandSet
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$ IM.unionsWith IS.union [im, IM.mapKeysMonotonic (+1) im, IM.mapKeysMonotonic (+2) im]
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where im = IM.fromListWith IS.union $ map (\(a,b)->(a,IS.singleton b)) xs
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expandSet s = IS.insert (mk+2) $ IS.insert (mk+1) s
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--expandSet s = s
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where mk = IS.findMax s
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zoneOfLine' :: Point2 -> Point2 -> IM.IntMap IS.IntSet
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{-# INLINE zoneOfLine' #-}
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zoneOfLine' a b = expandLine $ bresenham (x-1,y-1) (x'-1,y'-1)
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where (x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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--zoneOfLine a b = concatMap zoneNearPoint $ divideLine (2 * zoneSize) a b
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--zoneOfLine a b = concatMap zoneNearPoint $ divideLine zoneSize a b
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zoneOfCircle :: Point2 -> Float -> [(Int,Int)]
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zoneOfCircle p r = concatMap zoneNearPoint $ divideCircle (1.5 * zoneSize) p r
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-- looking at this again, I am not convinced it deals correctly with the
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-- rotation of the world
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zoneOfScreen :: World -> [(Int,Int)]
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zoneOfScreen w = [(a,b) | a <- [x - n .. x + n]
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, b <- [y - n .. y + n]
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]
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where (x,y) = zoneOfPoint $ _cameraPos w
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n = ceiling $ wh / (_cameraZoom w * zoneSize)
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wh = max (_windowX w) (_windowY w)
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zoneOfDoubleScreen :: World -> [(Int,Int)]
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zoneOfDoubleScreen w = [(a,b) | a <- [x - n .. x + n]
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, b <- [y - n .. y + n]
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]
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where (x,y) = zoneOfPoint $ _cameraPos w
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n = (ceiling $ wh / (_cameraZoom w * zoneSize)) * 2
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wh = max (_windowX w) (_windowY w)
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zoneOfSight :: World -> [(Int,Int)]
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zoneOfSight w = [(a,b) | a <- [minimum xs .. maximum xs]
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, b <- [minimum ys .. maximum ys]
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]
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where (xs,ys) = unzip $ map zoneOfPoint $ screenPolygon w ++ [_cameraCenter w]
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screenPolygon :: World -> [Point2]
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screenPolygon w = [tr,tl,bl,br]
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where scRot = rotateV (_cameraRot w)
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scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
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scTran p = p +.+ _cameraPos w
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tr = scTran $ scRot $ scZoom ( halfWidth w, halfHeight w)
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tl = scTran $ scRot $ scZoom (-halfWidth w, halfHeight w)
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br = scTran $ scRot $ scZoom ( halfWidth w,-halfHeight w)
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bl = scTran $ scRot $ scZoom (-halfWidth w,-halfHeight w)
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wallsNearZones :: [(Int,Int)] -> World -> IM.IntMap Wall
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wallsNearZones is w = IM.unions [f b $ f a $ _wallsZone w | (a,b) <- is]
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where f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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ixZone :: IM.IntMap (IM.IntMap a) -> Point2 -> a
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ixZone z (x,y) = z IM.! floorHun x IM.! floorHun y
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ixNZ :: IM.IntMap (IM.IntMap a) -> Point2 -> [a]
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ixNZ z p = lookLookups (zoneNearPoint p) z
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lookLookup :: Int -> Int -> (IM.IntMap (IM.IntMap a)) -> Maybe a
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lookLookup i j z = case IM.lookup i z of
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Just z' -> IM.lookup j z'
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Nothing -> Nothing
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lookLookups :: [(Int,Int)] -> (IM.IntMap (IM.IntMap a)) -> [a]
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lookLookups xs z = mapMaybe (flip (uncurry lookLookup) z) xs
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-- looks for first collision of a point with walls
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-- if found, gives point and reflection velocity
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collidePointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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collidePointWalls p1 p2 ws = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
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(( \(x:y:_) -> fmap (flip (,)
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(reflectIn (x -.- y) (p2 -.- p1))
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. (+.+ errorNormalizeV 39 (vNormal (x -.- y)))
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) (intersectSegSeg' p1 p2 x y)
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) . _wlLine
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) ws
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where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
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-- looks for if a point collides with walls
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collidePointWallsSimple :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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collidePointWallsSimple p1 p2 = any $ isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
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. _wlLine
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collidePointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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collidePointWalkable p1 p2 ws = any (isJust
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. ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
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||||
. _wlLine
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) unwalkableWalls
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where unwalkableWalls = IM.filter notDoor ws
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||||
notDoor (AutoDoor {}) = False
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||||
notDoor _ = True
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||||
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||||
furthestPointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
|
||||
furthestPointWalkable p1 p2 ws = head $ (sortBy (compare `on` dist p1) $ IM.elems
|
||||
$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
) ws
|
||||
) ++ [p2]
|
||||
|
||||
collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
|
||||
collidePointIndirect p1 p2 ws = listToMaybe $ sortBy (compare `on` dist p1) $ IM.elems
|
||||
$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
) notWindows
|
||||
where notWindows = IM.filter (not . _wlIsSeeThrough) ws
|
||||
|
||||
collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
|
||||
collidePointFire p1 p2 ws = listToMaybe $ sortBy (compare `on` dist p1) $ IM.elems
|
||||
$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
) notWindows
|
||||
where notWindows = IM.filter (\wl -> not (_wlIsSeeThrough wl && isJust (wl ^? blHP))
|
||||
) ws
|
||||
|
||||
collidePointFireVision :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
|
||||
collidePointFireVision p1 p2 ws = any ( isJust
|
||||
. ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
)
|
||||
$ IM.filter notBlockWindow ws
|
||||
where notBlockWindow wl = case wl ^? blHP of
|
||||
Just _ -> not $ _wlIsSeeThrough wl
|
||||
Nothing -> True
|
||||
|
||||
collidePointSmoke :: Point2 -> Point2 -> [Smoke] -> Bool
|
||||
collidePointSmoke a b = any $ isJust . uncurry (intersectSegSeg' a b) . smokePerpLine a b
|
||||
|
||||
smokePerpLine :: Point2 -> Point2 -> Smoke -> (Point2,Point2)
|
||||
smokePerpLine a b sm = (p +.+ orth, p -.- orth)
|
||||
where
|
||||
p = _smPos sm
|
||||
orth = _smRad sm *.* safeNormalizeV (vNormal (a -.- b))
|
||||
|
||||
-- shit this is ugly
|
||||
lineOfThickness :: Float -> [Point2] -> Picture
|
||||
lineOfThickness t = pictures . f
|
||||
where f (x:y:ys)
|
||||
| x == y = f (x:ys)
|
||||
| otherwise
|
||||
= polygon [x +.+ n x y, x -.- n x y, y -.- n x y, y +.+ n x y] : f (y:ys)
|
||||
f _ = []
|
||||
n a b = (t*0.5) *.* errorNormalizeV 42 (vNormal (a -.- b))
|
||||
|
||||
wedgeOfThickness :: Float -> Point2 -> Point2 -> Picture
|
||||
wedgeOfThickness t x y
|
||||
| x == y = blank
|
||||
| otherwise = pictures [uncurry translate x $ circleSolid (0.5*t)
|
||||
,polygon [x +.+ n x y, x -.- n x y, y]
|
||||
]
|
||||
where n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
|
||||
|
||||
insertInZoneWith :: Int -> Int -> (a -> a -> a) -> a -> IM.IntMap (IM.IntMap a)
|
||||
-> IM.IntMap (IM.IntMap a)
|
||||
insertInZoneWith x y fun obj = IM.insertWith f x $ IM.singleton y obj
|
||||
where-- f :: IM.IntMap a -> IM.IntMap a -> IM.IntMap a
|
||||
f _ = IM.insertWith fun y obj
|
||||
|
||||
insertIMInZone :: Int -> Int -> Int -> a -> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
-> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
insertIMInZone x y obid obj = IM.insertWith f x $ IM.singleton y $ IM.singleton obid obj
|
||||
where f _ = IM.insertWith g y $ IM.singleton obid obj
|
||||
g _ = IM.insert obid obj
|
||||
|
||||
adjustIMZone :: (a -> a) -> Int -> Int -> Int -> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
-> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
adjustIMZone f x y n m = IM.adjust f' x m
|
||||
where f' = IM.adjust f'' y
|
||||
f'' = IM.adjust f n
|
||||
|
||||
|
||||
newKey :: IM.IntMap a -> Int
|
||||
newKey m = case IM.lookupMax m of
|
||||
Just (n,_) -> n+1
|
||||
Nothing -> 0
|
||||
|
||||
newParticleKey :: World -> Int
|
||||
newParticleKey w = case IM.lookupMax (_particles w) of
|
||||
Just (n,_) -> n+1
|
||||
Nothing -> 0
|
||||
newCrKey :: World -> Int
|
||||
newCrKey w = case IM.lookupMax (_creatures w) of
|
||||
Just (n,_) -> n+1
|
||||
Nothing -> 0
|
||||
|
||||
insertNewKey :: a -> IM.IntMap a -> IM.IntMap a
|
||||
insertNewKey x m = case IM.lookupMax m of
|
||||
Nothing -> IM.singleton 0 x
|
||||
Just (k,_) -> IM.insert (k+1) x m
|
||||
|
||||
reflectPointCreature :: Point2 -> Point2 -> Creature -> Maybe (Point2, Point2, Int)
|
||||
reflectPointCreature p1 p2 cr =
|
||||
case collidePointCirc p1 p2 (_crRad cr) (_crPos cr) of
|
||||
Nothing -> Nothing
|
||||
Just p3 -> Just ( p1
|
||||
, errorNormalizeV 35 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
|
||||
+.+ (_crPos cr -.- _crOldPos cr)
|
||||
--, errorNormalizeV 36 $
|
||||
-- ssaTriPoint p1 (_crPos cr) p2 (_crRad cr)
|
||||
-- -.- _crOldPos cr
|
||||
, _crID cr)
|
||||
|
||||
reflectPointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
|
||||
reflectPointCreatures p1 p2 cs = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(reflectPointCreature p1 p2) cs
|
||||
where f (a,_,_) (b,_,_) = compare (magV (a -.- p1)) (magV (b -.- p1))
|
||||
|
||||
|
||||
reflectCircCreature :: Float -> Point2 -> Point2 -> Creature -> Maybe (Point2, Point2, Int)
|
||||
reflectCircCreature rad p1 p2 cr =
|
||||
case collidePointCirc p1 p2 (rad + _crRad cr) (_crPos cr) of
|
||||
Nothing -> Nothing
|
||||
Just p3 -> Just ( p1
|
||||
, errorNormalizeV 37 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
|
||||
+.+ (_crPos cr -.- _crOldPos cr)
|
||||
--, errorNormalizeV 38 $
|
||||
-- ssaTriPoint p1 (_crPos cr) p2 (_crRad cr)
|
||||
-- -.- _crOldPos cr
|
||||
, _crID cr)
|
||||
|
||||
reflectCircCreatures :: Float -> Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
|
||||
reflectCircCreatures rad p1 p2 cs = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(reflectCircCreature rad p1 p2) cs
|
||||
where f (a,_,_) (b,_,_) = compare (magV (a -.- p1)) (magV (b -.- p1))
|
||||
|
||||
-- collides a point with forcefields
|
||||
-- if found, returns point of collision, deflection if required, and the id
|
||||
collidePointFFs = undefined
|
||||
collidePointFF = undefined
|
||||
--
|
||||
--collidePointFFs :: Point2 -> Point2 -> StdGen -> IM.IntMap ForceField
|
||||
-- -> Maybe (Point2,(Maybe (Point2,StdGen),Int))
|
||||
--collidePointFFs p1 p2 g fs = listToMaybe $ sortBy f $ IM.elems
|
||||
-- $ IM.mapMaybe (collidePointFF p1 p2 g) fs
|
||||
-- where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
--
|
||||
--collidePointFF :: Point2 -> Point2 -> StdGen -> ForceField
|
||||
-- -> Maybe (Point2,(Maybe (Point2,StdGen),Int))
|
||||
--collidePointFF p1 p2 g ff = fmap f ip
|
||||
-- where (p3:p4:_) = _ffLine ff
|
||||
-- ip = intersectSegSeg' p1 p2 p3 p4
|
||||
-- ref = (_ffDeflect ff) <*> Just g <*> Just (p2 -.- p1) <*> Just ff
|
||||
-- f p = (p, (ref, _ffID ff))
|
||||
--
|
||||
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point and reflection velocity, reflection damped in normal
|
||||
collidePointWalls' :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collidePointWalls' p1 p2 ws
|
||||
= listToMaybe $ sortBy f $ IM.elems
|
||||
$ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,) (reflectInParam 0.5 (x -.- y) (p2 -.- p1))
|
||||
. (+.+ errorNormalizeV 40 (vNormal (x -.- y)))
|
||||
)
|
||||
(intersectSegSeg' p1 p2 x y)
|
||||
) . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
|
||||
-- looks for first collision of a circle with walls
|
||||
-- if found, gives point and reflection velocity, reflection damped in normal
|
||||
collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collideCircWalls' p1 p2 rad ws
|
||||
= listToMaybe $ sortBy f $ IM.elems
|
||||
$ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,) (reflectInParam 0.5 (x -.- y) (p2 -.- p1))
|
||||
. (+.+ errorNormalizeV 40 (vNormal (x -.- y)))
|
||||
)
|
||||
(intersectSegSeg' p1 p2 x y)
|
||||
) . shiftByRad . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
shiftByRad (a:b:_) = map ((+.+) (rad *.* normalizeV (vNormal (a -.- b))))
|
||||
[a +.+ rad *.* (normalizeV (a -.-b))
|
||||
,b +.+ rad *.* (normalizeV (b -.-a))
|
||||
]
|
||||
-- this shifts the wall out, and for outer corners extends the wall
|
||||
-- not sure what this does for inner corners, hopefully won't cause a problem
|
||||
-- the alternative would be to separately bounce off corner points...
|
||||
-- unfortunately, doesn't allow for collisions when the circle spawns on the
|
||||
-- wall
|
||||
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point and normal of wall
|
||||
collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collidePointWallsNorm p1 p2 ws = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,) ( vNormal $ x -.- y ))
|
||||
(intersectSegSeg' p1 p2 x y)
|
||||
) . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point and colour of wall
|
||||
collidePointWallsCol :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Color)
|
||||
collidePointWallsCol p1 p2 ws = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
( (\(m, c) -> fmap (flip (,) c) m)
|
||||
. (\w -> (intersectSegSeg' p1 p2
|
||||
(_wlLine w !! 0) (_wlLine w !! 1), _wlColor w))
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point, and normal and colour of wall
|
||||
collidePointWallsNormCol :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2,Color)
|
||||
collidePointWallsNormCol p1 p2 ws
|
||||
= listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe m ws
|
||||
where f (a,_,_) (b,_,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
ls w = let (x:y:_) = _wlLine w
|
||||
in (intersectSegSeg' p1 p2 x y, vNormal (x -.- y), _wlColor w)
|
||||
m w = let (a1,a2,a3) = ls w
|
||||
in fmap (\a4 -> (a4,a2,a3)) a1
|
||||
|
||||
--returns the first creature, if any, that a point intersects with
|
||||
collidePointCreatures :: Point2 -> Point2 -> World -> Maybe Int
|
||||
collidePointCreatures p1 p2 w = fmap fst $ listToMaybe $ sortBy (csnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc' p1 p2 (_crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
where csnd (_,a) (_,b) = compare a b
|
||||
--as for collidePointCreatures, only increases the radius of creatures by a
|
||||
--fixed amount, thus collides a moving circle with creaures
|
||||
collideCircCreatures :: Point2 -> Point2 -> Float -> World -> Maybe Int
|
||||
collideCircCreatures p1 p2 rad w = fmap fst $ listToMaybe $ sortBy (csnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc' p1 p2 (rad + _crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
where csnd (_,a) (_,b) = compare a b
|
||||
|
||||
|
||||
--returns the first creature, if any, that a point intersects with, gives point
|
||||
--in creature on line
|
||||
collidePointCrsPoint :: Point2 -> Point2 -> World -> Maybe (Point2,Int)
|
||||
collidePointCrsPoint p1 p2 w = fmap f $ listToMaybe $ sortBy (csndsnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc'' p1 p2 (_crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
where csndsnd (_,(_,a)) (_,(_,b)) = compare a b
|
||||
f (cID,(p,_)) = (p,cID)
|
||||
collideCircCrsPoint :: Point2 -> Point2 -> Float -> World -> Maybe (Point2,Int)
|
||||
collideCircCrsPoint p1 p2 rad w = fmap f $ listToMaybe $ sortBy (csndsnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc'' p1 p2 (rad + _crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
where csndsnd (_,(_,a)) (_,(_,b)) = compare a b
|
||||
f (cID,(p,_)) = (p,cID)
|
||||
|
||||
|
||||
-- makes a creatures not hittable
|
||||
collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
|
||||
collidePointCrsWithoutPoint cid p1 p2 w = fmap f $ listToMaybe $ sortBy (csndsnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc'' p1 p2 (_crRad x) (_crPos x)
|
||||
)
|
||||
(IM.delete cid $ _creatures w)
|
||||
where csndsnd (_,(_,a)) (_,(_,b)) = compare a b
|
||||
f (cID,(p,_)) = (p,cID)
|
||||
|
||||
circOnSomeWall :: Point2 -> Float -> World -> Bool
|
||||
circOnSomeWall p rad w = any (\(x:y:_) -> circOnLine x y p rad)
|
||||
$ fmap _wlLine $ IM.elems $ wallsNearPoint p w
|
||||
|
||||
crsNearLine :: Float -> [Point2] -> World -> Bool
|
||||
crsNearLine d (p1:p2:_) w = any (\c -> circOnLine p1 p2 (_crPos c) (d + _crRad c))
|
||||
$ IM.filter (\cr -> _crMass cr > 4) $ _creatures w
|
||||
|
||||
crsNearPoint :: Float -> Point2 -> World -> Bool
|
||||
crsNearPoint d p w = any (\c -> dist (_crPos c) p < (d + _crRad c)) (_creatures w)
|
||||
|
||||
crsOnLine :: Point2 -> Point2 -> World -> [Creature]
|
||||
crsOnLine p1 p2 w = IM.elems
|
||||
$ IM.filter (\cr -> circOnLine p1 p2 (_crPos cr) (_crRad cr))
|
||||
$ _creatures w
|
||||
|
||||
crsOnThickLine :: Float -> Point2 -> Point2 -> World -> [Creature]
|
||||
crsOnThickLine thickness p1 p2 w = IM.elems
|
||||
$ IM.filter (\cr -> circOnLine p1 p2 (_crPos cr) (_crRad cr + thickness))
|
||||
$ _creatures w
|
||||
|
||||
nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
|
||||
nearestCrInRad p r w = let crs = IM.filter (\cr -> dist p (_crPos cr) < r) $ _creatures w
|
||||
sortedCrs = sortBy (compare `on` (dist p . _crPos)) $ IM.elems crs
|
||||
in listToMaybe sortedCrs
|
||||
|
||||
nearestCrInTri :: Point2 -> Float -> Float -> World -> Maybe Creature
|
||||
nearestCrInTri p dir x w
|
||||
= let crs = IM.filter (\cr -> errorPointInPolygon 1 (_crPos cr) tri) $ _creatures w
|
||||
sortedCrs = sortBy (compare `on` (dist p . _crPos)) $ IM.elems crs
|
||||
in listToMaybe sortedCrs
|
||||
where tri = [p
|
||||
,p +.+ rotateV (dir-pi/4) (x,0)
|
||||
,p +.+ rotateV (dir+pi/4) (x,0)
|
||||
]
|
||||
|
||||
nearestCrInFront :: Point2 -> Float -> Float -> World -> Maybe Creature
|
||||
nearestCrInFront p dir x w
|
||||
= let crs = IM.filter (\cr -> errorPointInPolygon 2 (_crPos cr) rec) $ _creatures w
|
||||
sortedCrs = sortBy (compare `on` (dist p . _crPos)) $ IM.elems crs
|
||||
in listToMaybe sortedCrs
|
||||
where rec = [p
|
||||
,pR
|
||||
,pR1
|
||||
,pL1
|
||||
,pL
|
||||
]
|
||||
pR = p +.+ rotateV (dir - pi*(3/8)) (x/2,0)
|
||||
pL = p +.+ rotateV (dir + pi*(3/8)) (x/2,0)
|
||||
pR1 = pR +.+ rotateV dir (x/2,0)
|
||||
pL1 = pL +.+ rotateV dir (x/2,0)
|
||||
|
||||
crInPolygon :: Creature -> [Point2] -> Bool
|
||||
crInPolygon cr xs = errorPointInPolygon 3 (_crPos cr) xs
|
||||
|
||||
onLayer :: Layer -> Picture -> Picture
|
||||
onLayer l = setDepth (fromIntegral (levLayer l) / 100)
|
||||
|
||||
--onLayer :: Layer -> Picture -> [(Picture, [Int])]
|
||||
--onLayer l p = [(p, [levLayer l])]
|
||||
|
||||
onLayerL :: [Int] -> Picture -> Picture
|
||||
onLayerL is = setDepth (sum $ zipWith (/) (map fromIntegral is) $ map (\x->100**x) [1..])
|
||||
|
||||
levLayer :: Layer -> Int
|
||||
levLayer BgLayer = 20
|
||||
levLayer PressPlateLayer = 45
|
||||
levLayer CorpseLayer = 50
|
||||
levLayer FlItLayer = 55
|
||||
levLayer CrLayer = 60
|
||||
levLayer WlLayer = 65
|
||||
levLayer GloomLayer = 67
|
||||
levLayer UPtLayer = 70
|
||||
levLayer PtLayer = 72
|
||||
levLayer HPtLayer = 73
|
||||
levLayer ShadowLayer = 75
|
||||
levLayer LabelLayer = 80
|
||||
levLayer InvLayer = 85
|
||||
levLayer MenuLayer = 90
|
||||
|
||||
mouseWorldPos :: World -> Point2
|
||||
mouseWorldPos w = _cameraPos w +.+ (1/_cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
|
||||
|
||||
logistic :: Float -> Float -> Float -> (Float -> Float)
|
||||
logistic x0 l k x = l / (1 + exp (k*(x0 - x)))
|
||||
|
||||
wallLOS :: [Point2] -> Point2 -> Point2 -> Bool
|
||||
{-# INLINE wallLOS #-}
|
||||
wallLOS !(x:y:_) !c !p = isRHS c x y || isLHS p x' y' || isLHS c p x || isRHS c p y
|
||||
where n = 10 *.* (normV . vNormal $ y -.- x)
|
||||
x' = x +.+ n
|
||||
y' = y +.+ n
|
||||
|
||||
wallsLOS :: Foldable t => t [Point2] -> Point2 -> Point2 -> Bool
|
||||
{-# INLINE wallsLOS #-}
|
||||
wallsLOS !ls !c !p = all (\l -> wallLOS l c p) ls
|
||||
|
||||
translateDrawing = translate
|
||||
rotateDrawing = rotate
|
||||
Reference in New Issue
Block a user