Remove wall corner collision test for creatures

This commit is contained in:
2021-09-24 11:31:08 +01:00
parent 1883e0785e
commit 899cf6ef81
10 changed files with 47 additions and 76 deletions
+10 -17
View File
@@ -5,6 +5,7 @@ import Dodge.Data.DamageType
import Dodge.Creature.State.Data
import Dodge.Debug.Flag.Data
import Dodge.Zone
import Dodge.Base
import Geometry
import Data.List
@@ -21,15 +22,16 @@ colCrWall w c
| noclipIsOn && _crID c == 0 = c -- for noclip
| p1 == p2 = pushOrCrush ls c
| otherwise = c & crPos %~
collideCorners rad wallPoints
. collideWalls rad p1 ls
. checkPushThroughs p1 ls
-- collideCorners rad wallPoints
collideWalls rad p1 ls
. flip (collidePointWalls p1) wls -- check push throughs
where
rad = _crRad c + wallBuffer
p1 = _crOldPos c
p2 = _crPos c
ls = IM.elems $ _wlLine <$> wallsNearPoint p2 w
wallPoints = nub $ concatMap (\(x,y) -> [x,y]) ls
wls = wallsNearPoint p2 w
--wallPoints = map fst ls
noclipIsOn = _noClip $ _debugFlags w
-- the amount to push creatures out from walls, extra to their radius
@@ -40,11 +42,12 @@ wallBuffer = 0
-- out from the wall
-- this is then repeated if the point ends up on a new wall
collideWalls :: Float -> Point2 -> [(Point2,Point2)] -> Point2 -> Point2
collideWalls rad cp1 wls cp2 = case (listToMaybe.mapMaybe (pushOutFromWall rad cp2)) wls of
collideWalls rad cp1 wls cp2 = case (listToMaybe . mapMaybe (pushOutFromWall rad cp2)) wls of
Nothing -> cp2
Just cp3 -> case (listToMaybe.reverse.mapMaybe (pushOutFromWall rad cp3)) wls of
Just cp3 -> case (listToMaybe . reverse . mapMaybe (pushOutFromWall rad cp3)) wls of
Nothing -> cp3
Just cp4 -> 0.5 *.* (cp4 +.+ cp1)
-- Just cp4 -> 0.5 *.* (cp4 +.+ cp1)
Just _ -> cp1
-- pushes a point out from a list of walls
-- if multiple new points occur, chooses the one closest to the orignal point
@@ -92,13 +95,3 @@ intersectCirclePoint rad p cCen
| dist cCen p > rad = cCen
| otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))
checkPushThroughs :: Point2 -> [(Point2,Point2)] -> Point2 -> Point2
checkPushThroughs cp1 wls cp2
= fromMaybe cp2 $ (listToMaybe.mapMaybe (checkPushThrough cp1 cp2)) wls
checkPushThrough :: Point2 -> Point2 -> (Point2,Point2) -> Maybe Point2
checkPushThrough cp1 cp2 (wp1,wp2)
| isPushedThrough = intersectSegSeg cp1 cp2 wp1 wp2
| otherwise = Nothing
where
isPushedThrough = isRHS wp1 wp2 cp2 && isJust (intersectSegSeg cp1 cp2 wp1 wp2)