Add indexed world modifications, example use in flicker lights
This commit is contained in:
@@ -70,6 +70,7 @@ data World = World
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, _randGen :: StdGen
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, _mousePos :: !Point2
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, _testString :: World -> [String]
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, _modifications :: IM.IntMap Modification
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, _yourID :: !Int
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, _worldEvents :: World -> World
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, _pressPlates :: IM.IntMap PressPlate
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@@ -484,6 +485,15 @@ data PjParam = PjParam
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, _pjMaxParam :: Int
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, _pjDisplayParam :: Int -> String
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}
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data Modification
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= ModIDTimerPoint3Bool
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{ _mdID :: Int
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, _mdExternalID :: Int
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, _mdUpdate :: Modification -> World -> World
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, _mdTimer :: Int
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, _mdPoint3 :: Point3
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, _mdBool :: Bool
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}
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data Prop
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= Projectile
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{ _pjPos :: Point2
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@@ -792,6 +802,7 @@ makeLenses ''FloorItem
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makeLenses ''Ammo
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makeLenses ''PjParam
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makeLenses ''Prop
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makeLenses ''Modification
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makeLenses ''Particle
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makeLenses ''Wall
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makeLenses ''WallStructure
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@@ -26,6 +26,7 @@ defaultWorld = World
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, _cameraRot = 0
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, _cameraZoom = 1
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, _cameraViewFrom = V2 0 0
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, _modifications = IM.empty
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, _creatures = IM.empty
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, _creaturesZone = Zone IM.empty
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, _creatureGroups = IM.empty
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@@ -31,7 +31,7 @@ initialWorld = defaultWorld
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, _yourID = 0
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, _worldEvents = saveWorldInEmptySlot LevelStartSlot
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. soundStart BackgroundSound (V2 0 0) foamSprayFadeOutS Nothing
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. foldr ((.) . makeStartCloudAt) id [V3 x y 5 | x <- [-5,-3..5] , y <- [-5,-3..5]]
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. foldr ((.) . makeStartCloudAt) id [V3 x y 5 | x <- [-5,-4..5] , y <- [-5,-4..5]]
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, _pressPlates = IM.empty
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, _buttons = IM.empty
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, _toPlaySounds = M.empty
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@@ -7,11 +7,17 @@ import Dodge.Data
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import Dodge.Floor
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import Dodge.Layout
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import Dodge.Initialisation
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import Dodge.RandomHelp
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import System.Random
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import Control.Lens
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import Control.Monad.State
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generateWorldFromSeed :: Int -> IO World
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generateWorldFromSeed i = do
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roomList <- layoutLevelFromSeed 0 i
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return $ generateLevelFromRoomList roomList
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return $ randomCompass $ generateLevelFromRoomList roomList
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initialWorld{_randGen=mkStdGen i}
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randomCompass :: World -> World
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randomCompass w = w & cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w)
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@@ -22,6 +22,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutPressPlate PressPlate
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| PutBlock [Int] Color [Point2]
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| PutCoordinate Point2
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| PutMod Modification
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| PutTrigger (World -> Bool)
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| PutLineBlock Wall Float Float Point2 Point2
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| PutWall { _pwPoly :: [Point2] , _pwWall :: Wall }
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@@ -104,8 +105,8 @@ spNoID ps pst = Placement ps pst Nothing (const Nothing)
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pContID :: PlacementSpot -> PSType -> (Int -> Maybe Placement) -> Placement
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pContID ps pt = Placement ps pt Nothing . intPlPlPl
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plCont :: PlacementSpot -> PSType -> (Placement -> Maybe Placement) -> Placement
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plCont ps pt = Placement ps pt Nothing
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psPtCont :: PlacementSpot -> PSType -> (Placement -> Maybe Placement) -> Placement
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psPtCont ps pt = Placement ps pt Nothing
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sPS :: Point2 -> Float -> PSType -> Placement
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sPS p a pt = Placement (PS p a) pt Nothing (const Nothing)
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@@ -14,7 +14,7 @@ import Data.Maybe
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import Control.Lens
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triggerSwitchSPic :: (Button -> SPic) -> PlacementSpot -> Placement
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triggerSwitchSPic sdraw ps = plCont ps (PutTrigger (const False))
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triggerSwitchSPic sdraw ps = psPtCont ps (PutTrigger (const False))
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$ \tp -> Just $ pContID ps (PutButton (makeSwitchSPic sdraw (oneff $ trigid tp) (offeff $ trigid tp)))
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(const Nothing)
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where
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@@ -23,7 +23,7 @@ triggerSwitchSPic sdraw ps = plCont ps (PutTrigger (const False))
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offeff tid = triggers . ix tid .~ const False
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triggerSwitchSPicLight :: (Button -> SPic) -> PlacementSpot -> Placement
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triggerSwitchSPicLight sdraw ps = plCont ps (PutTrigger (const False))
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triggerSwitchSPicLight sdraw ps = psPtCont ps (PutTrigger (const False))
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$ \tp -> Just $ pContID fstLnkOut (PutLS thels)
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$ \lsid -> Just
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$ pContID ps (PutButton (makeSwitchSPic sdraw (oneff lsid $ trigid tp) (offeff lsid $ trigid tp)))
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@@ -37,7 +37,7 @@ triggerSwitchSPicLight sdraw ps = plCont ps (PutTrigger (const False))
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offeff lsid tid = eff lsid tid False (V3 0.5 0 0)
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triggerSwitch :: Color -> PlacementSpot -> Placement
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triggerSwitch col ps = plCont ps (PutTrigger (const False))
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triggerSwitch col ps = psPtCont ps (PutTrigger (const False))
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$ \tp -> Just $ pContID ps (PutButton (makeSwitch col col (oneff $ trigid tp) (offeff $ trigid tp)))
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(const Nothing)
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where
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@@ -101,6 +101,12 @@ unusedLnkToPS rp = case rp of
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UnusedLink p a -> Just $ PS p a
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_ -> Nothing
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spanLSLightI :: LightSource -> Float -> Point2 -> Point2 -> Placement
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spanLSLightI ls h a b = ps0j (PutLS ls {_lsPos = V3 x y h})
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$ sps0 $ PutForeground $ thinHighBar h a b
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where
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V2 x y = 0.5 *.* (a +.+ b)
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spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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spanColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y (h-5)) 0)
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$ sps0 $ PutForeground $ thinHighBar h a b
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@@ -90,6 +90,7 @@ shiftPSBy (pos,rot) ps = ps
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placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
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placeSpotID ps pt w = case pt of
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PutTrigger cond -> placeNewInto triggers cond w
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PutMod modi -> plNewUpID modifications mdID modi w
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PutProp prop -> plNewUpID props pjID (mvProp p rot prop) w
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PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
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PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
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+71
-25
@@ -1,6 +1,7 @@
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module Dodge.Room.Start where
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import Dodge.LevelGen.Data
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import Dodge.Data
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import Dodge.Default
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import Dodge.Layout.Tree.Either
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import Dodge.RandomHelp
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import Dodge.Room.Door
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@@ -23,24 +24,63 @@ import Data.Tree
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import Control.Monad.State
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import Control.Lens
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import System.Random
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--import qualified Data.IntMap.Strict as IM
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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rezBox :: Room
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rezBox = roomRect 40 60 1 1
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& rmPmnts .~ [ spanColLightI rezcol 95 (V2 0 1) (V2 40 1) ]
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rezBox :: LightSource -> Room
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rezBox ls = roomRect 40 60 1 1
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& rmPmnts .~ [ sPS (V2 20 1) 0 $ PutLS ls]
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rezColor :: RandomGen g => State g LightSource
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rezColor = do
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col <- takeOne [V3 0.0 0.1 0.5, V3 0.0 0.5 0.1]
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h <- takeOne [30,50,80,90,90,90,90]
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rad <- takeOne [150,200,200,250,250,300,300,300]
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return defaultLS
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{ _lsPos = V3 0 0 h
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, _lsIntensity = col
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, _lsRad = rad
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}
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rezcol :: Point3
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rezcol = V3 0.0 0.1 0.5
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rezInvBox :: LightSource -> Room
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rezInvBox = (rmLinks %~ reverse) . rezBox
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rezInvBox :: Room
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rezInvBox = roomRect 40 60 1 1
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& rmPmnts .~ [ spanColLightI rezcol 95 (V2 0 59) (V2 40 59) ]
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crAdd :: Room -> Room
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crAdd = rmPmnts %~ (sPS (V2 20 10) (0.5*pi) randC1 :)
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crRezBox :: Room
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crRezBox = rezInvBox & rmPmnts %~ (sPS (V2 20 50) (1.5*pi) randC1 :)
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wpAdd :: Item -> Room -> Room
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wpAdd wp = rmPmnts %~ f
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where
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f (x:xs) = sPS (V2 15 30) 1 (PutFlIt wp) : g x : xs
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f _ = [sPS (V2 15 30) 1 (PutFlIt wp)]
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g x = x & plIDCont .~ flickerMod
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wpRezBox :: Item -> Room
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wpRezBox wp = rezInvBox & rmPmnts %~ (sPS (V2 15 30) 1 (PutFlIt wp) :)
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-- TODO move this to a sensible place
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-- Supposes the orginal placement is a light source, adds a flickermod
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flickerMod :: Placement -> Maybe Placement
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flickerMod pl = Just $ sps0 $ PutMod $ ModIDTimerPoint3Bool
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{ _mdID = 0
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, _mdExternalID = fromJust $ _plMID pl
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, _mdUpdate = flickerUpdate
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, _mdTimer = 10
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, _mdPoint3 = 0.8
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, _mdBool = True
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}
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flickerUpdate :: Modification -> World -> World
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flickerUpdate md w
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| _mdTimer md > 0 = w & modifications . ix mdid . mdTimer -~ 1
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| otherwise = w & lightSources . ix lsid . lsIntensity .~ mdcol
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& modifications . ix mdid
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%~ ( (mdTimer .~ newtime) . (mdPoint3 .~ lscol) . (mdBool %~ not) )
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where
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mdcol = _mdPoint3 md
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lscol = _lsIntensity $ _lightSources w IM.! lsid
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lsid = _mdExternalID md
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mdid = _mdID md
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timerange
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| _mdBool md = (2,10)
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| otherwise = (2,30)
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(newtime,_) = randomR timerange $ _randGen w
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rezBoxesThenWeaponRoom :: RandomGen g => State g (Tree (Either Room Room))
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rezBoxesThenWeaponRoom = do
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@@ -49,7 +89,9 @@ rezBoxesThenWeaponRoom = do
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return $ rboxes `appendEitherTree` [wroom]
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rezBoxThenWeaponRoom :: RandomGen g => State g (Tree (Either Room Room))
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rezBoxThenWeaponRoom = treeFromTrunk [Left rezBox,Left door] <$> weaponRoom
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rezBoxThenWeaponRoom = do
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rcol <- rezColor
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treeFromTrunk [Left $ rezBox rcol,Left door] <$> weaponRoom
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startRoom :: RandomGen g => State g (Tree (Either Room Room))
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startRoom = join $ takeOne
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@@ -63,9 +105,11 @@ rezBoxesWpCrit :: RandomGen g => State g (Tree (Either Room Room))
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rezBoxesWpCrit = do
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w <- state $ randomR (200,400)
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h <- state $ randomR (40,40)
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thecol <- rezColor
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theweapon <- randBlockBreakWeapon
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let bottomEdgeTest (V2 _ y,_) = y < 1
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bottomLeftTest (V2 x y,_) = y < 1 && x < 21
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aroom = rezInvBox thecol
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centralRoom <- filterSortOutLinksOn bottomEdgeTest ((\(V2 a b) -> (b,a)) . fst) <$>
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(randomiseOutLinks =<< changeLinkTo bottomLeftTest
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((roomRectAutoLinks w h) {_rmPmnts = []}))
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@@ -74,10 +118,10 @@ rezBoxesWpCrit = do
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j <- state $ randomR (i,n-2)
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blcor <- blockedCorridor'
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let rezrooms = map adddoor
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$ insertAt i (wpRezBox theweapon)
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$ insertAt j crRezBox
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$ replicate (n-3) rezInvBox
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return $ treeFromTrunk [Left rezBox
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$ insertAt i (wpAdd theweapon aroom)
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$ insertAt j (crAdd aroom)
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$ replicate (n-3) aroom
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return $ treeFromTrunk [Left $ rezBox thecol
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, Left door
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]
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(Node (Left centralRoom) (rezrooms ++ [onwardtree blcor]))
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@@ -90,20 +134,21 @@ rezBoxesWp = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (40,40)
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theweapon <- randBlockBreakWeapon
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thecol <- rezColor
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let bottomEdgeTest (V2 _ y,_) = y < 1
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aroom = rezInvBox thecol
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centralRoom <- randomiseOutLinks =<< changeLinkTo bottomEdgeTest
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((roomRectAutoLinks w h) {_rmPmnts = []})
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blcor <- blockedCorridor'
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let n = length $ filter bottomEdgeTest $ _rmLinks centralRoom
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let rezrooms = map adddoor
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$ wpRezBox theweapon : replicate (n-2) rezInvBox
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$ wpAdd theweapon aroom : replicate (n-2) aroom
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centralRoom' <- changeLinkFrom bottomEdgeTest centralRoom
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return $ treeFromTrunk [Left rezBox
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return $ treeFromTrunk [Left $ rezBox thecol
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, Left door
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]
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(Node (Left centralRoom') (rezrooms ++ [onwardtree blcor]))
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where
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--dbox = treeFromPost [Left door] (Left rezInvBox)
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adddoor rm = treeFromPost [Left door] (Left rm)
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onwardtree blcor = treeFromPost [Left door] (Right blcor)
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@@ -111,17 +156,17 @@ rezBoxes :: RandomGen g => State g (Tree (Either Room Room))
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rezBoxes = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (40,40)
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thecol <- rezColor
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let bottomEdgeTest (V2 _ y,_) = y < 1
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dbox = treeFromPost [Left door] (Left $ rezInvBox thecol)
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centralRoom <- randomiseOutLinks =<< changeLinkTo bottomEdgeTest
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((roomRectAutoLinks w h) {_rmPmnts = []})
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let n = length $ filter bottomEdgeTest $ _rmLinks centralRoom
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centralRoom' <- changeLinkFrom bottomEdgeTest centralRoom
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return $ treeFromTrunk [Left rezBox
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return $ treeFromTrunk [Left $ rezBox thecol
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, Left door
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]
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(Node (Left centralRoom') (replicate (n-1) dbox ++ [Node (Right door) []]))
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where
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dbox = treeFromPost [Left door] (Left rezInvBox)
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startRoom' :: RandomGen g => State g (Tree (Either Room Room))
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startRoom' = do
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@@ -137,7 +182,8 @@ startRoom' = do
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, putLasTurret & plSpot .~ PS (V2 (0.8*w) (0.8*h)) 0
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, sps0 $ PutForeground $ colorSH orange $ pipePP 2 (V3 50 50 25) (V3 50 120 25)
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]
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treeFromPost [Left rezBox, Left door] . Right
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thecol <- rezColor
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treeFromPost [Left $ rezBox thecol, Left door] . Right
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<$> randomiseOutLinks
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(shiftRoomBy (V2 (-20) (-20),0)
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( roomRectAutoLinks w h & rmPmnts %~ (plmnts ++)
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@@ -58,6 +58,7 @@ functionalUpdate w = case _menuLayers w of
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. updateDoors
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. resetWorldEvents
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. dbArg _worldEvents
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. updateModifications
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. updateParticles
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. updateProjectiles
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. updateLightSources
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@@ -82,6 +83,11 @@ functionalUpdate w = case _menuLayers w of
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where
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(x,y) = cloudZoneOfPoint $ stripZ $ _clPos cl
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updateModifications :: World -> World
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updateModifications w = foldr f w (_modifications w)
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where
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f md = _mdUpdate md md
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splinterBlock :: Block -> World -> World
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splinterBlock bl w = foldr unshadowBlock w (_blShadows bl) -- foldr shiftTowardCen w (_blWallIDs bl)
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& blocks . ix (_blID bl) . blHPs %~ tail
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Block a user