Cleanup
This commit is contained in:
+4
-6
@@ -20,7 +20,6 @@ import Dodge.Config.Data
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import Dodge.Config.KeyConfig
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import Dodge.Item.Attachment.Data
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import Dodge.Item.Data
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import Dodge.World.Trigger.Data
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import Dodge.Bounds
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import Data.Preload
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import Picture.Data
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@@ -82,7 +81,7 @@ data World = World
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, _storedLevel :: Maybe World
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, _quicksaveLevel :: Maybe World
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, _menuLayers :: [ScreenLayer]
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, _worldState :: M.Map WorldState Bool
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-- , _worldState :: M.Map WorldState Bool
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, _worldTriggers :: S.Set WorldTrigger
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, _carteDisplay :: !Bool
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, _carteCenter :: !Point2
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@@ -236,10 +235,9 @@ data CrMvType
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, _mvTurnJit :: Float
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, _mvAimSpeed :: Float -> Float
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}
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data WorldState
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= DoorNumOpen Int
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| DoorNumOpening Int
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| CrNumAlive Int
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data WorldTrigger
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= ResetLevel Int
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| GameOver
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deriving (Eq,Ord)
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data Button = Button
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{ _btPict :: Button -> SPic
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@@ -55,7 +55,7 @@ defaultWorld = World
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, _storedLevel = Nothing
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, _quicksaveLevel = Nothing
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, _menuLayers = []
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, _worldState = M.empty
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-- , _worldState = M.empty
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, _worldTriggers = S.empty
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, _clickMousePos = V2 0 0
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, _pathGraph = Data.Graph.Inductive.Graph.empty
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+3
-16
@@ -5,40 +5,24 @@ module Dodge.Floor
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( levx
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) where
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import Geometry.Data
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--import Picture
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import Dodge.Data
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--import Dodge.Room
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import Dodge.Creature.State.Data
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--import Dodge.Creature.SwarmCrit
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import Dodge.Room.Procedural
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import Dodge.Room.RoadBlock
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import Dodge.Room.Data
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import Dodge.Room
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--import Dodge.Room.Link
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--import Dodge.Room.Door
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import Dodge.Room.Branch
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import Dodge.Room.Boss
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--import Dodge.Room.Airlock
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import Dodge.Room.LongDoor
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import Dodge.Room.NoNeedWeapon
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--import Dodge.Base
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--import Dodge.Layout
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import Dodge.Layout.Tree.Polymorphic
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import Dodge.Layout.Tree.Either
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--import Dodge.Layout.Tree.GenerateStructure
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import Dodge.Layout.Tree.Annotate
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import Dodge.Layout.Tree.Shift
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import Dodge.Creature
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--import Dodge.SoundLogic
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--import Dodge.RandomHelp
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--import Dodge.LightSources
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import Dodge.LevelGen.Data
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--import Dodge.LevelGen.SwarmPlacement
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--import Dodge.Item.Weapon
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import Dodge.Item.Weapon.Launcher
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--import Data.Tree
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--import Data.Maybe (fromJust,isNothing)
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import Control.Lens
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import Control.Monad.State
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import Control.Monad.Loops
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@@ -52,6 +36,9 @@ initialRoomTree = do
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[[StartRoom]
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,[Corridor]
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,[Corridor]
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,[AirlockAno]
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,[Corridor]
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,[Corridor]
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---- ,[SpecificRoom roomCCrits]
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---- ,[Corridor]
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---- ,[Corridor]
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@@ -58,7 +58,6 @@ initialWorld = defaultWorld
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, _decorations = IM.empty
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, _storedLevel = Nothing
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, _menuLayers = [TerminalScreen 300 rezText']
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, _worldState = M.empty
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}
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testStringInit :: World -> [String]
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testStringInit _ = []
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@@ -46,28 +46,20 @@ addLock i t = do
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(beforeLock, afterLock) <- splitTrunk t
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newBefore <- applyToRandomNode (Key i :) beforeLock
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return $ addToTrunk newBefore [Node [Lock i] afterLock]
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{- |
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Add one corridor between each parent-child link of a tree of annotations.
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-}
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{- | Add one corridor between each parent-child link of a tree of annotations. -}
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padCorridors :: Tree [Annotation g] -> Tree [Annotation g]
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padCorridors (Node x xs) = Node [Corridor] [Node x (map padCorridors xs)]
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{-
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Add one to three corridors between each parent-child link of a tree of annotations.
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-}
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{- Add one to three corridors between each parent-child link of a tree of annotations. -}
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randomPadCorridors :: RandomGen g => Tree [Annotation g] -> State g (Tree [Annotation g])
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randomPadCorridors (Node x xs) = do
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n <- state $ randomR (1, 3)
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xs' <- mapM randomPadCorridors xs
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return $ treeFromTrunk (replicate n [Corridor]) (Node x xs')
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{- |
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Add a corridor to a random out-link of a room.
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-}
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{- | Add a corridor to a random out-link of a room. -}
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roomThenCorridor :: RandomGen g => Room -> State g (Tree (Either Room Room))
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roomThenCorridor theRoom = fmap (\r -> Node (Left theRoom) [(pure . Right) r])
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(randomiseOutLinks corridor)
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{- |
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Create a random room tree structure from a list of annotations.
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-}
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{- | Create a random room tree structure from a list of annotations. -}
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annoToRoomTree :: RandomGen g => [Annotation g] -> State g (Tree (Either Room Room))
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annoToRoomTree [OrAno as] = do
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a <- takeOne as
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@@ -75,7 +67,7 @@ annoToRoomTree [OrAno as] = do
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annoToRoomTree [Corridor] = pure . Right <$> randomiseOutLinks corridor
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annoToRoomTree [CorridorDebug] = pure . Right <$> randomiseOutLinks corridorDebug
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annoToRoomTree [DoorAno] = roomThenCorridor door
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annoToRoomTree [DoorNumAno _,AirlockAno] = airlock >>= roomThenCorridor
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annoToRoomTree [AirlockAno] = airlock >>= roomThenCorridor
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annoToRoomTree [FirstWeapon] = do
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branchWP <- branchRectWith weaponRoom
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blockedC <- longBlockedCorridor
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@@ -1,8 +1,6 @@
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{-# LANGUAGE TupleSections #-}
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{-
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Rooms that contain two doors and a switch alternating both. -}
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module Dodge.Room.Airlock
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where
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{- Rooms that contain two doors and a switch alternating both. -}
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module Dodge.Room.Airlock where
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import Dodge.Room.Data
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import Dodge.LightSources.Fitting
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import Dodge.Room.Placement
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@@ -15,49 +13,18 @@ import Dodge.RandomHelp
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import Geometry
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import Picture
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import qualified Data.Map.Strict as M
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Monad.State
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import Control.Lens
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airlockOneWay :: Int -> Room
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airlockOneWay n = defaultRoom
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{ _rmPolys = [rectNSWE 90 0 0 40]
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, _rmLinks = lnks
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, _rmPath = []
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, _rmPS = [sPS (V2 0 15) 0 $ PutDoubleDoor col (not . cond) (V2 0 0) (V2 0 40) 2
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,sPS (V2 0 75) 0 $ PutDoubleDoor col cond (V2 0 0) (V2 0 40) 2
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,sPS (V2 35 45) (pi/2) $ PutButton $ makeButton col (over worldState
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(M.insert (DoorNumOpen n) True))
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]
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--, _rmBound = rectNSWE 90 30 (-30) 30
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, _rmBound = [rectNSWE 75 15 0 40]
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}
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where lnks = [(V2 0 85,0)
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,(V2 0 5,pi)
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]
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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col = dim $ dim $ bright red
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{- |
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A passage with a switch that opens forward access while closing backwards access. -}
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{- | A passage with a switch that opens forward access while closing backwards access. -}
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airlock :: RandomGen g => State g Room
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--airlock = takeOne [airlock0,airlock90,airlockCrystal]
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airlock = takeOne [airlock0]
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{- |
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Straight airlock -}
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airlock = takeOne [airlock0,airlock90,airlockCrystal]
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{- | Straight airlock -}
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airlock0 :: Room
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airlock0 = defaultRoom
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{ _rmPolys =
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[ rectNSWE 100 0 0 40
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, rectNSWE 65 35 (-40) 20
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]
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{ _rmPolys = [ rectNSWE 100 0 0 40 , rectNSWE 65 35 (-40) 20 ]
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, _rmLinks = lnks
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, _rmPath = [(V2 20 95,V2 20 45)
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,(V2 20 45,V2 20 5)
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]
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, _rmPath = [(V2 20 95,V2 20 45) ,(V2 20 45,V2 20 5) ]
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, _rmPS =
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[Placement (PS (V2 (-35) 50) (negate $ pi/2) $ PutButton $ makeSwitch col red id id)
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$ \btid -> jspsJ (V2 0 20) 0 (PutDoubleDoor col (not . cond' btid) (V2 1 0) (V2 39 0) 2)
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@@ -74,8 +41,7 @@ airlock0 = defaultRoom
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cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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airlock90
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:: Room
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airlock90 :: Room
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airlock90 = defaultRoom
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{ _rmPolys =
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[ rectNSWE 100 10 10 100
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@@ -8,6 +8,7 @@ import Geometry
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--import Geometry.Data
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import Geometry.Vector3D
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import Shape
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import Quaternion
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import Data.List
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import Data.Maybe
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@@ -133,9 +134,11 @@ robotArm = undefined
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pipePP :: Float -> Point3 -> Point3 -> Shape
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pipePP w a b = prismPoly
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(map ((+.+.+ a) . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ b) . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ a) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ b) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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where
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z1 = b -.-.- a
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tankTopPipe :: Shape
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tankTopPipe = colorSH orange $
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upperPrismPoly 31 (polyCirc 4 20)
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@@ -8,9 +8,10 @@ import Dodge.Default.Wall
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import Geometry
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import Shape
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import Color
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--import Quaternion
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roundTankTopRail :: Color -> Float -> Float -> Placement
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roundTankTopRail col x y = shiftPlacement (V2 x y,0) $ ps0j
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roundTank :: Color -> Float -> Float -> Placement
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roundTank col x y = shiftPlacement (V2 x y,0) $ ps0j
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(PutForeground $ colorSH col $
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upperPrismPoly 31 thecircle
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<> foldMap toprail ( take 8 [0,pi/4..])
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@@ -47,8 +48,8 @@ tankSquareCross = tankRectCross 20 20
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tankRect :: Float -> Float -> Color -> Float -> Float -> Placement
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tankRect w h col x y = shiftPlacement (V2 x y,0) $ ps0j
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(PutForeground $ colorSH col $
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upperPrismPoly 31 therect
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(PutForeground $ colorSH col
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$ upperPrismPoly 31 therect
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<> foldMap f [(w',-w',h',h'),(w',-w',-h',-h'),(w',w',h',-h'),(-w',-w',h',-h')]
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)
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$ sps0 $ PutWall therect defaultWall {_wlDraw = False, _wlColor = col, _wlRotateTo = False}
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@@ -77,7 +78,6 @@ tankRectEmboss w h col x y = shiftPlacement (V2 x y,0) $ ps0j
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[V3 w h 31,V3 w (0.3*h) 41,V3 w (-0.3*h) 41,V3 w (-h) 31]
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[V3 w' h 31,V3 w' (0.3*h) 41,V3 w' (-0.3*h) 41,V3 w' (-h) 31]
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tankSquareEmboss :: Color -> Float -> Float -> Placement
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tankSquareEmboss = tankRectEmboss 20 20
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@@ -11,6 +11,7 @@ import Dodge.LevelGen.Data
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import Dodge.LightSources.Fitting
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import Geometry.Data
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import Color
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import Shape
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import Data.Tree
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import Control.Monad.State
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@@ -26,15 +27,15 @@ startRoom = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (200,400)
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let fground = sPS (V2 0 0) 0 $ PutForeground $
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girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
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-- <> highPipe 40 (V2 0 (h/2)) (V2 w (h/2))
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-- <> highPipe 60 (V2 (w/3) 0 ) (V2 (w/3) h )
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girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
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treeFromPost [Left rezBox, Left door] . Right
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<$> randomiseOutLinks (shiftRoomBy (V2 (-20) (-20),0)
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$ roomRectAutoLinks w h & rmPS .~
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$ roomRectAutoLinks w h & rmPS .~
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[ fground
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, mountedLightJ (V2 0 (h/3)) (V3 40 (h/3) 70)
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, tankSquareEmboss4 (dim orange) 50 (h-60)
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, tankSquareEmboss4 (dim orange) 50 50
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, tankSquare (dim orange) 50 50
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, tankSquare (dim orange) 50 120
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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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)
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@@ -1,15 +1,11 @@
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{-
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Specification of rooms that teleport (between levels).
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-}
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{- Specification of rooms that teleport (between levels). -}
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module Dodge.Room.Teleport
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where
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import Dodge.Data
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import Dodge.World.Trigger.Data
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import Dodge.Base
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import Dodge.Room.Data
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import Dodge.Room.Procedural
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import Dodge.Room.Placement
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--import Dodge.Layout
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import Dodge.LevelGen.Data
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import Geometry
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import Picture
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@@ -42,6 +38,6 @@ telRoomLev i = do
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}
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ppFootprint = rectNSEW 20 (-20) 20 (-20)
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levelReset pp w
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| dist (_crPos $ you w) (_ppPos pp) < 20 = makeExplosionAt (_ppPos pp) $ startNewGame w
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| dist (_crPos $ you w) (_ppPos pp) < 20 = makeExplosionAt (_ppPos pp) $
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w & worldTriggers %~ S.insert (ResetLevel i)
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| otherwise = w
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startNewGame w = w & worldTriggers %~ S.insert (ResetLevel i)
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+1
-4
@@ -9,14 +9,11 @@ import Dodge.Data
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import Dodge.Menu
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import Dodge.Zone.Data
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import Dodge.Config.Data
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import Dodge.World.Trigger.Data
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--import Dodge.Config.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.WallCreatureCollisions
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import Dodge.LevelGen.Block
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import Dodge.Update.Camera
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--import Dodge.Update.UsingInput
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import Dodge.SoundLogic
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import Dodge.Inventory
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import Dodge.Initialisation
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@@ -252,7 +249,7 @@ crCrSpring c1 c2 w
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ifConfigWallRotate :: World -> World
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ifConfigWallRotate w
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| (_rotate_to_wall $ _config w ) && not (ButtonRight `S.member` _mouseButtons w)
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| _rotate_to_wall (_config w) && not (ButtonRight `S.member` _mouseButtons w)
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= rotateToOverlappingWall w
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| otherwise = w
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@@ -1,12 +1,5 @@
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{- |
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World triggers are intended to help me handle global events,
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{- | World triggers are intended to help me handle global events,
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such as new levels, game overs, etc, that disrupt the typical flow of the game.
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They should probably be used sparingly.
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-}
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module Dodge.World.Trigger.Data
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where
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They should probably be used sparingly. -}
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module Dodge.World.Trigger.Data where
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data WorldTrigger
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= ResetLevel Int
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| GameOver
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deriving (Eq,Ord)
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@@ -38,6 +38,7 @@ a *.*.* (V3 x2 y2 z2) =
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in V3 x y z
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crossProd :: Point3 -> Point3 -> Point3
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{-# INLINE crossProd #-}
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crossProd (V3 x y z) (V3 a b c) = V3
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( y * c - z * b)
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( z * a - x * c)
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@@ -109,18 +110,16 @@ orderAround3 v ps = sortOn (argV . prj) ps
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vCen3 :: [Point3] -> Point3
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vCen3 ps = (1 / fromIntegral (length ps)) *.*.* foldr (+.+.+) (V3 0 0 0) ps
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dotV3
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:: Point3
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-> Point3
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-> Float
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dotV3 :: Point3 -> Point3 -> Float
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dotV3 (V3 x y z) (V3 a b c) = x*a + y*b + z*c
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projV3
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:: Point3
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-> Point3
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-> Point3
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projV3 = undefined
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angleVV3 :: Point3 -> Point3 -> Float
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angleVV3 a b
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| a == b = 0
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| otherwise = acos $ dotV3 a b / (magV3 a * magV3 b)
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projV3 :: Point3 -> Point3 -> Point3
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projV3 = undefined
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onXY :: (Point2 -> Point2) -> Point3 -> Point3
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onXY f (V3 x y z) = V3 x' y' z
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|
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@@ -0,0 +1,13 @@
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module Quaternion
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where
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import Geometry.Data
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import Geometry.Vector3D
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import qualified Linear.Quaternion as Q
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|
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-- apply a rotation as if the z axis moves to the new point.
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rotateToZ :: Point3 -> Point3 -> Point3
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rotateToZ z1
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| cprod == V3 0 0 0 = id
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||||
| otherwise = Q.rotate $ Q.axisAngle cprod (angleVV3 z1 (V3 0 0 1))
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where
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cprod = crossProd z1 (V3 0 0 1)
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@@ -14,6 +14,7 @@ module Shape
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, polyCircx
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, scaleSH
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||||
, colorSH
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||||
, overPosSH
|
||||
)
|
||||
where
|
||||
import Geometry
|
||||
@@ -111,6 +112,10 @@ rotateSH :: Float -> Shape -> Shape
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||||
{-# INLINE rotateSH #-}
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rotateSH a = overPos (rotate3 a)
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||||
|
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overPosSH :: (Point3 -> Point3) -> Shape -> Shape
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{-# INLINEABLE overPosSH #-}
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overPosSH = overPos
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||||
|
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rotateSHx :: Float -> Shape -> Shape
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||||
{-# INLINE rotateSHx #-}
|
||||
rotateSHx a = overPos (rotate3x a)
|
||||
|
||||
Reference in New Issue
Block a user