Cleanup
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+39
-39
@@ -2,9 +2,7 @@
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Module : Dodge.Update
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Description : Simulation update
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-}
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module Dodge.Update
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( updateUniverse
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) where
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module Dodge.Update ( updateUniverse ) where
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import Dodge.Data
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import Dodge.Menu
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import Dodge.Hammer
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@@ -38,7 +36,7 @@ updateUniverse u = case _menuLayers u of
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| otherwise -> u & menuLayers %~ ( (WaitScreen s (i-1) :) . tail )
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(OptionScreen {_scOptionFlag = GameOverOptions} : _) -> u & uvWorld %~
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( updateParticles
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. updateProjectiles
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. updateIMl _props _pjUpdate
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. updateLightSources
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. updateClouds )
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(_ : _) -> u
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@@ -48,44 +46,47 @@ updateUniverse u = case _menuLayers u of
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functionalUpdate :: Configuration -> World -> World
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functionalUpdate cfig w = checkEndGame
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. (worldClock +~ 1)
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. updateDistortions
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. updateCreatureSoundPositions
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. ppEvents
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. updateCamera cfig
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. colCrsWalls cfig
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-- . ifConfigWallRotate
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. simpleCrSprings
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. zoneCreatures
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. updateDoors
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. updateDistortions
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. updateCreatureSoundPositions
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. ppEvents
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. updateCamera cfig
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. colCrsWalls cfig
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. simpleCrSprings
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. zoneCreatures
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. updateIMl _doors _drMech
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. updateDelayedEvents
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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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. updateClouds
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. zoneClouds
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. updateMachines
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. updateCreatures
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. updateCreatureGroups
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. updateBlocks
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. updateSeenWalls
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. (lSelHammerPosition %~ moveHammerUp)
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$ updateCloseObjects w
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. resetWorldEvents
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. dbArg _worldEvents
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. updateIMl _modifications _mdUpdate
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. updateParticles
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. updateIMl _props _pjUpdate
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. updateLightSources
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. updateClouds
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. zoneClouds
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. updateIMl _machines _mcUpdate
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. updateCreatures
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. updateCreatureGroups
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. updateBlocks
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. updateSeenWalls
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. (lSelHammerPosition %~ moveHammerUp)
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$ updateCloseObjects w
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where
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--updatedLightSources = mapMaybe (\b -> _tlsUpdate b w b) $ _tempLightSources w
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zoneCreatures = set (creaturesZone . znObjects)
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(IM.foldl' (flip creatureInZone) IM.empty (_creatures w))
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creatureInZone cr = insertIMInZone x y cid cr
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where
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(x,y) = crZoneOfPoint $ _crPos cr
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cid = _crID cr
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zoneClouds = set (cloudsZone . znObjects) (foldl' (flip cloudInZone) IM.empty (_clouds w))
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cloudInZone cl = insertInZoneWith x y (++) [cl]
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where
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(x,y) = cloudZoneOfPoint $ stripZ $ _clPos cl
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zoneCreatures :: World -> World
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zoneCreatures w = w
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& creaturesZone . znObjects .~
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IM.foldl' (flip creatureInZone) IM.empty (_creatures w)
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where
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creatureInZone cr = insertIMInZone x y cid cr
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where
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(x,y) = crZoneOfPoint $ _crPos cr
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cid = _crID cr
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updateCreatureSoundPositions :: World -> World
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updateCreatureSoundPositions w = M.foldrWithKey insertSound w
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. M.mapMaybeWithKey updateSound
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@@ -97,8 +98,10 @@ updateCreatureSoundPositions w = M.foldrWithKey insertSound w
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Nothing -> Just s {_soundTime = Just 0}
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updateSound _ _ = Nothing
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updateModifications :: World -> World
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updateModifications w = foldr (dbArg _mdUpdate) w (_modifications w)
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--updateIMr :: (World -> IM.IntMap a) -> (a -> a -> World -> World) -> World -> World
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--updateIMr fim fup w = foldr (dbArg fup) w (fim w)
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updateIMl :: (World -> IM.IntMap a) -> (a -> a -> World -> World) -> World -> World
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updateIMl fim fup w = foldl' (flip $ dbArg fup) w (fim w)
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updateBlocks :: World -> World
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updateBlocks w = foldr f w $ _blocks w
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@@ -124,9 +127,6 @@ updateLightSources w = over tempLightSources f w
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where
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f = mapMaybe (\b -> _tlsUpdate b w b)
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updateProjectiles :: World -> World
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updateProjectiles w = IM.foldl' (flip $ dbArg _pjUpdate) w $ _props w
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{- Apply internal particle updates, delete 'Nothing's. -}
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updateParticles :: World -> World
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updateParticles w = updateInstantParticles $ set particles (catMaybes ps) w'
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@@ -24,25 +24,10 @@ colCrsWalls cfig w = w & creatures %~ fmap (colCrWall cfig w)
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colCrWall :: Configuration -> World -> Creature -> Creature
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colCrWall cfig w c
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| noclipIsOn && _crID c == 0 = c -- for noclip
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| p1 == p2 = pushOrCrush ls c
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-- | _crPos c' == _crPos c'' = c'
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-- | otherwise = c & crPos .~ _crOldPos c
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| otherwise = c'
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where
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-- c'' = c' & crPos %~ pushOutFromWalls rad ls
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--c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
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c' = c & crPos %~ pushOutFromCorners rad ls
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. pushOutFromWalls rad ls
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. flip (collidePointWalls p1) wls -- check push throughs
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rad = _crRad c + wallBuffer
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p1 = _crOldPos c
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p2 = _crPos c
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ls = IM.elems $ _wlLine <$> wls
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wls = IM.filter (not . _wlWalkable) $ wallsNearPoint p2 w
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--wallPoints = map fst ls
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noclipIsOn = _debug_noclip cfig
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| _debug_noclip cfig && _crID c == 0 = c -- for noclip
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| otherwise = colCrWall' w c
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-- no noclip check, so no need for a configuration file
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colCrWall' :: World -> Creature -> Creature
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colCrWall' w c
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| p1 == p2 = pushOrCrush ls c
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@@ -114,44 +99,11 @@ pushOutFromWall rad cp2 (wp1,wp2)
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wp2' = wp2 +.+ rad *.* norm
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newP = errorClosestPointOnLine 5 wp1' wp2' cp2
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isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
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--pushOutFromWall' :: Float -> Point2 -> (Point2,Point2) -> Maybe Point2
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--pushOutFromWall' rad cp2 (wp1,wp2)
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-- | isOnWall = Just newP
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-- | otherwise = Nothing
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-- where
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-- norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
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-- wp1' = wp1 +.+ rad *.* norm
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-- wp2' = wp2 +.+ rad *.* norm
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-- newP = errorClosestPointOnLine 5 wp1' wp2' cp2
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-- --isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
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-- isOnWall = circOnSeg wp1 wp2 cp2 rad
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pushOutFromCorners :: Float -> [(Point2,Point2)] -> Point2 -> Point2
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pushOutFromCorners r ls p = foldr (squashIntersectCirclePoint r . fst) p ls
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--pushOutFromCorners' :: World -> Creature -> Creature
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--pushOutFromCorners' w cr = cr & crPos .~ newPos
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-- where
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-- newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls
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-- ls = nub . concatMap (\(x,y) -> [x,y]) . IM.elems $ _wlLine <$> wallsNearPoint (_crPos cr) w
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--collideCorners :: Float -> [Point2] -> Point2 -> Point2
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--collideCorners rad ps p2 = foldr (intersectCirclePoint rad) p2 ps
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--safeIntersectCirclePoint :: Float -> Point2 -> Point2 -> Maybe Point2
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--safeIntersectCirclePoint rad p cCen
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-- | dist cCen p > rad = Just cCen
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-- | otherwise = (p +.+) <$> ((rad *.*) <$> (safeNormalizeV (cCen -.- p)))
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squashIntersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
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squashIntersectCirclePoint rad p cCen
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| dist cCen p > rad = cCen
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| otherwise = p +.+ (rad *.* squashNormalizeV (cCen -.- p))
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---- collide circles with points (outer corners)
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--intersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
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--intersectCirclePoint rad p cCen
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-- | dist cCen p > rad = cCen
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-- | otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))
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