Separate out concrete part of world
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+14
-14
@@ -28,14 +28,14 @@ splinterBlock bl w = foldr unshadowBlock w (_blShadows bl) -- foldr shiftTowardC
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(weakenMatS bm) (_blPos bl)
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where
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bm = fromMaybe Stone $ do
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wlids <- w ^? blocks . ix (_blID bl) . blWallIDs
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wlids <- w ^? cWorld . blocks . ix (_blID bl) . blWallIDs
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(wlid,_) <- IS.minView wlids
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w ^? walls . ix wlid . wlMaterial
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w ^? cWorld . walls . ix wlid . wlMaterial
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unshadowBlock :: Int -> World -> World
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unshadowBlock wlid w = case w ^? walls . ix wlid of
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unshadowBlock wlid w = case w ^? cWorld . walls . ix wlid of
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Just wl -> w
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& walls . ix wlid . wlUnshadowed .~ True
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& cWorld . walls . ix wlid . wlUnshadowed .~ True
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& insertWallInZones (wl & wlUnshadowed .~ True)
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Nothing -> w
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@@ -50,13 +50,13 @@ destroyBlock bl w = w
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& makeBlockDebris bl
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& deleteWallIDs wlids
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& maybeClearPaths (_blObstructs bl) -- must happen after the walls are deleted
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& blocks %~ IM.delete (_blID bl)
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& cWorld . blocks %~ IM.delete (_blID bl)
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-- & matDesSound (_blMaterial bl) pos
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& flip (foldr (wlDustAt awl)) (map (pos +.+) ps)
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where
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wlids = _blWallIDs bl
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awl = _walls w IM.! IS.findMin wlids
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pos = fst . _wlLine $ _walls w IM.! IS.findMin wlids
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awl = _walls (_cWorld w) IM.! IS.findMin wlids
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pos = fst . _wlLine $ _walls (_cWorld w) IM.! IS.findMin wlids
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ps = replicateM 25 (randInCirc 20) & evalState $ _randGen w
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-- this does not handle eg doors blocking the path as well
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@@ -67,20 +67,20 @@ maybeClearPath :: World -> (Int,Int,PathEdge) -> World
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maybeClearPath w (x,y,pe)
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| not . null $ overlapSegWalls (_peStart pe) (_peEnd pe) $ wlsNearSeg (_peStart pe) (_peEnd pe) w
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= w
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| otherwise = w & pathGraph %~ FGL.insEdge (x,y,pe & peObstacles .~ mempty) . FGL.delEdge (x,y)
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| otherwise = w & cWorld . pathGraph %~ FGL.insEdge (x,y,pe & peObstacles .~ mempty) . FGL.delEdge (x,y)
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destroyDoor :: Door -> World -> World
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destroyDoor dr w = w
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& doDrWdWd (_drDeath dr) dr
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& deleteWallIDs wlids
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& doors %~ IM.delete (_drID dr)
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& cWorld . doors %~ IM.delete (_drID dr)
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& flip (foldr (wlDustAt awl)) (map (pos +.+) ps)
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& stopPushing (_drPushes dr)
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& destroyMounts (_drMounts dr)
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where
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wlids = _drWallIDs dr
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awl = _walls w IM.! IS.findMin wlids
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pos = fst . _wlLine $ _walls w IM.! IS.findMin wlids
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awl = _walls (_cWorld w) IM.! IS.findMin wlids
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pos = fst . _wlLine $ _walls (_cWorld w) IM.! IS.findMin wlids
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ps = replicateM 25 (randInCirc 20) & evalState $ _randGen w
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destroyMounts :: [MountedObject] -> World -> World
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@@ -89,11 +89,11 @@ destroyMounts mos w = foldr destroyMount w mos
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destroyMount :: MountedObject -> World -> World
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destroyMount mo = case mo of
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MountedLS lsid -> destroyLS lsid
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MountedProp prid -> props . at prid .~ Nothing
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MountedProp prid -> cWorld . props . at prid .~ Nothing
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stopPushing :: Maybe Int -> World -> World
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stopPushing mdrid w = fromMaybe w $ do
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drid <- mdrid
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dr <- w ^? doors . ix drid
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return $ w & doors . ix drid . drMech .~ DrWdId
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dr <- w ^? cWorld . doors . ix drid
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return $ w & cWorld . doors . ix drid . drMech .~ DrWdId
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& stopPushing (_drPushes dr)
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