Separate out concrete part of world
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@@ -23,7 +23,7 @@ plBlock
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-> (Int,World)
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plBlock [] _ _ _ = error "Trying to add a block with incomplete polygon"
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plBlock (p:ps) bl wl w = (,) blid $ w
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& blocks . at blid ?~ bl
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& cWorld . blocks . at blid ?~ bl
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{ _blID = blid
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, _blWallIDs = IS.fromList is
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, _blShadows = []
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@@ -31,9 +31,9 @@ plBlock (p:ps) bl wl w = (,) blid $ w
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}
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& insertWalls blid wls
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where
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blid = IM.newKey $ _blocks w
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blid = IM.newKey $ _blocks (_cWorld w)
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lns = zip (p:ps) (ps ++ [p])
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i = IM.newKey $ _walls w
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i = IM.newKey $ _walls (_cWorld w)
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is = [i.. i + length lns-1]
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wls = zipWith
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(\j ln -> wl & wlLine .~ ln & wlID .~ j & wlStructure .~ BlockPart blid)
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@@ -62,11 +62,11 @@ plLineBlock basePane blwidth a b gw = ( 0
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ( (p +.+) . rotateV (argV (b -.- a)) ) cornerPoints
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linesAt p = loopPairs $ cornersAt p
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wlid = IM.newKey $ _walls gw
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blid = IM.newKey $ _blocks gw
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wlid = IM.newKey $ _walls (_cWorld gw)
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blid = IM.newKey $ _blocks (_cWorld gw)
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insertBlock (i,p) =
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insertWalls (i + blid) (makeWallAt p i)
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. over blocks (IM.insert (i+blid) Block
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. over (cWorld . blocks) (IM.insert (i+blid) Block
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{ _blID = i + blid, _blWallIDs = IS.fromList $ ksAtI i
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, _blHP = 1000, _blShadows = shadowsAt i
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, _blDir = 0 -- THIS IS NOT SENSIBLE. TODO rethink block positioning
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@@ -96,10 +96,10 @@ plLineBlock basePane blwidth a b gw = ( 0
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-- | Must be done after inserting the block
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insertWalls :: Int -> [Wall] -> World -> World
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insertWalls blid wls w = w' & blocks . ix blid . blObstructs .~ concat paths
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insertWalls blid wls w = w' & cWorld . blocks . ix blid . blObstructs .~ concat paths
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where
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(w',paths) = mapAccumR (flip insertWall) w wls
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insertWall :: Wall -> World -> (World,[(Int,Int,PathEdge)])
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insertWall wl = uncurry (obstructPathsCrossing BlockObstacle) (_wlLine wl)
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. (walls . at (_wlID wl) ?~ wl)
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. (cWorld . walls . at (_wlID wl) ?~ wl)
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@@ -27,9 +27,9 @@ plDoor :: Color
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-- Bumped out up and down by 9, not widened
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-> World
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-> (Int,World)
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plDoor col eo cond pss gw = (drid, addWalls $ gw & doors %~ addDoor) -- carefull with the ordering of addWalls
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plDoor col eo cond pss gw = (drid, addWalls $ gw & cWorld . doors %~ addDoor) -- carefull with the ordering of addWalls
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where
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drid = IM.newKey $ _doors gw
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drid = IM.newKey $ _doors (_cWorld gw)
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addDoor = IM.insert drid $ defaultDoor
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{ _drID = drid
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, _drWallIDs = IS.fromList wlids
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@@ -42,18 +42,18 @@ plDoor col eo cond pss gw = (drid, addWalls $ gw & doors %~ addDoor) -- carefull
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, _drObstacleType = eo
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}
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nsteps = length pss - 1
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wlids = take 4 [IM.newKey $ _walls gw ..]
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wlids = take 4 [IM.newKey $ _walls (_cWorld gw) ..]
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wlps' = uncurry (rectanglePairs 9) $ head pss
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addWalls w' = foldl' (addDoorWall eo drid $ switchWallCol col) w' $ zip wlids wlps'
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addDoorWall :: EdgeObstacle -> Int -> Wall -> World -> (Int,(Point2,Point2)) -> World
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addDoorWall eo drid wl w (wlid,wlps) = w'
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& walls %~ IM.insert wlid wl
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& cWorld . walls %~ IM.insert wlid wl
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlStructure = DoorPart drid
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}
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& doors . ix drid . drObstructs .++~ es
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& cWorld . doors . ix drid . drObstructs .++~ es
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where
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(w',es) = uncurry (obstructPathsCrossing eo) wlps w
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@@ -63,9 +63,9 @@ maybeClearDoorPaths eo es w = foldl' (maybeClearDoorPath eo) w es
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maybeClearDoorPath :: EdgeObstacle -> World -> (Int,Int,PathEdge) -> World
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maybeClearDoorPath eo 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 & pathGraph %~ FGL.insEdge (x,y,pe & peObstacles . at eo ?~ ()) . FGL.delEdge (x,y)
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= w & cWorld . pathGraph %~ FGL.insEdge (x,y,pe & peObstacles . at eo ?~ ()) . FGL.delEdge (x,y)
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| otherwise
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= w & pathGraph %~ FGL.insEdge (x,y,pe & peObstacles . at eo .~ Nothing) . FGL.delEdge (x,y)
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= w & cWorld . pathGraph %~ FGL.insEdge (x,y,pe & peObstacles . at eo .~ Nothing) . FGL.delEdge (x,y)
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plSlideDoor
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:: Door
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@@ -77,9 +77,9 @@ plSlideDoor
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-> World
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-> (Int, World)
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plSlideDoor dr wl eo shiftOffset a b gw
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= (drid, addDoorWalls $ gw & doors %~ addDoor)
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= (drid, addDoorWalls $ gw & cWorld . doors %~ addDoor)
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where
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drid = IM.newKey $ _doors gw
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drid = IM.newKey $ _doors (_cWorld gw)
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addDoor = IM.insert drid $ dr
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{ _drID = drid
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, _drWallIDs = IS.fromList wlids
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@@ -93,7 +93,7 @@ plSlideDoor dr wl eo shiftOffset a b gw
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addDoorWalls w' = foldl' (addDoorWall eo drid wl) w' $ zip wlids pairs
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pairs = rectanglePairs 9 a b
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shiftLeft = (+.+ (a -.- b +.+ shiftOffset *.* normalizeV (b -.- a)))
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wlids = take 4 [IM.newKey $ _walls gw ..]
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wlids = take 4 [IM.newKey $ _walls (_cWorld gw) ..]
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-- old code that may help with pathing
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--import Dodge.LevelGen.Pathing
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--import Data.Graph.Inductive hiding ((&))
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