Implement moving wall push and crush

This commit is contained in:
2021-03-29 16:22:25 +02:00
parent a4afe05478
commit b709aad2a6
4 changed files with 62 additions and 39 deletions
+45 -27
View File
@@ -14,23 +14,18 @@ colCrsWalls :: World -> World
colCrsWalls w = over creatures (fmap (colCrWall w)) w
colCrWall :: World -> Creature -> Creature
colCrWall w c = pushOutFromWall w c
pushOutFromWall :: World -> Creature -> Creature
pushOutFromWall w c
| p1 == p2 = c
| otherwise = over crPos (
collideCorners rad p1 wallPoints
.
collideWalls rad p1 ls
. checkPushThroughs rad p1 ls
)
c
where rad = _crRad c + wallBuffer
p1 = _crOldPos c
p2 = _crPos c
ls = IM.elems $ fmap _wlLine $ wallsNearPoint p2 w
wallPoints = nub $ concat ls
colCrWall w c
| p1 == p2 = pushOrCrush ls c
| otherwise = c & crPos %~
collideCorners rad p1 wallPoints
. collideWalls rad p1 ls
. checkPushThroughs rad p1 ls
where
rad = _crRad c + wallBuffer
p1 = _crOldPos c
p2 = _crPos c
ls = IM.elems $ fmap _wlLine $ wallsNearPoint p2 w
wallPoints = nub $ concat ls
-- colCrPushThrough :: World -> Creature -> Creature
-- colCrPushThrough w cr = set crPos (checkPushThroughs rad p1 p2 ls) cr
@@ -43,23 +38,40 @@ pushOutFromWall w c
-- the amount to push creatures out from walls, extra to their radius
wallBuffer = 3
-- the following tests whether a moving circle crosses a list of walls, and
-- places the circle accordingly.
-- It supposes that the circle will only interact with at most two walls.
-- the reverse prevents the collision from happening again with the first wall,
-- when two walls are collided with
-- the following tests whether or not a point is on a wall, and if so pushes it
-- out from the wall
-- If the resultant push out is itself on another wall, the original point is
-- returned
collideWalls :: Float -> Point2 -> [[Point2]] -> Point2 -> Point2
collideWalls rad cp1 walls cp2
= case (listToMaybe.mapMaybe (collideWall rad cp1 cp2)) walls of
= case (listToMaybe.mapMaybe (pushOutFromWall rad cp2)) walls of
Nothing -> cp2
Just cp3 -> case (listToMaybe.reverse.mapMaybe (collideWall rad cp1 cp3)) walls of
Just cp3 -> case (listToMaybe.reverse.mapMaybe (pushOutFromWall rad cp3)) walls of
Nothing -> cp3
Just cp4 -> cp4
Just cp4 -> cp1
-- pushes a point out from a list of walls
-- if multiple new points occur, chooses the one closest to the orignal pointjk
pushOutFromWalls :: Float -> [[Point2]] -> Point2 -> Point2
pushOutFromWalls rad walls p =
fromMaybe p
. listToMaybe
. sortBy (compare `on` dist p)
$ mapMaybe (pushOutFromWall rad p)
walls
pushOrCrush :: [[Point2]] -> Creature -> Creature
pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
[] -> cr
[p] -> cr & crPos .~ p
_ -> cr & crState . crDamage %~ ( (Blunt 50 cpos cpos cpos) :)
where
cpos = _crPos cr
-- assumes that the wall is orientated
-- assumes wall points are different
collideWall :: Float -> Point2 -> Point2 -> [Point2] -> Maybe (Point2)
collideWall rad cp1 cp2 (wp1:wp2:_)
pushOutFromWall :: Float -> Point2 -> [Point2] -> Maybe (Point2)
pushOutFromWall rad cp2 (wp1:wp2:_)
| isOnWall = Just newP -- +.+ (1 *.* norm))
| otherwise = Nothing
where norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
@@ -70,6 +82,12 @@ collideWall rad cp1 cp2 (wp1:wp2:_)
isJust Nothing = False
isJust _ = True
pushOutFromCorners :: World -> Creature -> Creature
pushOutFromCorners w cr = cr & crPos .~ newPos
where
newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls
ls = nub . concat . IM.elems $ fmap _wlLine $ wallsNearPoint (_crPos cr) w
collideCorners :: Float -> Point2 -> [Point2] -> Point2 -> Point2
collideCorners rad p1 ps p2 = foldr (intersectCirclePoint rad) p2 ps