Reorganisation of light source placements and fittings
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@@ -520,3 +520,8 @@ evenOddSplit = foldr f ([],[])
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dbArg :: (a -> a -> b) -> a -> b
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{-# INLINE dbArg #-}
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dbArg f x = f x x
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-- TODO check whether this is simply the reader monad, flipped
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dbArgChain :: (a -> b -> b) -> (a -> b -> b) -> a -> b -> b
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dbArgChain f g x = f x . g x
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@@ -3,18 +3,10 @@ module Dodge.LightSources.Lamp
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, tLight
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, lightAt
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, colorLightAt
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, lampCover
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, lampCoverWhen
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, doubleLampCover
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, verticalLampCover
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, chain
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)
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where
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import Dodge.Data
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import Geometry.Data
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import ShapePicture
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import Shape
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import Geometry
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import Dodge.Default
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import Control.Lens
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@@ -67,99 +59,3 @@ tLight t rmax col (V3 x y z) = TLS
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| otherwise = Just $ tls
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& tlsTime -~ 1
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lampCover :: Float -> Prop
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lampCover h = ShapeProp
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{ _pjPos = V2 0 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = rotateProp 0.15
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, _prDraw = drawLampCover h
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, _prToggle = True
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}
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lampCoverWhen :: (World -> Bool) -> Point2 -> Float -> Prop
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lampCoverWhen cond pos h = ShapeProp
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{ _pjPos = pos
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = setToggle cond `chain` rotateProp 0.15
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, _prDraw = drawLampCover h
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, _prToggle = True
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}
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doubleLampCover :: Float -> Prop
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doubleLampCover h = ShapeProp
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{ _pjPos = V2 0 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = rotateProp 0.15
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, _prDraw = drawDoubleLampCover h
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, _prToggle = True
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}
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-- on the current (27/9/21) version of shadow stencilling, this glitches
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-- slightly when the shadow rotates towards the screen
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verticalLampCover :: Float -> Prop
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verticalLampCover h = ShapeProp
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{ _pjPos = V2 0 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = rotateProp 0.15
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, _prDraw = drawVerticalLampCover h
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, _prToggle = True
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}
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rotateProp :: Float -> Prop -> World -> World
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rotateProp rotAmount pr w = w
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& props . ix (_pjID pr) . pjRot +~ rotAmount
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setToggle :: (World -> Bool) -> Prop -> World -> World
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setToggle cond pr w = w & props . ix (_pjID pr) . prToggle .~ cond w
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-- TODO check whether this is simply the reader monad, flipped
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chain :: (a -> b -> b) -> (a -> b -> b) -> a -> b -> b
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chain f g x = f x . g x
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drawLampCover :: Float -> Prop -> SPic
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drawLampCover h pr | not (_prToggle pr) = mempty
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| otherwise =
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( translateSHz (h-2.5) . uncurryV translateSHf pos
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$ rotateSH a $ mconcat
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[ translateSHz 1 . upperPrismPoly 1 $ rectNSEW 3 2 3 (-1)
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, translateSHz 1 . upperPrismPoly 1 $ rectNSEW 3 (-1) 3 2
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, translateSHz 2 . upperPrismPoly 1 $ rectNSEW 3 2 3 (-1)
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, translateSHz 2 . upperPrismPoly 1 $ rectNSEW 3 (-1) 3 2
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, upperPrismPoly 1 [V2 2 2,V2 (-1) 2,V2 2 (-1)]
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]
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, mempty
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)
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where
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a = _pjRot pr
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pos = _pjPos pr
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drawDoubleLampCover :: Float -> Prop -> SPic
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drawDoubleLampCover h pr =
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( translateSHz (h-2.5) . uncurryV translateSHf pos
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$ rotateSH a $ mconcat
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[ upperPrismPoly 5 $ rectNSEW 6 5 6 (-6)
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, upperPrismPoly 5 $ rectNSEW (-5) (-6) 6 (-6)
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, upperPrismPoly 1 [V2 0 (-1),V2 6 5,V2 (-6) 5]
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, upperPrismPoly 1 [V2 0 1 ,V2 (-6) (-5),V2 6 (-5)]
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]
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, mempty
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)
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where
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a = _pjRot pr
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pos = _pjPos pr
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drawVerticalLampCover :: Float -> Prop -> SPic
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drawVerticalLampCover h pr =
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( translateSHz h . uncurryV translateSHf pos
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$ rotateSHx a $ mconcat
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[
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translateSHz (-3) . upperPrismPoly 1 $ rectNSEW 2 (-2) 5 (-5)
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]
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, mempty
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)
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where
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a = _pjRot pr
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pos = _pjPos pr
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@@ -1,15 +1,19 @@
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module Dodge.Placement.Instance
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( module Dodge.Placement.Instance.Door
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, module Dodge.Placement.Instance.LightSource
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, module Dodge.Placement.Instance.LightSource.Cover
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, module Dodge.Placement.Instance.Wall
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, module Dodge.Placement.Instance.Button
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, module Dodge.Placement.Instance.Turret
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, module Dodge.Placement.Instance.Sensor
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, module Dodge.Placement.Instance.Creature
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, module Dodge.Placement.Instance.LightSource.Flicker
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)
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where
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import Dodge.Placement.Instance.Door
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import Dodge.Placement.Instance.LightSource.Cover
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import Dodge.Placement.Instance.LightSource
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import Dodge.Placement.Instance.LightSource.Flicker
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import Dodge.Placement.Instance.Wall
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import Dodge.Placement.Instance.Button
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import Dodge.Placement.Instance.Turret
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@@ -0,0 +1,102 @@
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module Dodge.Placement.Instance.LightSource.Cover where
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import Dodge.Data
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import Dodge.Base
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import Geometry.Data
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import ShapePicture
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import Shape
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import Geometry
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import Control.Lens
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lampCover :: Float -> Prop
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lampCover h = ShapeProp
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{ _pjPos = V2 0 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = rotateProp 0.15
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, _prDraw = drawLampCover h
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, _prToggle = True
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}
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lampCoverWhen :: (World -> Bool) -> Point2 -> Float -> Prop
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lampCoverWhen cond pos h = ShapeProp
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{ _pjPos = pos
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = setToggle cond `dbArgChain` rotateProp 0.15
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, _prDraw = drawLampCover h
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, _prToggle = True
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}
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doubleLampCover :: Float -> Prop
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doubleLampCover h = ShapeProp
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{ _pjPos = V2 0 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = rotateProp 0.15
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, _prDraw = drawDoubleLampCover h
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, _prToggle = True
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}
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-- on the current (27/9/21) version of shadow stencilling, this glitches
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-- slightly when the shadow rotates towards the screen
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verticalLampCover :: Float -> Prop
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verticalLampCover h = ShapeProp
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{ _pjPos = V2 0 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = rotateProp 0.15
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, _prDraw = drawVerticalLampCover h
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, _prToggle = True
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}
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rotateProp :: Float -> Prop -> World -> World
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rotateProp rotAmount pr w = w
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& props . ix (_pjID pr) . pjRot +~ rotAmount
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setToggle :: (World -> Bool) -> Prop -> World -> World
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setToggle cond pr w = w & props . ix (_pjID pr) . prToggle .~ cond w
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drawLampCover :: Float -> Prop -> SPic
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drawLampCover h pr | not (_prToggle pr) = mempty
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| otherwise =
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( translateSHz (h-2.5) . uncurryV translateSHf pos
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$ rotateSH a $ mconcat
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[ translateSHz 1 . upperPrismPoly 1 $ rectNSEW 3 2 3 (-1)
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, translateSHz 1 . upperPrismPoly 1 $ rectNSEW 3 (-1) 3 2
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, translateSHz 2 . upperPrismPoly 1 $ rectNSEW 3 2 3 (-1)
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, translateSHz 2 . upperPrismPoly 1 $ rectNSEW 3 (-1) 3 2
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, upperPrismPoly 1 [V2 2 2,V2 (-1) 2,V2 2 (-1)]
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]
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, mempty
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)
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where
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a = _pjRot pr
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pos = _pjPos pr
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drawDoubleLampCover :: Float -> Prop -> SPic
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drawDoubleLampCover h pr =
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( translateSHz (h-2.5) . uncurryV translateSHf pos
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$ rotateSH a $ mconcat
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[ upperPrismPoly 5 $ rectNSEW 6 5 6 (-6)
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, upperPrismPoly 5 $ rectNSEW (-5) (-6) 6 (-6)
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, upperPrismPoly 1 [V2 0 (-1),V2 6 5,V2 (-6) 5]
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, upperPrismPoly 1 [V2 0 1 ,V2 (-6) (-5),V2 6 (-5)]
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]
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, mempty
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)
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where
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a = _pjRot pr
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pos = _pjPos pr
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drawVerticalLampCover :: Float -> Prop -> SPic
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drawVerticalLampCover h pr =
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( translateSHz h . uncurryV translateSHf pos
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$ rotateSHx a $ mconcat
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[
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translateSHz (-3) . upperPrismPoly 1 $ rectNSEW 2 (-2) 5 (-5)
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]
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, mempty
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)
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where
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a = _pjRot pr
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pos = _pjPos pr
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@@ -0,0 +1,33 @@
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module Dodge.Placement.Instance.LightSource.Flicker where
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import Dodge.LevelGen.Data
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import Dodge.Data
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import qualified Data.IntMap.Strict as IM
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import Data.Maybe
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import Control.Lens
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import System.Random
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-- Supposes the orginal placement is a light source, adds a flicker
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flickerMod :: Placement -> Maybe Placement
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flickerMod pl = Just $ sps0 $ PutMod $ ModIDTimerPoint3Bool
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{ _mdID = 0
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, _mdExternalID = fromJust $ _plMID pl
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, _mdUpdate = flickerUpdate
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, _mdTimer = 10
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, _mdPoint3 = 0.8
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, _mdBool = True
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}
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flickerUpdate :: Modification -> World -> World
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flickerUpdate md w
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| _mdTimer md > 0 = w & modifications . ix mdid . mdTimer -~ 1
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| otherwise = w & lightSources . ix lsid . lsIntensity .~ mdcol
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& modifications . ix mdid
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%~ ( (mdTimer .~ newtime) . (mdPoint3 .~ lscol) . (mdBool %~ not) )
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where
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mdcol = _mdPoint3 md
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lscol = _lsIntensity $ _lightSources w IM.! lsid
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lsid = _mdExternalID md
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mdid = _mdID md
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timerange
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| _mdBool md = (2,10)
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| otherwise = (2,30)
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(newtime,_) = randomR timerange $ _randGen w
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@@ -1,9 +1,9 @@
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--{-# LANGUAGE TupleSections #-}
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{- | Rooms containing long doors, probably with a big reveal behind them.
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-}
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module Dodge.Room.LongDoor
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where
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module Dodge.Room.LongDoor where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Default.Room
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import Dodge.LevelGen.Data
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import Dodge.Placement.Instance
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@@ -51,7 +51,7 @@ twinSlowDoorRoom w h x = defaultRoom
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}
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where
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wlSpeed = 0.5
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addColorChange lsid drid' = over pjUpdate $ chain $ const f
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addColorChange lsid drid' = over pjUpdate $ dbArgChain $ const f
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where
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f w' | _drStatus (_doors w' IM.! drid') == DoorHalfway
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= w' & lightSources . ix lsid . lsIntensity .~ V3 8 0 0
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+1
-29
@@ -24,8 +24,7 @@ import Data.Tree
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import Control.Monad.State
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import Control.Lens
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import System.Random
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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--import qualified Data.IntMap.Strict as IM
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rezBox :: LightSource -> Room
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rezBox ls = roomRect 40 60 1 1
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@@ -54,33 +53,6 @@ wpAdd wp = rmPmnts %~ f
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f _ = [sPS (V2 15 30) 1 (PutFlIt wp)]
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g x = x & plIDCont .~ flickerMod
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-- TODO move this to a sensible place
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-- Supposes the orginal placement is a light source, adds a flicker
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flickerMod :: Placement -> Maybe Placement
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flickerMod pl = Just $ sps0 $ PutMod $ ModIDTimerPoint3Bool
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{ _mdID = 0
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, _mdExternalID = fromJust $ _plMID pl
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, _mdUpdate = flickerUpdate
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, _mdTimer = 10
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, _mdPoint3 = 0.8
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, _mdBool = True
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}
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flickerUpdate :: Modification -> World -> World
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flickerUpdate md w
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| _mdTimer md > 0 = w & modifications . ix mdid . mdTimer -~ 1
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| otherwise = w & lightSources . ix lsid . lsIntensity .~ mdcol
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& modifications . ix mdid
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%~ ( (mdTimer .~ newtime) . (mdPoint3 .~ lscol) . (mdBool %~ not) )
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where
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mdcol = _mdPoint3 md
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lscol = _lsIntensity $ _lightSources w IM.! lsid
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lsid = _mdExternalID md
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mdid = _mdID md
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timerange
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| _mdBool md = (2,10)
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| otherwise = (2,30)
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(newtime,_) = randomR timerange $ _randGen w
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rezBoxesThenWeaponRoom :: RandomGen g => State g (Tree (Either Room Room))
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rezBoxesThenWeaponRoom = do
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+1
-1
@@ -130,7 +130,7 @@ destroyBlock bl w = w
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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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ps = (replicateM 25 $ randInCirc 20) & evalState $ _randGen w
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ps = replicateM 25 (randInCirc 20) & evalState $ _randGen w
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-- | Note the explict use of record syntax. Using lens created a space leak.
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resetWorldEvents :: World -> World
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resetWorldEvents w = w {_worldEvents = id}
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