Reorganisation of light source placements and fittings
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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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