Fix wall bug, refactor placements
This commit is contained in:
+1
-1
@@ -7,7 +7,7 @@ module Dodge.Base
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where
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import Dodge.Data
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import Dodge.Zone
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import Dodge.Zone.Data
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--import Dodge.Zone.Data
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import Dodge.Base.Window
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import Geometry
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--import Picture
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@@ -23,7 +23,7 @@ import System.Random
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import Data.Maybe
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--import Data.Maybe
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--import Control.Lens
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--import Data.List (partition)
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--import Data.List (sortOn)
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@@ -61,24 +61,11 @@ initialWorld = defaultWorld
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, _worldState = M.empty
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}
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testStringInit :: World -> [String]
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--testStringInit _ = []
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--testStringInit w =
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-- [show $ _worldMinX w
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-- ,show $ _worldMaxX w
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-- ,show $ _worldMinY w
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-- ,show $ _worldMaxY w
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-- ]
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--testStringInit = mapMaybe f . IM.elems . wallsDoubleScreen
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testStringInit _ = []
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--testStringInit = mapMaybe f . IM.elems . flattenIMIMIM . _znObjects . _wallsZone
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-- where
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-- f (dr@Door{}) = Just . show $ _wlLine dr
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-- f _ = Nothing
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--testStringInit = map show . filter ((== col) . snd) . fst . wallsAndWindows
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-- where
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-- col = dim $ dim $ bright red
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testStringInit = mapMaybe f . IM.elems . _walls
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where
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f dr | _wlColor dr == V4 0 1 0 1 = Just . show $ _wlLine dr
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| otherwise = Nothing
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-- f dr | _wlColor dr == V4 0 1 0 1 = Just . show $ _wlLine dr
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-- | otherwise = Nothing
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--testStringInit _ = []
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--testStringInit w = [show . length $ newSounds w]
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--testStringInit w = (show . _crPos $ _creatures w IM.! 0)
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@@ -7,7 +7,6 @@ import Dodge.LevelGen.StaticWalls
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--import Dodge.LevelGen.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Zone.Data
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import Dodge.GameRoom
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import Dodge.Bounds
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--import Dodge.RandomHelp
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+7
-15
@@ -123,18 +123,8 @@ placeProp
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placeProp pr p a w = (i, w & props %~ addProp)
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where
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i = IM.newKey $ _props w
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addProp prs = IM.insert (IM.newKey prs) (over pjRot (+a) pr {_pjPos = p, _pjID = IM.newKey prs}) prs
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placePropID
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:: Prop
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-> Point2
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-> Float -- ^ Rotation
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-> World
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-> (World,Int)
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placePropID pr p a w = (w & props %~ addProp , k)
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where
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k = IM.newKey (_props w)
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addProp prs = IM.insert (IM.newKey prs) (over pjRot (+a) pr {_pjPos = p, _pjID = IM.newKey prs}) prs
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addProp prs = IM.insert i (f pr) prs
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f = (pjRot +~ a) . (pjPos %~ ( (p +.+) . (rotateV a) )) . (pjID .~ i)
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placeBt
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:: Button
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@@ -142,10 +132,12 @@ placeBt
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-> Float -- ^ Rotation
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-> World
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-> (Int, World)
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placeBt bt p rot w = (i , over buttons addBT w)
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placeBt bt p a w = (i , over buttons addBT w)
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where
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i = IM.newKey $ _buttons w
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addBT bts = IM.insert (IM.newKey bts) (bt {_btPos = p, _btRot = rot, _btID = IM.newKey bts}) bts
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addBT xs = IM.insert i (f bt) xs
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f = (btRot +~ a) . (btPos %~ ( (p +.+) . (rotateV a) )) . (btID .~ i)
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--addBT bts = IM.insert (IM.newKey bts) (bt {_btPos = p, _btRot = rot, _btID = IM.newKey bts}) bts
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{- Creates a floor item at a given point.
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Assigns an id correctly. -}
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placeFlIt
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@@ -197,7 +189,7 @@ placeLS :: LightSource -> Point3 -> Float -> World -> (Int,World)
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placeLS ls (V3 x y z) rot w = (i, over lightSources addLS w)
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where
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i = IM.newKey $ _lightSources w
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startPos = _lsPos ls
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startPos = onXY (rotateV rot) $ _lsPos ls
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addLS lss = IM.insert
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(IM.newKey lss)
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(ls {_lsPos = V3 x y z +.+.+ startPos,_lsDir = rot,_lsID = IM.newKey lss})
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@@ -4,7 +4,6 @@ import Dodge.Data
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import Dodge.Data.SoundOrigin
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Zone.Data
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import Dodge.SoundLogic
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import Dodge.SoundLogic.LoadSound
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import Dodge.WorldEvent.Sound
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@@ -1,23 +1,7 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.LevelGen.Data
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( PSType (..)
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, PlacementSpot (..)
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, Placement (..)
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, sPS
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-- lenses
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, placementSpot
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, psType
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, psPos
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, psRot
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, putID
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, pwPoly
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, pwWall
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, unPutCrit
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-- , groupPlacementID
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-- , groupUpdate
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, idPlacement
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) where
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where
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import Dodge.Data
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import Picture
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import Geometry.Data
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@@ -44,12 +28,12 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutForeground Shape
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| PutNothing
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| PutID { _putID :: Int}
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-- maybe there is a monadic implementation of this?
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data PlacementSpot = PS
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{ _psPos :: Point2
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, _psRot :: Float
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, _psType :: PSType
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}
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-- maybe there is a monadic implementation of this?
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data Placement = Placement
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{ _placementSpot :: PlacementSpot
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, _idPlacement :: Int -> Maybe Placement
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@@ -7,7 +7,6 @@ module Dodge.LevelGen.MoveDoor
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import Dodge.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Zone.Data
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import Geometry
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import Control.Lens
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@@ -3,6 +3,7 @@ module Dodge.LightSources.Fitting
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import Dodge.LightSources.Lamp
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import Dodge.LevelGen.Data
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import Dodge.Room.Foreground
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import Dodge.Placement
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import Geometry
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wallMount :: Point2 -> Point3 -> Placement
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@@ -66,9 +67,3 @@ wallMountV wallpos lamppos@(V3 x y z)
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extendAway :: Point2 -> Point2 -> Point2
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extendAway p x = p +.+ safeNormalizeV (p -.- x)
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jsps0 :: PSType -> Maybe Placement
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jsps0 pst = Just $ sPS (V2 0 0) 0 pst
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place0 :: PSType -> (Int -> Maybe Placement) -> Placement
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place0 pst = Placement (PS (V2 0 0) 0 pst)
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@@ -86,9 +86,9 @@ lampCover h = ShapeProp
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, _prDraw = drawLampCover h
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, _prToggle = True
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}
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lampCoverWhen :: (World -> Bool) -> Float -> Prop
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lampCoverWhen cond h = ShapeProp
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{ _pjPos = V2 0 0
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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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@@ -138,7 +138,6 @@ drawLampCover h pr | not (_prToggle pr) = mempty
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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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--, translateSHz 2.5 . upperPrismPoly 1 $ [V2 5 5,V2 (-4) 5,V2 5 (-4)]
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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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@@ -0,0 +1,10 @@
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module Dodge.Placement
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where
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import Geometry
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import Dodge.LevelGen.Data
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jsps0 :: PSType -> Maybe Placement
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jsps0 pst = Just $ sPS (V2 0 0) 0 pst
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place0 :: PSType -> (Int -> Maybe Placement) -> Placement
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place0 pst = Placement (PS (V2 0 0) 0 pst)
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@@ -238,6 +238,7 @@ wallsAndWindows w
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where
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f wl = (_wlLine wl, _wlColor wl)
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(wins,wls) = partition _wlIsSeeThrough . IM.elems $ wallsDoubleScreen w
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--(wins,wls) = partition _wlIsSeeThrough . IM.elems $ wallsOnScreen w
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wallsToList :: [((Point2,Point2),Point4)] -> [Float]
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wallsToList = concatMap (\((V2 a b,V2 c d),V4 e f g h) -> [a,b,c,d,e,f,g,h])
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@@ -141,11 +141,11 @@ airlockCrystal n = defaultRoom
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, _rmPS =
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[sPS (V2 0 0) 0 $ PutDoor col (not . cond) pss
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,sPS (V2 145 70) (pi/2) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) True))
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(over worldState (M.insert (DoorNumOpen n) False))
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(over worldState (M.insert (DoorNumOpen n) True))
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,crystalLine (V2 0 70) (V2 40 70)
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,sPS (V2 20 40) 0 putLamp
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,sPS (V2 20 100) 0 putLamp
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--,sPS (V2 20 40) 0 putLamp
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--,sPS (V2 20 100) 0 putLamp
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]
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, _rmBound =
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[ ]
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@@ -16,6 +16,7 @@ import Dodge.RandomHelp
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import Dodge.Creature.Inanimate
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import Dodge.Creature
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import Dodge.LightSources.Lamp
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import Dodge.Placement
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import Picture
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import Geometry
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@@ -41,16 +42,13 @@ twinSlowDoorRoom drid w h x = defaultRoom
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]
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, _rmPath = []
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, _rmPS =
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[ sPS (V2 0 (h/2)) 0 putLamp
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, sPS (V2 25 5) 0 putLamp
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, sPS (V2 (negate 25) 5) 0 putLamp
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, sPS (V2 0 0) 0 $ PutSingleDoor col cond (V2 x 1) (V2 x h) 1
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, Placement (PS (V2 0 0) 0 $ PutSingleDoor col cond (V2 (-x) 1) (V2 (-x) h) 1)
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$ \did -> Just $ Placement (PS (V2 0 (h-1)) 0 $ PutLS (colorLightAt (V3 0.75 0 0) (V3 0 0 lampHeight) 0))
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$ \lsid -> Just $ sPS (V2 0 (h-1)) 0 $ PutProp $ addColorChange lsid did $ lampCoverWhen (drmoving did) lampHeight
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[ sPS (V2 0 0) 0 $ PutSingleDoor col cond (V2 x 1) (V2 x h) 1
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, sPS (V2 0 (h-5)) pi $ PutButton $ makeSwitch col red
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(worldState %~ M.insert (DoorNumOpen drid) True )
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(worldState %~ M.insert (DoorNumOpen drid) False)
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, place0 (PutSingleDoor col cond (V2 (-x) 1) (V2 (-x) h) 1)
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$ \did -> Just $ place0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
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$ \lsid -> jsps0 $ PutProp $ addColorChange lsid did $ lampCoverWhen (drmoving did) (V2 0 (h-1)) lampHeight
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]
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, _rmBound = ps
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, _rmName = "twinSlowDoorRoom"
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@@ -68,8 +66,7 @@ twinSlowDoorRoom drid w h x = defaultRoom
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,rectNSWE 20 (-h) (negate x) x
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]
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cond w' = or $ M.lookup (DoorNumOpen drid) (_worldState w')
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--col = dim $ dim $ bright red
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col = V4 0 1 0 1
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col = dim $ dim $ bright red
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twinSlowDoorChasers
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:: RandomGen g
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@@ -21,6 +21,7 @@ import Dodge.Item.Weapon
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import Dodge.RandomHelp
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import Dodge.LevelGen
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import Dodge.LevelGen.Data
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import Dodge.LightSources.Fitting
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import Dodge.Creature
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--import Dodge.Default
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import Geometry
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@@ -49,7 +50,7 @@ roomRect x y xn yn = defaultRoom
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{ _rmPolys = [rectNSWE y 0 0 x ]
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, _rmLinks = lnks
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, _rmPath = concatMap doublePair pth
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, _rmPS = [sPS (V2 (x/2) (y/2)) 0 putLamp]
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, _rmPS = [wallMountL (V2 (x/2) 0) (V3 (x/2) 40 50)]
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, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
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, _rmFloor = [Tile
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{ _tilePoly = rectNSWE y 0 0 x
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@@ -11,7 +11,7 @@ module Dodge.WorldEvent.ThingsHit
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import Dodge.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Zone.Data
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--import Dodge.Zone.Data
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import Geometry
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import qualified Data.IntMap.Strict as IM
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+8
-1
@@ -16,6 +16,8 @@ module Dodge.Zone
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, cloudsNearPoint
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, wallsNearZones
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, zoneOfSight
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, flattenIMIMIM
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, module Dodge.Zone.Data
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)
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where
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import Dodge.Data
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@@ -87,7 +89,9 @@ zoneOfSight w =
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wallsDoubleScreen :: World -> IM.IntMap Wall
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wallsDoubleScreen w
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= foldl' (flip $ IM.union . \i -> innerFold (f i (_znObjects $ _wallsZone w))) IM.empty xs
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-- = foldl' (flip $ IM.union . \i -> innerFold (f i (_znObjects $ _wallsZone w))) IM.empty xs
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-- for some reason (TODO diagnose) the foldl' version causes errors
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= foldr (IM.union . \i -> innerFold (f i (_znObjects $ _wallsZone w))) IM.empty xs
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where
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innerFold m = foldl' (flip $ IM.union . \ j -> f j m) IM.empty ys
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f i m = case IM.lookup i m of
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@@ -168,3 +172,6 @@ wallsNearPoint p w = IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1
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f i m = case IM.lookup i m of
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Just val -> val
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_ -> IM.empty
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flattenIMIMIM :: IM.IntMap (IM.IntMap (IM.IntMap a)) -> IM.IntMap a
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flattenIMIMIM = IM.unions . fmap IM.unions
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@@ -104,3 +104,7 @@ projV3
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projV3 = undefined
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onXY :: (Point2 -> Point2) -> Point3 -> Point3
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onXY f (V3 x y z) = V3 x' y' z
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where
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V2 x' y' = f (V2 x y)
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Reference in New Issue
Block a user