Simplify machine placement
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@@ -6,6 +6,7 @@
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-}
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module Dodge.Placement.PlaceSpot (placeSpot) where
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import Dodge.Default.Wall
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import qualified Data.Set as S
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import Control.Monad.State
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import Data.Bifunctor
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@@ -130,7 +131,8 @@ placeSpotID rid ps pt w = case pt of
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fsID
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(mvFS p rot fs)
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w
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PutMachine pps mc wl mitm -> plMachine (map doShift pps) mc wl mitm p rot w
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--PutMachine pps mc wl mitm -> plMachine (map doShift pps) mc wl mitm p rot w
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PutMachine pps mc mitm -> plMachine (map doShift pps) mc mitm p rot w
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PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p' rot ls) w
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RandPS _ -> error "RandPS should not be reachable here" --evaluateRandPS rid rgn ps w
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--PutDoor col eo f pss -> plDoor col eo f (map (bimap doShift doShift) pss) w
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@@ -206,29 +208,29 @@ mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +.+) . rotateV a))
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plMachine ::
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[Point2] ->
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Machine ->
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Wall ->
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-- Wall ->
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Maybe Item ->
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Point2 ->
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Float ->
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GenWorld ->
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(Int, GenWorld)
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plMachine wallpoly mc wl = \case
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Nothing -> plMachine' wallpoly mc wl
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Just itm -> plTurret wallpoly mc wl itm
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plMachine wallpoly mc = \case
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Nothing -> plMachine' wallpoly mc
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Just itm -> plTurret wallpoly mc itm
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plTurret ::
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[Point2] ->
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Machine ->
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Wall ->
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-- Wall ->
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Item ->
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Point2 ->
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Float ->
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GenWorld ->
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(Int, GenWorld)
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plTurret wallpoly mc wl itm p rot gw =
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plTurret wallpoly mc itm p rot gw =
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( mcid
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, gw & gwWorld . cWorld . lWorld . machines %~ addMc
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& gwWorld . cWorld . lWorld . walls %~ placeMachineWalls wl wallpoly mcid wlid
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& gwWorld . cWorld . lWorld . walls %~ placeMachineWalls wallpoly mcid wlid
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& gwWorld . cWorld . lWorld . items . at itid ?~ itm'
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)
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where
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@@ -246,11 +248,11 @@ plTurret wallpoly mc wl itm p rot gw =
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& mcType . mctTurret . tuWeapon .~ itid
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)
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plMachine' :: [Point2] -> Machine -> Wall -> Point2 -> Float -> GenWorld -> (Int, GenWorld)
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plMachine' wallpoly mc wl p rot gw =
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plMachine' :: [Point2] -> Machine -> Point2 -> Float -> GenWorld -> (Int, GenWorld)
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plMachine' wallpoly mc p rot gw =
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( mcid
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, gw & gwWorld . cWorld . lWorld . machines %~ addMc
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& gwWorld . cWorld . lWorld . walls %~ placeMachineWalls wl wallpoly mcid wlid
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& gwWorld . cWorld . lWorld . walls %~ placeMachineWalls wallpoly mcid wlid
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)
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where
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mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
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@@ -259,14 +261,12 @@ plMachine' wallpoly mc wl p rot gw =
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addMc = IM.insert mcid (mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids})
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-- TODO correctly remove/shift pathfinding lines (removePathsCrossing)
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placeMachineWalls ::
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Wall -> [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
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placeMachineWalls wl poly mcid wlid = flip (foldr f) $ zip [wlid ..] $ loopPairs poly
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placeMachineWalls :: [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
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placeMachineWalls poly mcid wlid = flip (foldr f) $ zip [wlid ..] $ loopPairs poly
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where
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f (wid, l) = IM.insert wid baseWall{_wlID = wid, _wlLine = l}
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baseWall =
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wl
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-- & wlColor .~ col
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defaultMachineWall
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& wlStructure . wsMachine .~ mcid
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& wlTouchThrough .~ True
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