Add various capabilities for generating graphs, fixes to lasgun
This commit is contained in:
@@ -0,0 +1,203 @@
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{-# LANGUAGE FlexibleInstances #-}
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{-# LANGUAGE RankNTypes #-}
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-- | deals with placement of objects within the world
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-- after they have had their coordinates set by the layout
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module Dodge.Placement.PlaceSpot
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( placeSpot
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) where
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import Dodge.Placement.Shift
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import Dodge.Data
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import Dodge.Path
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import Dodge.Placement.PlaceSpot.Block
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import Dodge.Placement.PlaceSpot.TriggerDoor
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import Dodge.Default.Wall
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import Dodge.ShiftPoint
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import Dodge.Base.NewID
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import Geometry
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import qualified IntMapHelp as IM
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import Color
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import Data.Foldable
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import Data.Maybe
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import System.Random
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import Control.Monad.State
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import Control.Lens
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import qualified Data.IntSet as IS
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import Data.Bifunctor
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-- when placing a placement, we update the world and the room and assign an id
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-- to the placement
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placeSpot :: (World,Room) -> Placement -> ( (World,Room), [Placement] )
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placeSpot (w,rm) plmnt = case plmnt of
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Placement{_plSpot = PSRoomRand i f} -> placeSpotRoomRand rm i f plmnt w
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Placement{_plSpot = PSPos extract eff fallback} -> placeSpotUsingLink w rm plmnt extract eff fallback
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Placement{} -> placePlainPSSpot w rm plmnt shift
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PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p))
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RandomPlacement rplmnt -> placeRandomPlacement rplmnt w rm
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PickOnePlacement i pl -> ((placePickOne i pl rm w, rm), [])
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where
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shift = _rmShift rm
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placePickOne :: Int -> Placement -> Room -> World -> World
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placePickOne i pl rm w = w & genPlacements %~ IM.insertWith (++) i [(pl, fromJust (_rmMID rm))]
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placeRandomPlacement :: State StdGen Placement -> World -> Room -> ((World,Room),[Placement])
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placeRandomPlacement rplmnt w rm = placeSpot (w & randGen .~ g,rm) plmnt'
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where
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(plmnt', g) = runState rplmnt (_randGen w)
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placePlainPSSpot :: World -> Room -> Placement -> DPoint2 -> ((World,Room),[Placement])
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placePlainPSSpot w rm plmnt shift =
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let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
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newplmnt = plmnt & plMID ?~ i
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in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt w' newplmnt)
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where
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recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
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in (wr,newplmnt:newplmnts)
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-- this should be tidied up
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placeSpotUsingLink :: World
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-> Room
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-> Placement
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-> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
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-> (RoomPos -> Room -> Room)
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-> Maybe Placement
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-> ((World, Room), [Placement])
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placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos rm) of
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Just (ps,rmposs) -> placeSpot (w, eff (head rmposs) $ rm & rmPos .~ rmposs) (plmnt & plSpot .~ ps)
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Nothing -> case fallback of
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Nothing -> ((w,rm),[plmnt])
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Just plmnt' -> placeSpot (w,rm) plmnt'
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where
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searchedPoss [] = Nothing
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searchedPoss (pos:poss) = case extract pos rm of
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Nothing -> second (pos:) <$> searchedPoss poss
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Just (ps,rmpos) -> Just ( ps,rmpos:poss)
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placeSpotRoomRand :: Room -> Int -> (DPoint2 -> PlacementSpot)
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-> Placement -> World -> ((World,Room),[Placement])
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placeSpotRoomRand rm i f plmnt w =
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let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
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in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ f ps)
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-- the Int here is some id that is assigned when the placement is placed
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placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
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placeSpotID ps pt w = case pt of
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PutTrigger cnd -> plNewID triggers cnd w
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PutMod mdi -> plNewUpID modifications mdID mdi w
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PutProp prp -> plNewUpID props pjID (mvProp p rot prp) w
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PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
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PutTerminal tm -> plNewUpID terminals tmID tm w
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PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
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PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
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PutForeground fs -> plNewUpID shapes fsID (mvFS p rot fs) w
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PutMachine pps mc -> plMachine (map doShift pps) mc p rot w
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PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
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PutPPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
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RandPS rgn -> evaluateRandPS rgn ps w
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PutDoor col f pss -> plDoor col f (map (bimap doShift doShift) pss) w
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PutCoord cp -> plNewID coordinates (doShift cp) w
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PutSlideDr wl dr off a b
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-> plSlideDoor wl dr off (doShift a) (doShift b) w
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PutBlock bl wl ps' -> plBlock (map doShift ps') (bl & blPos %~ doShift & blDir .~ rot)
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wl w
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PutLineBlock wl wdth a b -> plLineBlock wl wdth (doShift a) (doShift b) w
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PutWall qs wl -> (0,placeWallPoly (map doShift qs) wl w)
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PutNothing -> (0,w)
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PutID i -> (i, w)
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PutWorldUpdate f -> (0, w & f ps)
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PutUsingGenParams f -> let (w',pt') = f w
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in placeSpotID ps pt' w'
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where
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p@(V2 px py) = _psPos ps
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p' = V3 px py 0
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rot = _psRot ps
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doShift = shiftPointBy (p,rot)
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evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
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evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
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where
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(evaluatedType, g) = runState rgen (_randGen w)
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placeWallPoly :: [Point2] -> Wall -> World -> World
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<<<<<<< HEAD
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--placeWallPoly ps wl = over walls (placeWalls ps wl)
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placeWallPoly ps wl = rmCrossPaths . over walls (placeWalls ps wl)
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where
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rmCrossPaths w = foldr (uncurry (addObstacleCrossing' WallObstacle)) w $ loopPairs ps
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=======
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placeWallPoly ps wl = -- rmCrossPaths .
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over walls (placeWalls ps wl)
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-- where
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-- rmCrossPaths w = foldr (uncurry obstructPathsCrossing) w $ loopPairs ps
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>>>>>>> efficientRuntime
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placeWalls :: [Point2] -> Wall -> IM.IntMap Wall -> IM.IntMap Wall
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placeWalls qs wl wls = foldl' (addPane wl) wls pairs
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where
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(p:ps) = orderPolygon qs
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pairs = zip (ps ++ [p]) (p:ps)
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addPane :: Wall -> IM.IntMap Wall -> (Point2,Point2) -> IM.IntMap Wall
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addPane wl wls l = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
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where
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wlid = IM.newKey wls
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---- | place an new object into an intmap and update its id
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--plNewUpID :: ALens' World (IM.IntMap a)
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-- -> ALens' a Int
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-- -> a
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-- -> World
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-- -> (Int,World)
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--plNewUpID l li x w = (i,w & l #%~ IM.insert i (x & li #~ i))
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-- where
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-- i = IM.newKey $ w ^# l
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mvProp :: Point2 -> Float -> Prop -> Prop
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mvProp p a = (pjRot +~ a) . (prPos %~ ( (p +.+) . rotateV a ))
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mvButton :: Point2 -> Float -> Button -> Button
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mvButton p a = (btRot +~ a) . (btPos %~ ( (p +.+) . rotateV a ))
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{- Creates a floor item at a given point.-}
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createFlIt :: Point2 -> Float -> Item -> FloorItem
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createFlIt p rot itm = FlIt { _flItPos = p , _flItRot = rot , _flItID = 0 , _flIt = itm }
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mvPP :: Point2 -> Float -> PressPlate -> PressPlate
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mvPP p rot pp = pp {_ppPos = p,_ppRot = rot}
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mvCr :: Point2 -> Float -> Creature -> Creature
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mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot}
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mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
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mvFS p a = (fsDir +~ a) . (fsPos %~ ( (p +.+) . rotateV a ))
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plMachine :: [Point2] -> Machine -> Point2 -> Float -> World -> (Int,World)
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plMachine wallpoly mc p rot gw = (mcid
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, gw & machines %~ addMc
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& walls %~ placeMachineWalls color wallpoly mcid wlid
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)
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where
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color = _mcColor mc
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w' = gw
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mcid = IM.newKey $ _machines w'
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wlid = IM.newKey $ _walls w'
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wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
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--addMc = IM.insert mcid (mc {_mcPos = centroid wallpoly,_mcDir = rot,_mcID = mcid, _mcWallIDs = wlids})
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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 :: Color -> [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
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placeMachineWalls col 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 = defaultMachineWall
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& wlColor .~ col
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& wlStructure . wsMachine .~ mcid
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& wlTouchThrough .~ True
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mvLS :: Point3 -> Float -> LightSource -> LightSource
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mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z +.+.+ startPos
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& lsDir .~ rot
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where
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startPos = onXY (rotateV rot) $ _lsPos (_lsParam ls)
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@@ -0,0 +1,126 @@
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{- | Creation, update and destruction of destructible walls. -}
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module Dodge.Placement.PlaceSpot.Block
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( plBlock
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, plLineBlock
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)
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where
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import Dodge.Data
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import Dodge.Path
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import Dodge.Block.Debris
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--import Dodge.LevelGen.LevelStructure
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import Dodge.Base
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--import Dodge.Zone
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import Geometry
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import qualified IntMapHelp as IM
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import Control.Lens
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import qualified Data.IntSet as IS
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plBlock
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:: [Point2] -- ^ Block polygon
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-> Block
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-> Wall -- ^ Base Pane
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-> World
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-> (Int,World)
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plBlock [] _ _ _ = error "Trying to add a block with incomplete polygon"
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plBlock (p:ps) bl wl w = (,) blid $ w
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<<<<<<< HEAD
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& flip (foldr insertWall) wls
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=======
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>>>>>>> efficientRuntime
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& blocks . at blid ?~ bl
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{ _blID = blid
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, _blWallIDs = IS.fromList is
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, _blShadows = []
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, _blFootprint = p:ps
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}
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<<<<<<< HEAD
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=======
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& insertWalls blid wls
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>>>>>>> efficientRuntime
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where
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blid = IM.newKey $ _blocks w
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lns = zip (p:ps) (ps ++ [p])
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i = IM.newKey $ _walls w
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is = [i.. i + length lns-1]
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wls = zipWith
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(\j ln -> wl & wlLine .~ ln & wlID .~ j & wlStructure .~ BlockPart blid)
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is
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lns
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{- | Splits a line into many four cornered blocks. -}
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plLineBlock
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:: Wall -- ^ Base pane
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-> Float
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-> Point2 -- ^ Start point (symmetric)
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-> Point2 -- ^ End point (symmetric)
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-> World
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-> (Int, World)
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plLineBlock basePane blwidth a b gw = ( 0
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<<<<<<< HEAD
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, foldr insertWall (insertBlocks gw) listWalls
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=======
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-- , foldr insertWall (insertBlocks gw) listWalls
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, insertBlocks gw
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>>>>>>> efficientRuntime
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)
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where
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depth = blwidth
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psOnLine = divideLineOddNumPoints blwidth a b
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halfBlockWidth = dist a b / fromIntegral (length psOnLine - 1)
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blockCenPs = snd $ evenOddSplit psOnLine
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numBlocks = length blockCenPs
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is = [0.. numBlocks - 1]
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ( (p +.+) . rotateV (argV (b -.- a)) ) cornerPoints
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linesAt p = loopPairs $ cornersAt p
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wlid = IM.newKey $ _walls gw
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blid = IM.newKey $ _blocks gw
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insertBlock (i,p) =
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insertWalls (i + blid) (makeWallAt p i)
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. (over blocks $ IM.insert (i+blid) Block
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{ _blID = i + blid, _blWallIDs = IS.fromList $ ksAtI i
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, _blHP = 1000, _blShadows = shadowsAt i
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, _blDir = 0 -- THIS IS NOT SENSIBLE. TODO rethink block positioning
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, _blFootprint = cornersAt p -- TODO check winding (clockwise, anticlockwise)
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, _blObstructs = []
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<<<<<<< HEAD
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=======
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, _blPaths = []
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>>>>>>> efficientRuntime
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, _blPos = p, _blDraw = const mempty , _blDeath = makeBlockDebris}
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)
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insertBlocks = flip (foldr insertBlock) $ zip is blockCenPs
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ksAtI i = map ( + (wlid + i*4) ) [0,1,2,3]
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visibilityAt i
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| i == 0 = [False,True,True ,True]
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| i == numBlocks - 1 = [True ,True,False,True]
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| otherwise = [False,True,False,True]
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shadowsAt i
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| i == 0 = ksAtI 1
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| i == numBlocks - 1 = ksAtI $ numBlocks - 2
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| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
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makeWallAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
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makePane i visStatus k ps = basePane
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{_wlID = k
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,_wlStructure = BlockPart $ i + blid
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,_wlLine = ps
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,_wlDraw = visStatus
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}
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listWalls = concat $ zipWith makeWallAt blockCenPs is
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<<<<<<< HEAD
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insertWall :: Wall -> World -> World
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insertWall wl = (walls . at (_wlID wl) ?~ wl)
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. uncurry (addObstacleCrossing' BlockObstacle) (_wlLine wl)
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=======
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-- | Must be done after inserting the block
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insertWalls :: Int -> [Wall] -> World -> World
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insertWalls blid wls w = w' & blocks . ix blid . blPaths .~ concat paths
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where
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(w',paths) = mapAccumR (flip insertWall) w wls
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insertWall :: Wall -> World -> (World,[(Int,Int,PathEdge)])
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insertWall wl = uncurry obstructPathsCrossing (_wlLine wl)
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. (walls . at (_wlID wl) ?~ wl)
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>>>>>>> efficientRuntime
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@@ -8,6 +8,6 @@ randFirstWeapon :: State StdGen Item
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randFirstWeapon = takeOne $
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replicate 10 pistol
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++ replicate 5 (bangStick 4)
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++ replicate 5 (bangCaneX 3)
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++ replicate 5 (volleyGun 3)
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++ replicate 5 bangCone
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++ [lasGun]
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