Refactoring
This commit is contained in:
+10
-13
@@ -6,7 +6,7 @@ import Dodge.SoundLogic
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import Dodge.Creature.Action
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import Dodge.RandomHelp
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import Dodge.WorldEvent
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import Dodge.Creature.Picture
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import Geometry
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import Picture
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@@ -18,18 +18,16 @@ import Data.Graph.Inductive.Graph
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import Data.Graph.Inductive.PatriciaTree
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import Data.Graph.Inductive.Query.SP
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import qualified Data.ByteString as B
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import Control.Lens
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import Control.Applicative
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import Control.Monad.State
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import Control.Monad
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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 Foreign.ForeignPtr
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import Control.Lens
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import Control.Applicative
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import Control.Monad
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import Control.Monad.State
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import Control.Concurrent
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import System.Random
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import Foreign.ForeignPtr
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factionIs :: Faction -> Creature -> Bool
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factionIs f c = (_faction $ _crState $ c) == f
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@@ -845,7 +843,7 @@ launcherAI inRange outRange w (f,g) cr =
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(SetPosture pture:_) -> ((f,g), replaceAction [] $ set (crState . stance . posture) pture cr)
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(MoveByFor p 0:_) -> ((f,g'), replaceAction [] . crMvBy p $ cr)
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(MoveByFor p i:_) -> ((f,g'), replaceAction [MoveByFor p (i-1)] . crMvBy p $ cr)
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(Fire:_) | collidePointWallsSimple cpos (cpos +.+ 40 *.* unitVectorAtAngle (_crDir cr))
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(Fire:_) | pointHitsWalls cpos (cpos +.+ 40 *.* unitVectorAtAngle (_crDir cr))
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(wallsAlongLine cpos (cpos +.+ 40 *.* unitVectorAtAngle (_crDir cr)) w)
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-> ((f,g),replaceAction [] cr)
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| otherwise -> ((tryUseItem cid . f,g'), replaceAction [] cr)
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@@ -1220,10 +1218,10 @@ twitchMissAI inRange outRange w (f,g) cr =
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(t,g') = randomR (fireRate+10,fireRate+15) g
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retreatPs = sortBy (compare `on` dist cpos) $ map f $ nRaysRad 8 400
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where f p = fromMaybe (ypos +.+ p) $ fmap fst
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$ collidePointWalls ypos (ypos +.+ p) (wallsAlongLine ypos (ypos +.+ p) w)
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$ reflectPointWalls ypos (ypos +.+ p) (wallsAlongLine ypos (ypos +.+ p) w)
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retreatP' = cpos +.+ 300 *.* (cpos -.- ypos)
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retreatP'' = fromMaybe retreatP' $ fmap fst
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$ collidePointWalls ypos retreatP'
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$ reflectPointWalls ypos retreatP'
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$ wallsAlongLine ypos retreatP' w
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retreatP = head $ sortBy (compare `on` (\p -> dist p ypos < 300)) $ retreatP'' : retreatPs
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fireActions = [TurnToward yposoff, Fire, TurnTo ypos, WaitFor t
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@@ -1864,6 +1862,5 @@ spCrRadFac = 8^2
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----------------
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circLine x = line [(0,0),(x,0)]
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sigmoid x = x/sqrt(1+x^2)
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+265
-571
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,211 @@
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{-# LANGUAGE TupleSections #-}
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{- | Basic collision detection for a moving point -}
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module Dodge.Base.Collide
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where
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import Dodge.Data
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import Dodge.Base.Zone
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import Geometry
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import Data.List
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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hasLOS :: Point2 -> Point2 -> World -> Bool
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{-# INLINE hasLOS #-}
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hasLOS p1 p2 w = (not $ pointHitsWalls p1 p2 nearbyWalls)
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where
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nearbyWalls = wallsAlongLine p1 p2 w
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-- | looks for first collision of a point with walls
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-- if found, gives point and reflection velocity
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reflectPointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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reflectPointWalls p1 p2 ws
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= listToMaybe
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. sortOn f
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. IM.elems
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$ IM.mapMaybe
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(( \(x:y:_) ->
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fmap ( (, reflectIn (x -.- y) (p2 -.- p1))
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. (+.+ errorNormalizeV 39 (vNormal (x -.- y)))
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)
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(intersectSegSeg' p1 p2 x y)
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)
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. _wlLine) ws
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where
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f (a,_) = magV (p1 -.- a)
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-- | Looks for first collision of a point with walls.
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-- If found, gives point and reflection velocity, reflection damped in normal.
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reflectPointWallsDamped
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:: Float -- ^ Damping factor, probably should be in (0,1)
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-> Point2
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-> Point2
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-> IM.IntMap Wall
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-> Maybe (Point2,Point2)
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reflectPointWallsDamped dfact p1 p2 ws
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= listToMaybe
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. sortOn f
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. IM.elems
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$ IM.mapMaybe
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(( \(x:y:_) -> fmap ((, reflectInParam dfact (x -.- y) (p2 -.- p1))
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. (+.+ errorNormalizeV 40 (vNormal (x -.- y))))
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(intersectSegSeg' p1 p2 x y))
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. _wlLine
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) ws
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where
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f (a,_) = magV (p1 -.- a)
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-- | Test if a point collides with walls
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pointHitsWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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pointHitsWalls p1 p2
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= any $ isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine
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-- | Test if there something blocking a walk
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collidePointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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collidePointWalkable p1 p2 ws
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= any (isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine)
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$ IM.filter (fromMaybe True . (^? doorPathable)) ws
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furthestPointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
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furthestPointWalkable p1 p2 ws
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= fromMaybe p2
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. listToMaybe
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. sortOn (dist p1)
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. IM.elems
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$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine) ws
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collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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{-# INLINE collidePointIndirect #-}
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collidePointIndirect p1 p2 ws
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= listToMaybe
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. sortOn (dist p1)
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. IM.elems
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. IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine)
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$ IM.filter (not . _wlIsSeeThrough) ws
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{- | Checks to see whether someone can fire bullets effectively between two points.
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- Not sure if this needs vision as well, need to make this uniform. -}
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collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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collidePointFire p1 p2 ws
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= listToMaybe
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. sortOn (dist p1)
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. IM.elems
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. IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine )
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$ IM.filter (\wl -> not (_wlIsSeeThrough wl && isJust (wl ^? blHP))) ws
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{- | Checks to see whether someone can fire bullets effectively between two points.
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- Not sure if this needs vision as well, need to make this uniform. -}
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collidePointFireVision :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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collidePointFireVision p1 p2 ws
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= any ( isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine)
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$ IM.filter notBlockWindow ws
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where
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notBlockWindow wl = case wl ^? blHP of
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Just _ -> not $ _wlIsSeeThrough wl
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Nothing -> True
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hasLOSIndirect :: Point2 -> Point2 -> World -> Bool
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hasLOSIndirect p1 p2 w = case collidePointIndirect p1 p2 $ wallsAlongLine p1 p2 w of
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Just _ -> False
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Nothing -> True
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isWalkable :: Point2 -> Point2 -> World -> Bool
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isWalkable p1 p2 w = not $ collidePointWalkable p1 p2 nearbyWalls
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where
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nearbyWalls = wallsAlongLine p1 p2 w
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canSee :: Int -> Int -> World -> Bool
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canSee i j w = hasLOS p1 p2 w
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where
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p1 = _crPos (_creatures w IM.! i)
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p2 = _crPos (_creatures w IM.! j)
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nearbyWalls = wallsAlongLine p1 p2 w
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canSeePoint :: Int -> Point2 -> World -> Bool
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canSeePoint i p w = hasLOS p1 p w
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where
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nearbyWalls = wallsAlongLine p1 p w
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p1 = _crPos (_creatures w IM.! i)
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pathToPointFireable :: Int -> Point2 -> World -> Bool
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pathToPointFireable i p w
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= not
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. pointHitsWalls (_crPos (_creatures w IM.! i)) p
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$ IM.filter (not . isJust . \wl -> wl ^? blHP) $ wallsAlongLine p1 p w
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where
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p1 = _crPos (_creatures w IM.! i)
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canSeePointAll :: Int -> Point2 -> World -> Bool
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canSeePointAll i targPos w
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= and
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$ map (flip (canSeePoint i) w . (\p -> (targPos +.+ radius *.* p))) [(1,0),(0,1),(-1,0),(0,-1)]
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where
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cr = _creatures w IM.! i
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cpos = _crPos cr
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radius = _crRad cr
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canSeeAny :: Int -> Int -> World -> Bool
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canSeeAny fromID toID w
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= or
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$ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p))) [(1,0),(0,1),(-1,0),(0,-1)]
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where
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cr = _creatures w IM.! toID
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cpos = _crPos cr
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radius = _crRad cr
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canSeeAll :: Int -> Int -> World -> Bool
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canSeeAll fromID toID w
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= and
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$ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p))) [(1,0),(0,1),(-1,0),(0,-1)]
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where
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cr = _creatures w IM.! toID
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cpos = _crPos cr
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radius = _crRad cr
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canWalk :: Int -> Int -> World -> Bool
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canWalk i j w = not $ collidePointWalkable ipos jpos $ wallsAlongLine ipos jpos w
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where
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ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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canSeeIndirect :: Int -> Int -> World -> Bool
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canSeeIndirect i j w = not . isJust . collidePointIndirect ipos jpos $ wallsAlongLine ipos jpos w
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where
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ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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canSeeFire :: Point2 -> Point2 -> World -> Bool
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canSeeFire p p' w = not $ collidePointFireVision p p' $ wallsAlongLine p p' w
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canSeeFireVision :: Int -> Int -> World -> Bool
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canSeeFireVision i j w = canSeeFire ipos jpos w
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where
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ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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{- | Test whether both of the outside lines between two creatures are blocked -}
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canSeeFireVisionAny :: Int -> Int -> World -> Bool
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canSeeFireVisionAny i j w
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= not
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$ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
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(wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
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&& collidePointFireVision (ipos -.- ni) (jpos -.- nj)
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(wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
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where
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icr = _creatures w IM.! i
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jcr = _creatures w IM.! j
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ipos = _crPos icr
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jpos = _crPos jcr
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n = normalizeV $ vNormal $ ipos -.- jpos
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ni = _crRad icr *.* n
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nj = _crRad jcr *.* n
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{- | Test whether either of the outside lines between two creatures are blocked -}
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canSeeFireVisionAll :: Int -> Int -> World -> Bool
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canSeeFireVisionAll i j w
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= not
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$ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
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(wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
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|| collidePointFireVision (ipos -.- ni) (jpos -.- nj)
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(wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
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where
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icr = _creatures w IM.! i
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jcr = _creatures w IM.! j
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ipos = _crPos icr
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jpos = _crPos jcr
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n = normalizeV $ vNormal $ ipos -.- jpos
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ni = _crRad icr *.* n
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nj = _crRad jcr *.* n
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@@ -0,0 +1,24 @@
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{- | Getting the window size geometry. -}
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module Dodge.Base.Window
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where
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import Dodge.Data
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import Dodge.Config.Data
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import Geometry
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screenPolygon :: World -> [Point2]
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screenPolygon w = [tr,tl,bl,br]
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where
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scRot = rotateV (_cameraRot w)
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scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
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scTran p = p +.+ _cameraCenter w
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tr = scTran $ scRot $ scZoom ( halfWidth w, halfHeight w)
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tl = scTran $ scRot $ scZoom (-halfWidth w, halfHeight w)
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br = scTran $ scRot $ scZoom ( halfWidth w,-halfHeight w)
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bl = scTran $ scRot $ scZoom (-halfWidth w,-halfHeight w)
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halfWidth,halfHeight :: World -> Float
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halfWidth w = getWindowX w / 2
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halfHeight w = getWindowY w / 2
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getWindowX = _windowX . _config
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getWindowY = _windowY . _config
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@@ -0,0 +1,172 @@
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{- | Deals with the specific implementations of zoning for Dodge.
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- These are not yet fixed down. -}
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module Dodge.Base.Zone
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where
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import Dodge.Data
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import Dodge.Base.Window
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import Geometry
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import Data.Maybe
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import Data.List
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import Data.Bifunctor
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import qualified Data.IntMap.Strict as IM
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import qualified Data.IntSet as IS
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zoneSize :: Float
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zoneSize = 50
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--zoneSize = 100
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floorHun :: Float -> Int
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floorHun x = floor $ x / zoneSize
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zoneOfPoint :: Point2 -> (Int,Int)
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zoneOfPoint (x,y) = (floorHun x, floorHun y)
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zoneNearPoint :: Point2 -> [(Int,Int)]
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zoneNearPoint (x',y') = [(a,b) | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where
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x = floorHun x'
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y = floorHun y'
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zoneAroundPoint :: Point2 -> [(Int,Int)]
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zoneAroundPoint (x',y') = [(a,b) | a<-[x-3..x+3] , b<-[y-3..y+3]]
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where
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x = floorHun x'
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y = floorHun y'
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zoneAroundPoint' :: Int -> Point2 -> IM.IntMap IS.IntSet
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zoneAroundPoint' i (x',y') = IM.fromSet (const ys) xs
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where
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x = floorHun x'
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y = floorHun y'
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xs = IS.fromAscList [x-i..x+i]
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ys = IS.fromAscList [y-i..y+i]
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-- the laser seemed to be occasionally missing creatures,
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-- if this reoccurs, maybe change
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-- divide line factor from 2 to 1.5
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bres :: Point2 -> Point2 -> [(Int,Int)]
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bres a b = digitalLine (zoneOfPoint a) (zoneOfPoint b)
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bresx :: Point2 -> Point2 -> [(Int,Int)]
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bresx a b = digitalLine (x-1,y-1) (x'-1,y'-1)
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where
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(x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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zoneOfLine :: Point2 -> Point2 -> [(Int,Int)]
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zoneOfLine (aa,ab) (ba,bb)
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= nub
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. concatMap f
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$ digitalLine (zoneOfPoint (aa,ab)) (zoneOfPoint (ba,bb))
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where
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f (x,y) = [(p,r) | p <-[x-1,x,x+1] , r<-[y-1,y,y+1]]
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zoneOfLineIntMap :: Point2 -> Point2 -> IM.IntMap IS.IntSet
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{-# INLINE zoneOfLineIntMap #-}
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zoneOfLineIntMap a b = expandLine $ digitalLine (x-1,y-1) (x'-1,y'-1)
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where
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(x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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expandLine :: [(Int,Int)] -> IM.IntMap IS.IntSet
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{-# INLINE expandLine #-}
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expandLine xs = IM.map expandSet
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$ IM.unionsWith IS.union [im, IM.mapKeysMonotonic (+1) im, IM.mapKeysMonotonic (+2) im]
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where
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im = IM.fromListWith IS.union $ map (second IS.singleton) xs
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-- the second was suggested by hlint, but it increases laziness, so might
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-- not be ideal
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expandSet s = IS.insert (mk+2) $ IS.insert (mk+1) s
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where
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mk = IS.findMax s
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--zoneOfLine a b = concatMap zoneNearPoint $ divideLine (2 * zoneSize) a b
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--zoneOfLine a b = concatMap zoneNearPoint $ divideLine zoneSize a b
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zoneOfCircle :: Point2 -> Float -> [(Int,Int)]
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zoneOfCircle p r = concatMap zoneNearPoint $ divideCircle (1.5 * zoneSize) p r
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-- looking at this again, I am not convinced it deals correctly with the
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-- rotation of the world
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zoneOfScreen :: World -> [(Int,Int)]
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zoneOfScreen w = [(a,b) | a <- [x - n .. x + n]
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, b <- [y - n .. y + n]
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]
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where
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(x,y) = zoneOfPoint $ _cameraCenter w
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n = ceiling $ wh / (_cameraZoom w * zoneSize)
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wh = max (getWindowX w) (getWindowY w)
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zoneOfDoubleScreen :: World -> [(Int,Int)]
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zoneOfDoubleScreen w = [(a,b) | a <- [x - n .. x + n]
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, b <- [y - n .. y + n]
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]
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where
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(x,y) = zoneOfPoint $ _cameraCenter w
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n = ceiling (wh / (_cameraZoom w * zoneSize)) * 2
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wh = max (getWindowX w) (getWindowY w)
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zoneOfSight :: World -> [(Int,Int)]
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zoneOfSight w =
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[(a,b)
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| a <- [minimum xs .. maximum xs]
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, b <- [minimum ys .. maximum ys]
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]
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where
|
||||
(xs,ys) = unzip $ map zoneOfPoint $ screenPolygon w ++ [_cameraViewFrom w]
|
||||
|
||||
wallsNearZones :: [(Int,Int)] -> World -> IM.IntMap Wall
|
||||
wallsNearZones is w = IM.unions [f b $ f a $ _wallsZone w | (a,b) <- is]
|
||||
where
|
||||
f i m = case IM.lookup i m of
|
||||
Just val -> val
|
||||
_ -> IM.empty
|
||||
|
||||
ixZone :: IM.IntMap (IM.IntMap a) -> Point2 -> a
|
||||
ixZone z (x,y) = z IM.! floorHun x IM.! floorHun y
|
||||
|
||||
ixNZ :: IM.IntMap (IM.IntMap a) -> Point2 -> [a]
|
||||
ixNZ z p = lookLookups (zoneNearPoint p) z
|
||||
|
||||
lookLookup :: Int -> Int -> IM.IntMap (IM.IntMap a) -> Maybe a
|
||||
lookLookup i j z = case IM.lookup i z of
|
||||
Just z' -> IM.lookup j z'
|
||||
Nothing -> Nothing
|
||||
|
||||
lookLookups :: [(Int,Int)] -> IM.IntMap (IM.IntMap a) -> [a]
|
||||
lookLookups xs z = mapMaybe (flip (uncurry lookLookup) z) xs
|
||||
|
||||
-- possible BUG, was associated with thingsHitLongLine
|
||||
-- assumes _wallsZone is correct level generation
|
||||
-- there is certainly a problem somewhere here: it may be in the zoning, or
|
||||
-- within this function
|
||||
wallsAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Wall
|
||||
{-# INLINE wallsAlongLine #-}
|
||||
wallsAlongLine a b w = IM.foldrWithKey' g IM.empty kps
|
||||
where
|
||||
g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _wallsZone w) s))
|
||||
kps = zoneOfLineIntMap a b
|
||||
f i m = case IM.lookup i m of
|
||||
Just val -> val
|
||||
_ -> IM.empty
|
||||
|
||||
wallsNearZone' :: IM.IntMap IS.IntSet -> World -> IM.IntMap Wall
|
||||
{-# INLINE wallsNearZone' #-}
|
||||
wallsNearZone' im w = IM.foldrWithKey' g IM.empty im
|
||||
where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _wallsZone w) s))
|
||||
f i m = case IM.lookup i m of Just val -> val
|
||||
_ -> IM.empty
|
||||
|
||||
|
||||
wallsAlongCirc :: Point2 -> Float -> World -> IM.IntMap Wall
|
||||
wallsAlongCirc p r w = IM.unions [f y $ f x $ _wallsZone w | (x,y) <- zoneOfCircle p r]
|
||||
where f i m = case IM.lookup i m of Just val -> val
|
||||
_ -> IM.empty
|
||||
|
||||
wallsNearPoint :: Point2 -> World -> IM.IntMap Wall
|
||||
wallsNearPoint p w = IM.unions [f b $ f a $ _wallsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
|
||||
where
|
||||
(x,y) = zoneOfPoint p
|
||||
f i m = case IM.lookup i m of
|
||||
Just val -> val
|
||||
_ -> IM.empty
|
||||
+16
-84
@@ -13,8 +13,10 @@ import Dodge.WorldEvent.Cloud
|
||||
import Dodge.Creature.YourControl
|
||||
import Dodge.Creature.Inanimate
|
||||
import Dodge.Creature.State
|
||||
import Dodge.Creature.Picture
|
||||
import Dodge.Item
|
||||
import Dodge.Picture.Layer
|
||||
import Dodge.Creature.Picture
|
||||
import Picture
|
||||
import Geometry
|
||||
|
||||
@@ -37,15 +39,12 @@ import qualified Data.Map as M
|
||||
import Foreign.ForeignPtr
|
||||
import Control.Concurrent
|
||||
|
||||
colouredEnemy col = pictures [color col $ circleSolid 10, circLine 10]
|
||||
|
||||
spawnerCrit :: Creature
|
||||
spawnerCrit = defaultCreature
|
||||
{ _crUpdate = stateUpdate $ spawnerAI chaseCrit
|
||||
, _crHP = 300
|
||||
, _crPict = basicCrPict blue
|
||||
, _crState = defaultState {_goals = [[WaitFor 0]]
|
||||
}
|
||||
, _crState = defaultState {_goals = [[WaitFor 0]] }
|
||||
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
|
||||
}
|
||||
smallChaseCrit :: Creature
|
||||
@@ -54,8 +53,10 @@ smallChaseCrit = defaultCreature
|
||||
, _crHP = 1
|
||||
, _crRad = 4
|
||||
, _crPict = basicCrPict green
|
||||
, _crState = defaultState {_goals = [[Wait]]
|
||||
,_faction = ChaseCritters}
|
||||
, _crState = defaultState
|
||||
{_goals = [[Wait]]
|
||||
,_faction = ChaseCritters
|
||||
}
|
||||
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
|
||||
, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 4
|
||||
}
|
||||
@@ -64,8 +65,10 @@ chaseCrit = defaultCreature
|
||||
{ _crUpdate = stateUpdate chaseAI
|
||||
, _crHP = 300
|
||||
, _crPict = basicCrPict green
|
||||
, _crState = defaultState {_goals = [[Wait]]
|
||||
,_faction = ChaseCritters}
|
||||
, _crState = defaultState
|
||||
{_goals = [[Wait]]
|
||||
,_faction = ChaseCritters
|
||||
}
|
||||
, _crInv = IM.empty
|
||||
}
|
||||
armourChaseCrit :: Creature
|
||||
@@ -142,40 +145,17 @@ pistolCrit = defaultCreature
|
||||
autoCrit :: Creature
|
||||
autoCrit = defaultCreature
|
||||
{ _crPict = basicCrPict red
|
||||
--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
|
||||
, _crUpdate = stateUpdate basicShooterAI
|
||||
--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
|
||||
, _crInv = IM.fromList [(0,autoGun),(1,medkit 100)]
|
||||
, _crInvSel = 0
|
||||
, _crRad = 10
|
||||
--, _crState = ShooterWait
|
||||
, _crState = defaultState {_goals = [[InitGuard]]}
|
||||
, _crHP = 300
|
||||
}
|
||||
addArmour :: Creature -> Creature
|
||||
addArmour = over crInv insarmour
|
||||
where insarmour xs = IM.insert i frontArmour xs
|
||||
where i = newKey xs
|
||||
|
||||
equipOnTop :: (Creature -> Picture) -> Creature -> Picture
|
||||
--equipOnTop f cr = onLayer CrLayer $ pictures $ fst (drawEquipment cr) ++ [f cr] ++ snd (drawEquipment cr)
|
||||
equipOnTop f cr = pictures [onLayer CrLayer (f cr) , drawEquipment cr]
|
||||
|
||||
drawEquipment :: Creature -> Picture
|
||||
drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr)
|
||||
where f (i,it) = case it ^? itEquipPict of
|
||||
Just g -> g cr i
|
||||
_ -> blank
|
||||
|
||||
--drawEquipment :: Creature -> ([Picture],[Picture])
|
||||
--drawEquipment cr = (map fst p1, map fst p2)
|
||||
-- where f (k,it) = join $ (it ^? itEquipPict) <*> (pure cr) <*> (pure k)
|
||||
-- picts = sortBy (compare `on` snd) $ mapMaybe f $ IM.toList (_crInv cr)
|
||||
-- (p1,p2) = partition (\ x -> snd x < 0) picts
|
||||
|
||||
frontArmouredPict = const $ pictures [ color (greyN 0.8) $ circleSolid 20
|
||||
, color red $ circLine 20
|
||||
]
|
||||
where
|
||||
insarmour xs = IM.insert (newKey xs) frontArmour xs
|
||||
|
||||
--packCrits :: (Int -> World -> World) -> [Int] -> [Creature]
|
||||
--packCrits ai is = [(defaultCreature i)
|
||||
@@ -220,27 +200,7 @@ frontArmouredPict = const $ pictures [ color (greyN 0.8) $ circleSolid 20
|
||||
-- , line [(-3,3),(3,-3)]
|
||||
-- , line [(0,-3),(0,3)]
|
||||
-- ]
|
||||
|
||||
flamerPict = const $ pictures [color (light $ light $ light $ dim blue) $ circleSolid 10, circLine 10]
|
||||
|
||||
|
||||
|
||||
goalPict cr = let r = _crRad cr in case _crState cr of
|
||||
CrSt {_goals = gls ,_crDamage = crDam }
|
||||
-- | crDam > _crHP cr -> color white $ circleSolid r
|
||||
| otherwise -> case head gls of
|
||||
[] -> sizeColEnemy r white
|
||||
(MoveToFor p i:_) -> dGoals $ sizeColEnemy r green
|
||||
(WaitFor x:_) -> dGoals $ sizeColEnemy r yellow
|
||||
(FireAt p:_) -> dGoals $ sizeColEnemy r red
|
||||
(Reload:_) -> dGoals $ sizeColEnemy r orange
|
||||
(PathTo p:_) -> dGoals $ sizeColEnemy r cyan
|
||||
(SubPathTo p i _:_) -> dGoals $ sizeColEnemy r blue
|
||||
(Search i:_) -> dGoals $ sizeColEnemy r black
|
||||
_ -> dGoals $ sizeColEnemy r magenta
|
||||
where dGoals p = pictures [p, rotate (0 - _crDir cr) $ scale 0.1 0.1 $ color white $ text $ show gls]
|
||||
_ -> sizeColEnemy r (light $ dim green)
|
||||
{-
|
||||
{- |
|
||||
The creature you control.
|
||||
ID 0.
|
||||
-}
|
||||
@@ -254,12 +214,12 @@ startCr = defaultCreature
|
||||
, _crUpdate = stateUpdate yourControl
|
||||
, _crRad = 10
|
||||
, _crMass = 10
|
||||
, _crHP = 1000000
|
||||
, _crHP = 1000
|
||||
, _crMaxHP = 1500
|
||||
, _crInv = startInventory
|
||||
, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
|
||||
}
|
||||
{-
|
||||
{- |
|
||||
Items you start with.
|
||||
-}
|
||||
startInventory = IM.fromList (zip [0..20]
|
||||
@@ -287,31 +247,3 @@ startInventory = IM.fromList (zip [0..20]
|
||||
|
||||
smokeGenGun = effectGun "smoke" $ \_ -> spawnSmokeAtCursor
|
||||
|
||||
sizeEnemy col cr
|
||||
| pdam > 200 = color red $ circleSolid $ _crRad cr
|
||||
| pdam > 100 = color white $ circleSolid $ _crRad cr
|
||||
| mod pdam 2 == 1 = color white $ circleSolid $ _crRad cr
|
||||
| otherwise = pictures [color col $ circleSolid $ _crRad cr
|
||||
, circLine $ _crRad cr ]
|
||||
where
|
||||
pdam = sum $ concatMap (map _dmAmount) $ _crPastDamage $ _crState cr
|
||||
|
||||
sizeColEnemy r col = pictures [color col $ circleSolid r, circLine r]
|
||||
|
||||
basicCrPict :: Color -> Creature -> Picture
|
||||
basicCrPict col cr = pictures [ onLayer CrLayer $ bluntScale naked , drawEquipment cr]
|
||||
where
|
||||
cdir = _crDir cr
|
||||
naked | pdam > 200 = color red $ circleSolid $ _crRad cr
|
||||
| pdam > 100 = color white $ circleSolid $ _crRad cr
|
||||
| otherwise = pictures [color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr]
|
||||
pastDams = _crPastDamage $ _crState cr
|
||||
pdam = sum $ concatMap (map _dmAmount) $ pastDams
|
||||
col' = light . light . light $ light col
|
||||
bluntDam :: Maybe Point2
|
||||
bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
|
||||
bluntScale = case fmap argV bluntDam of
|
||||
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
|
||||
_ -> id
|
||||
isBluntDam (Blunt {}) = True
|
||||
isBluntDam _ = False
|
||||
|
||||
@@ -288,15 +288,15 @@ blinkAction
|
||||
:: Int -- ^ Creature id
|
||||
-> World
|
||||
-> World
|
||||
blinkAction n w = soundOnce teleSound
|
||||
$ set (creatures . ix n . crPos) p3
|
||||
$ blinkShockwave n p3
|
||||
$ inverseShockwaveAt cp 40 2 2 2
|
||||
w
|
||||
blinkAction n w
|
||||
= soundOnce teleSound
|
||||
. set (creatures . ix n . crPos) p3
|
||||
. blinkShockwave n p3
|
||||
$ inverseShockwaveAt cp 40 2 2 2 w
|
||||
where
|
||||
p1 = _cameraCenter w +.+ (1 / _cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
|
||||
cp = _crPos $ _creatures w IM.! n
|
||||
p2 = collidePointWalls cp p1 $ wallsAlongLine cp p1 w
|
||||
p2 = reflectPointWalls cp p1 $ wallsAlongLine cp p1 w
|
||||
r = 1.5 * _crRad (_creatures w IM.! n)
|
||||
p3 = fromMaybe p1 (fmap ((\p -> moveAmountToward p r cp) . fst) p2)
|
||||
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
{- |
|
||||
Drawing of creatures.
|
||||
Takes into account damage etc. -}
|
||||
module Dodge.Creature.Picture
|
||||
( basicCrPict
|
||||
, circLine
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Picture.Layer
|
||||
import Picture
|
||||
import Geometry
|
||||
|
||||
import Control.Lens
|
||||
import Data.List
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
basicCrPict
|
||||
:: Color -- ^ Creature color
|
||||
-> Creature
|
||||
-> Picture
|
||||
basicCrPict col cr = pictures [ onLayer CrLayer . piercingMod $ bluntScale naked , drawEquipment cr]
|
||||
where
|
||||
cdir = _crDir cr
|
||||
naked
|
||||
| pdam > 200 = color red $ circleSolid $ _crRad cr
|
||||
| pdam > 100 = color white $ circleSolid $ _crRad cr
|
||||
| otherwise = pictures [color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr]
|
||||
pastDams = _crPastDamage $ _crState cr
|
||||
pdam = sum $ concatMap (map _dmAmount) $ pastDams
|
||||
col' = light . light . light $ light col
|
||||
bluntDam :: Maybe Point2
|
||||
bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
|
||||
bluntScale = case fmap argV bluntDam of
|
||||
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
|
||||
_ -> id
|
||||
isBluntDam (Blunt {}) = True
|
||||
isBluntDam _ = False
|
||||
piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
|
||||
isPiercingDam (Piercing {}) = True
|
||||
isPiercingDam _ = False
|
||||
piercingMod = case fmap argV piercingDam of
|
||||
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
|
||||
_ -> id
|
||||
|
||||
drawEquipment
|
||||
:: Creature
|
||||
-> Picture
|
||||
drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr)
|
||||
where
|
||||
f (i,it) = case it ^? itEquipPict of
|
||||
Just g -> g cr i
|
||||
_ -> blank
|
||||
|
||||
circLine x = line [(0,0),(x,0)]
|
||||
+2
-1
@@ -416,7 +416,8 @@ data Either3 a b c = E3x1 a | E3x2 b | E3x3 c
|
||||
|
||||
data Wall
|
||||
= Wall
|
||||
{ _wlLine :: [Point2] , _wlID :: Int
|
||||
{ _wlLine :: [Point2]
|
||||
, _wlID :: Int
|
||||
, _wlColor :: Color
|
||||
, _wlSeen :: Bool
|
||||
, _wlIsSeeThrough :: Bool
|
||||
|
||||
@@ -177,7 +177,7 @@ updateTractor colID time i w
|
||||
q = _pjVel pj
|
||||
p1 = _pjPos pj
|
||||
p' = _pjStartPos pj
|
||||
p2 = maybe p' fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
|
||||
p2 = maybe p' fst $ reflectPointWalls p1 p' $ wallsNearPoint p' w
|
||||
p4 = vNormal p5
|
||||
p5 = errorNormalizeV 12 $ p2 -.- p1
|
||||
p3 = p1 +.+ p4
|
||||
|
||||
+16
-6
@@ -23,9 +23,19 @@ vvThickLine = lineOfThickness 6
|
||||
-- shit this is ugly
|
||||
lineOfThickness :: Float -> [Point2] -> Picture
|
||||
lineOfThickness t = pictures . f
|
||||
where f (x:y:ys)
|
||||
| x == y = f (x:ys)
|
||||
| otherwise
|
||||
= polygon [x +.+ n x y, x -.- n x y, y -.- n x y, y +.+ n x y] : f (y:ys)
|
||||
f _ = []
|
||||
n a b = (t*0.5) *.* errorNormalizeV 42 (vNormal (a -.- b))
|
||||
where
|
||||
f (x:y:ys)
|
||||
| x == y = f (x:ys)
|
||||
| otherwise = polygon [x +.+ n x y, x -.- n x y, y -.- n x y, y +.+ n x y] : f (y:ys)
|
||||
f _ = []
|
||||
n a b = (t*0.5) *.* errorNormalizeV 42 (vNormal (a -.- b))
|
||||
|
||||
wedgeOfThickness :: Float -> Point2 -> Point2 -> Picture
|
||||
wedgeOfThickness t x y
|
||||
| x == y = blank
|
||||
| otherwise = pictures
|
||||
[uncurry translate x $ circleSolid (0.5*t)
|
||||
,polygon [x +.+ n x y, x -.- n x y, y]
|
||||
]
|
||||
where
|
||||
n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
|
||||
|
||||
@@ -19,7 +19,7 @@ Lists are lexicographically ordered if input values are always less than 100.
|
||||
Higher numbers will get placed on top of lower numbers.
|
||||
-}
|
||||
onLayerL :: [Int] -> Picture -> Picture
|
||||
onLayerL is = setDepth (1 - (sum $ zipWith (/) (map fromIntegral is) $ map (100 **) [1..]))
|
||||
onLayerL is = setDepth (1 - sum (zipWith (/) (map fromIntegral is) $ map (100 **) [1..]))
|
||||
|
||||
{- | For depth testing, set layer values.
|
||||
-}
|
||||
|
||||
@@ -23,7 +23,7 @@ airlockOneWay n = Room
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = []
|
||||
, _rmPS = [PS (0,15) 0 $ PutDoubleDoor col (not . cond) (0,0) (0,40)
|
||||
,PS (0,75) 0 $ PutDoubleDoor col (cond) (0,0) (0,40)
|
||||
,PS (0,75) 0 $ PutDoubleDoor col cond (0,0) (0,40)
|
||||
,PS (35,45) (pi/2) $ PutButton $ makeButton col (over worldState
|
||||
(M.insert (DoorNumOpen n) True))
|
||||
]
|
||||
@@ -60,7 +60,7 @@ airlock0 n = Room
|
||||
]
|
||||
, _rmPS =
|
||||
[PS (0,20) 0 $ PutDoubleDoor col (not . cond) (1,0) (39,0)
|
||||
,PS (0,80) 0 $ PutDoubleDoor col (cond) (1,0) (39,0)
|
||||
,PS (0,80) 0 $ PutDoubleDoor col cond (1,0) (39,0)
|
||||
,PS (35,50) (pi/2) $ PutButton $ makeSwitch col
|
||||
(over worldState (M.insert (DoorNumOpen n) True))
|
||||
(over worldState (M.insert (DoorNumOpen n) False))
|
||||
|
||||
@@ -66,7 +66,7 @@ randomMediumRoom = takeOne
|
||||
[ roomOctogon 300
|
||||
, roomCross 180 300
|
||||
, roomShuriken 200 300
|
||||
, roomTwistCross 230 300 (0)
|
||||
, roomTwistCross 230 300 0
|
||||
]
|
||||
|
||||
roomCross
|
||||
|
||||
@@ -21,7 +21,7 @@ corridor = Room
|
||||
lnks =
|
||||
[((20,70) ,0)
|
||||
,((20,70), pi/6)
|
||||
,((20,70), 0-pi/6)
|
||||
,((20,70), negate $ pi/6)
|
||||
,((20,10) ,pi)
|
||||
]
|
||||
corridorN :: Room
|
||||
|
||||
+24
-21
@@ -40,7 +40,7 @@ twinSlowDoorRoom drID w h x = Room
|
||||
, _rmPS =
|
||||
[ PS (0,h/2) 0 putLamp
|
||||
, PS (25,5) 0 putLamp
|
||||
, PS (negate $ 25,5) 0 putLamp
|
||||
, PS (negate 25,5) 0 putLamp
|
||||
, PS (0,0) 0 $ PutDoor col (not . cond) drL
|
||||
, PS (0,0) 0 $ PutDoor col (not . cond) drR
|
||||
, PS (0,h-5) pi $ PutButton $ makeButton col
|
||||
@@ -57,7 +57,7 @@ twinSlowDoorRoom drID w h x = Room
|
||||
[0..nDrp]
|
||||
drR = fmap ((\h' -> ((-x,-h'),(-x,h-h'))) . (* h) . (/ fromIntegral nDrp) . fromIntegral)
|
||||
[0..nDrp]
|
||||
nDrp = ceiling $ h
|
||||
nDrp = ceiling h
|
||||
cond w = or $ M.lookup (DoorNumOpen drID) (_worldState w)
|
||||
col = dim $ dim $ bright red
|
||||
|
||||
@@ -82,31 +82,34 @@ slowDoorRoom = do
|
||||
,( (x/2+50,5),0)
|
||||
]
|
||||
let n = 25
|
||||
xs <- sequence $ replicate n $ state $ randomR (10,x-10)
|
||||
ys <- sequence $ replicate n $ state $ randomR (h+20,y)
|
||||
rs <- sequence $ replicate n $ state $ randomR (0,2*pi)
|
||||
xs <- replicateM n $ state $ randomR (10,x-10)
|
||||
ys <- replicateM n $ state $ randomR (h+20,y)
|
||||
rs <- replicateM n $ state $ randomR (0,2*pi)
|
||||
let ps = zip xs ys
|
||||
xs' <- sequence $ replicate 5 $ state $ randomR (10,x-10)
|
||||
ys' <- sequence $ replicate 5 $ state $ randomR (h+20,y)
|
||||
xs' <- replicateM 5 $ state $ randomR (10,x-10)
|
||||
ys' <- replicateM 5 $ state $ randomR (h+20,y)
|
||||
let crits = zipWith (\p r -> PS p r randC1) ps rs
|
||||
lsources = [PS (x/2,30) 0 putLamp, PS (x/2,y-30) 0 putLamp]
|
||||
let barrels = zipWith (\x y -> PS (x,y) 0 $ PutCrit explosiveBarrel) xs' ys'
|
||||
let pillarsa = []
|
||||
let pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (2*x/5-20) (2*x/5+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (3*x/5-20) (3*x/5+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (4*x/5-20) (4*x/5+20) (h/2-20) (h/2+20)
|
||||
let pillarsc = putBlockRect (x/3-20) (x/3+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (2*x/3-20) (2*x/3+20) (h/2-20) (h/2+20)
|
||||
barrels = zipWith (\x y -> PS (x,y) 0 $ PutCrit explosiveBarrel) xs' ys'
|
||||
pillarsa = []
|
||||
pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (2*x/5-20) (2*x/5+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (3*x/5-20) (3*x/5+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (4*x/5-20) (4*x/5+20) (h/2-20) (h/2+20)
|
||||
pillarsc = putBlockRect (x/3-20) (x/3+20) (h/2-20) (h/2+20)
|
||||
++ putBlockRect (2*x/3-20) (2*x/3+20) (h/2-20) (h/2+20)
|
||||
pillars <- takeOne [pillarsa, pillarsb, pillarsc]
|
||||
let cond x = (snd . fst) x > h + 40
|
||||
let cond2 x = (snd . fst) x < h - 40
|
||||
cond2 x = (snd . fst) x < h - 40
|
||||
but <- takeOne [PutBtDoor (dim $ light red) butPos butRot (0,h) (x,h)
|
||||
-- ,PutSwitchDoor (dim $ light red) butPos butRot (0,h) (x,h)
|
||||
]
|
||||
fmap connectRoom (filterLinks cond =<< (changeLinkTo cond2
|
||||
$ set rmPS ([PS (0,0) 0 but] ++ crits ++ pillars ++ barrels ++ lsources)
|
||||
$ roomRectAutoLinks x y
|
||||
))
|
||||
fmap connectRoom
|
||||
(filterLinks cond =<<
|
||||
changeLinkTo cond2
|
||||
(set rmPS ([PS (0,0) 0 but] ++ crits ++ pillars ++ barrels ++ lsources)
|
||||
$ roomRectAutoLinks x y
|
||||
)
|
||||
)
|
||||
|
||||
randC1 = RandPS $ takeOne $ map PutCrit $ (armourChaseCrit : replicate 50 chaseCrit)
|
||||
randC1 = RandPS $ takeOne $ map PutCrit $ armourChaseCrit : replicate 50 chaseCrit
|
||||
|
||||
@@ -62,9 +62,11 @@ roomRectAutoLinks :: Float -> Float -> Room
|
||||
roomRectAutoLinks x y = roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
|
||||
|
||||
makeGrid :: Float -> Int -> Float -> Int -> [(Point2,Point2)]
|
||||
makeGrid x nx y ny = nub $ concatMap doublePair
|
||||
$ concatMap (\p -> map (\(a,b) -> (p +.+ a,p +.+ b)) $ makeRect x y)
|
||||
$ gridPoints x nx y ny
|
||||
makeGrid x nx y ny
|
||||
= nub
|
||||
. concatMap doublePair
|
||||
. concatMap (\p -> map (\(a,b) -> (p +.+ a,p +.+ b)) $ makeRect x y)
|
||||
$ gridPoints x nx y ny
|
||||
|
||||
gridPoints :: Float -> Int -> Float -> Int -> [Point2]
|
||||
gridPoints x nx y ny = [(a,b) | a <- take nx $ scanl (+) 0 $ repeat x
|
||||
@@ -230,7 +232,7 @@ centerVaultRoom n w h d = do
|
||||
nsDoors = rectNSWE (d + 20) (negate (d +20)) (-20) 20
|
||||
weDoors = rectNSWE 20 (-20) (d + 20) (negate (d +20))
|
||||
centerPoly = rectWdthHght (d - 20) (d - 20)
|
||||
polys = centerPoly : nsDoors : weDoors : (take 4 $ iterate (map vNormal) northPoly)
|
||||
polys = centerPoly : nsDoors : weDoors : take 4 (iterate (map vNormal) northPoly)
|
||||
return $ Room
|
||||
{ _rmPolys = polys
|
||||
, _rmLinks =
|
||||
|
||||
@@ -165,7 +165,7 @@ farWallDist cpos w = min (halfWidth w / (horizontalMax+50) ) (halfHeight w / (ve
|
||||
tRays = rotF [(y, maxViewDistance) | y <- zs]
|
||||
bRays = rotF [(y,-maxViewDistance) | y <- zs]
|
||||
rotF = map (h . (+.+) cpos . rotateV (_cameraRot w))
|
||||
zs = takeWhile (< maxViewDistance) [-maxViewDistance,0 - 0.8*maxViewDistance..]
|
||||
zs = takeWhile (< maxViewDistance) [-maxViewDistance,negate $ 0.8*maxViewDistance..]
|
||||
maxViewDistance = 800
|
||||
|
||||
|
||||
|
||||
@@ -63,11 +63,11 @@ makeExplosionAt
|
||||
:: Point2 -- ^ Position
|
||||
-> World
|
||||
-> World
|
||||
makeExplosionAt p w = soundOncePos grenadeBang p
|
||||
makeExplosionAt p w
|
||||
= soundOncePos grenadeBang p
|
||||
. addFlames
|
||||
. explosionFlashAt p
|
||||
$ makeShockwaveAt [] p 50 10 1 white
|
||||
w
|
||||
$ makeShockwaveAt [] p 50 10 1 white w
|
||||
where
|
||||
fVs = replicateM 75 (randInCirc 1) & evalState $ _randGen w
|
||||
fPs' = replicateM 75 (randInCirc 15) & evalState $ _randGen w
|
||||
@@ -79,6 +79,5 @@ makeExplosionAt p w = soundOncePos grenadeBang p
|
||||
mF q v size time = makeFlameletTimed q v Nothing size time
|
||||
newFs = zipWith4 mF fPs (fmap (3 *.*) fVs') sizes times
|
||||
addFlames w = foldr ($) w newFs
|
||||
pushAgainstWalls q = maybe q (uncurry (+.+))
|
||||
$ collidePointWalls p q $ wallsNearPoint q w
|
||||
pushAgainstWalls q = maybe q (uncurry (+.+)) $ reflectPointWalls p q $ wallsNearPoint q w
|
||||
|
||||
|
||||
@@ -304,7 +304,7 @@ moveTeslaArc p d i w =
|
||||
sID = newProjectileKey w
|
||||
q1 = last $ init ps'
|
||||
q2 = last ps'
|
||||
hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
|
||||
hitWall = reflectPointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
|
||||
(d1,_) = randomR (-0.7,0.7) $ _randGen w
|
||||
sv = maybe (q2 -.- q1) snd hitWall
|
||||
|
||||
@@ -362,7 +362,7 @@ crOrWallSensitive p dir wlAttract w =
|
||||
. sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
|
||||
. (\p1 -> reflectPointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+ dir)
|
||||
@@ -385,17 +385,18 @@ crOrWall p dir w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
|
||||
$ catMaybes [cr,wlp]
|
||||
where
|
||||
cr = E3x1 <$> nearestCrInFront p dir 100 w
|
||||
wlp = fmap E3x2 $ listToMaybe
|
||||
$ sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+) dir
|
||||
)
|
||||
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
|
||||
--[-pi/4,-pi/8,0,pi/8,pi/4]
|
||||
wlp = fmap E3x2
|
||||
$ listToMaybe
|
||||
$ sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> reflectPointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+) dir
|
||||
)
|
||||
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
|
||||
--[-pi/4,-pi/8,0,pi/8,pi/4]
|
||||
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
|
||||
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
|
||||
g (E3x1 cr1) = dist p $ _crPos cr1
|
||||
|
||||
Reference in New Issue
Block a user