Refactoring

This commit is contained in:
2021-05-03 23:59:20 +02:00
parent b826299cbd
commit e21178b688
20 changed files with 830 additions and 731 deletions
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{-# LANGUAGE TupleSections #-}
{- | Basic collision detection for a moving point -}
module Dodge.Base.Collide
where
import Dodge.Data
import Dodge.Base.Zone
import Geometry
import Data.List
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
hasLOS :: Point2 -> Point2 -> World -> Bool
{-# INLINE hasLOS #-}
hasLOS p1 p2 w = (not $ pointHitsWalls p1 p2 nearbyWalls)
where
nearbyWalls = wallsAlongLine p1 p2 w
-- | looks for first collision of a point with walls
-- if found, gives point and reflection velocity
reflectPointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
reflectPointWalls p1 p2 ws
= listToMaybe
. sortOn f
. IM.elems
$ IM.mapMaybe
(( \(x:y:_) ->
fmap ( (, reflectIn (x -.- y) (p2 -.- p1))
. (+.+ errorNormalizeV 39 (vNormal (x -.- y)))
)
(intersectSegSeg' p1 p2 x y)
)
. _wlLine) ws
where
f (a,_) = magV (p1 -.- a)
-- | Looks for first collision of a point with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
reflectPointWallsDamped
:: Float -- ^ Damping factor, probably should be in (0,1)
-> Point2
-> Point2
-> IM.IntMap Wall
-> Maybe (Point2,Point2)
reflectPointWallsDamped dfact p1 p2 ws
= listToMaybe
. sortOn f
. IM.elems
$ IM.mapMaybe
(( \(x:y:_) -> fmap ((, reflectInParam dfact (x -.- y) (p2 -.- p1))
. (+.+ errorNormalizeV 40 (vNormal (x -.- y))))
(intersectSegSeg' p1 p2 x y))
. _wlLine
) ws
where
f (a,_) = magV (p1 -.- a)
-- | Test if a point collides with walls
pointHitsWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
pointHitsWalls p1 p2
= any $ isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine
-- | Test if there something blocking a walk
collidePointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
collidePointWalkable p1 p2 ws
= any (isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine)
$ IM.filter (fromMaybe True . (^? doorPathable)) ws
furthestPointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
furthestPointWalkable p1 p2 ws
= fromMaybe p2
. listToMaybe
. sortOn (dist p1)
. IM.elems
$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine) ws
collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
{-# INLINE collidePointIndirect #-}
collidePointIndirect p1 p2 ws
= listToMaybe
. sortOn (dist p1)
. IM.elems
. IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine)
$ IM.filter (not . _wlIsSeeThrough) ws
{- | Checks to see whether someone can fire bullets effectively between two points.
- Not sure if this needs vision as well, need to make this uniform. -}
collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
collidePointFire p1 p2 ws
= listToMaybe
. sortOn (dist p1)
. IM.elems
. IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine )
$ IM.filter (\wl -> not (_wlIsSeeThrough wl && isJust (wl ^? blHP))) ws
{- | Checks to see whether someone can fire bullets effectively between two points.
- Not sure if this needs vision as well, need to make this uniform. -}
collidePointFireVision :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
collidePointFireVision p1 p2 ws
= any ( isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine)
$ IM.filter notBlockWindow ws
where
notBlockWindow wl = case wl ^? blHP of
Just _ -> not $ _wlIsSeeThrough wl
Nothing -> True
hasLOSIndirect :: Point2 -> Point2 -> World -> Bool
hasLOSIndirect p1 p2 w = case collidePointIndirect p1 p2 $ wallsAlongLine p1 p2 w of
Just _ -> False
Nothing -> True
isWalkable :: Point2 -> Point2 -> World -> Bool
isWalkable p1 p2 w = not $ collidePointWalkable p1 p2 nearbyWalls
where
nearbyWalls = wallsAlongLine p1 p2 w
canSee :: Int -> Int -> World -> Bool
canSee i j w = hasLOS p1 p2 w
where
p1 = _crPos (_creatures w IM.! i)
p2 = _crPos (_creatures w IM.! j)
nearbyWalls = wallsAlongLine p1 p2 w
canSeePoint :: Int -> Point2 -> World -> Bool
canSeePoint i p w = hasLOS p1 p w
where
nearbyWalls = wallsAlongLine p1 p w
p1 = _crPos (_creatures w IM.! i)
pathToPointFireable :: Int -> Point2 -> World -> Bool
pathToPointFireable i p w
= not
. pointHitsWalls (_crPos (_creatures w IM.! i)) p
$ IM.filter (not . isJust . \wl -> wl ^? blHP) $ wallsAlongLine p1 p w
where
p1 = _crPos (_creatures w IM.! i)
canSeePointAll :: Int -> Point2 -> World -> Bool
canSeePointAll i targPos w
= and
$ map (flip (canSeePoint i) w . (\p -> (targPos +.+ radius *.* p))) [(1,0),(0,1),(-1,0),(0,-1)]
where
cr = _creatures w IM.! i
cpos = _crPos cr
radius = _crRad cr
canSeeAny :: Int -> Int -> World -> Bool
canSeeAny fromID toID w
= or
$ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p))) [(1,0),(0,1),(-1,0),(0,-1)]
where
cr = _creatures w IM.! toID
cpos = _crPos cr
radius = _crRad cr
canSeeAll :: Int -> Int -> World -> Bool
canSeeAll fromID toID w
= and
$ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p))) [(1,0),(0,1),(-1,0),(0,-1)]
where
cr = _creatures w IM.! toID
cpos = _crPos cr
radius = _crRad cr
canWalk :: Int -> Int -> World -> Bool
canWalk i j w = not $ collidePointWalkable ipos jpos $ wallsAlongLine ipos jpos w
where
ipos = _crPos (_creatures w IM.! i)
jpos = _crPos (_creatures w IM.! j)
canSeeIndirect :: Int -> Int -> World -> Bool
canSeeIndirect i j w = not . isJust . collidePointIndirect ipos jpos $ wallsAlongLine ipos jpos w
where
ipos = _crPos (_creatures w IM.! i)
jpos = _crPos (_creatures w IM.! j)
canSeeFire :: Point2 -> Point2 -> World -> Bool
canSeeFire p p' w = not $ collidePointFireVision p p' $ wallsAlongLine p p' w
canSeeFireVision :: Int -> Int -> World -> Bool
canSeeFireVision i j w = canSeeFire ipos jpos w
where
ipos = _crPos (_creatures w IM.! i)
jpos = _crPos (_creatures w IM.! j)
{- | Test whether both of the outside lines between two creatures are blocked -}
canSeeFireVisionAny :: Int -> Int -> World -> Bool
canSeeFireVisionAny i j w
= not
$ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
(wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
&& collidePointFireVision (ipos -.- ni) (jpos -.- nj)
(wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
where
icr = _creatures w IM.! i
jcr = _creatures w IM.! j
ipos = _crPos icr
jpos = _crPos jcr
n = normalizeV $ vNormal $ ipos -.- jpos
ni = _crRad icr *.* n
nj = _crRad jcr *.* n
{- | Test whether either of the outside lines between two creatures are blocked -}
canSeeFireVisionAll :: Int -> Int -> World -> Bool
canSeeFireVisionAll i j w
= not
$ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
(wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
|| collidePointFireVision (ipos -.- ni) (jpos -.- nj)
(wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
where
icr = _creatures w IM.! i
jcr = _creatures w IM.! j
ipos = _crPos icr
jpos = _crPos jcr
n = normalizeV $ vNormal $ ipos -.- jpos
ni = _crRad icr *.* n
nj = _crRad jcr *.* n
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{- | Getting the window size geometry. -}
module Dodge.Base.Window
where
import Dodge.Data
import Dodge.Config.Data
import Geometry
screenPolygon :: World -> [Point2]
screenPolygon w = [tr,tl,bl,br]
where
scRot = rotateV (_cameraRot w)
scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
scTran p = p +.+ _cameraCenter w
tr = scTran $ scRot $ scZoom ( halfWidth w, halfHeight w)
tl = scTran $ scRot $ scZoom (-halfWidth w, halfHeight w)
br = scTran $ scRot $ scZoom ( halfWidth w,-halfHeight w)
bl = scTran $ scRot $ scZoom (-halfWidth w,-halfHeight w)
halfWidth,halfHeight :: World -> Float
halfWidth w = getWindowX w / 2
halfHeight w = getWindowY w / 2
getWindowX = _windowX . _config
getWindowY = _windowY . _config
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{- | Deals with the specific implementations of zoning for Dodge.
- These are not yet fixed down. -}
module Dodge.Base.Zone
where
import Dodge.Data
import Dodge.Base.Window
import Geometry
import Data.Maybe
import Data.List
import Data.Bifunctor
import qualified Data.IntMap.Strict as IM
import qualified Data.IntSet as IS
zoneSize :: Float
zoneSize = 50
--zoneSize = 100
floorHun :: Float -> Int
floorHun x = floor $ x / zoneSize
zoneOfPoint :: Point2 -> (Int,Int)
zoneOfPoint (x,y) = (floorHun x, floorHun y)
zoneNearPoint :: Point2 -> [(Int,Int)]
zoneNearPoint (x',y') = [(a,b) | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
where
x = floorHun x'
y = floorHun y'
zoneAroundPoint :: Point2 -> [(Int,Int)]
zoneAroundPoint (x',y') = [(a,b) | a<-[x-3..x+3] , b<-[y-3..y+3]]
where
x = floorHun x'
y = floorHun y'
zoneAroundPoint' :: Int -> Point2 -> IM.IntMap IS.IntSet
zoneAroundPoint' i (x',y') = IM.fromSet (const ys) xs
where
x = floorHun x'
y = floorHun y'
xs = IS.fromAscList [x-i..x+i]
ys = IS.fromAscList [y-i..y+i]
-- the laser seemed to be occasionally missing creatures,
-- if this reoccurs, maybe change
-- divide line factor from 2 to 1.5
bres :: Point2 -> Point2 -> [(Int,Int)]
bres a b = digitalLine (zoneOfPoint a) (zoneOfPoint b)
bresx :: Point2 -> Point2 -> [(Int,Int)]
bresx a b = digitalLine (x-1,y-1) (x'-1,y'-1)
where
(x,y) = zoneOfPoint a
(x',y') = zoneOfPoint b
zoneOfLine :: Point2 -> Point2 -> [(Int,Int)]
zoneOfLine (aa,ab) (ba,bb)
= nub
. concatMap f
$ digitalLine (zoneOfPoint (aa,ab)) (zoneOfPoint (ba,bb))
where
f (x,y) = [(p,r) | p <-[x-1,x,x+1] , r<-[y-1,y,y+1]]
zoneOfLineIntMap :: Point2 -> Point2 -> IM.IntMap IS.IntSet
{-# INLINE zoneOfLineIntMap #-}
zoneOfLineIntMap a b = expandLine $ digitalLine (x-1,y-1) (x'-1,y'-1)
where
(x,y) = zoneOfPoint a
(x',y') = zoneOfPoint b
expandLine :: [(Int,Int)] -> IM.IntMap IS.IntSet
{-# INLINE expandLine #-}
expandLine xs = IM.map expandSet
$ IM.unionsWith IS.union [im, IM.mapKeysMonotonic (+1) im, IM.mapKeysMonotonic (+2) im]
where
im = IM.fromListWith IS.union $ map (second IS.singleton) xs
-- the second was suggested by hlint, but it increases laziness, so might
-- not be ideal
expandSet s = IS.insert (mk+2) $ IS.insert (mk+1) s
where
mk = IS.findMax s
--zoneOfLine a b = concatMap zoneNearPoint $ divideLine (2 * zoneSize) a b
--zoneOfLine a b = concatMap zoneNearPoint $ divideLine zoneSize a b
zoneOfCircle :: Point2 -> Float -> [(Int,Int)]
zoneOfCircle p r = concatMap zoneNearPoint $ divideCircle (1.5 * zoneSize) p r
-- looking at this again, I am not convinced it deals correctly with the
-- rotation of the world
zoneOfScreen :: World -> [(Int,Int)]
zoneOfScreen w = [(a,b) | a <- [x - n .. x + n]
, b <- [y - n .. y + n]
]
where
(x,y) = zoneOfPoint $ _cameraCenter w
n = ceiling $ wh / (_cameraZoom w * zoneSize)
wh = max (getWindowX w) (getWindowY w)
zoneOfDoubleScreen :: World -> [(Int,Int)]
zoneOfDoubleScreen w = [(a,b) | a <- [x - n .. x + n]
, b <- [y - n .. y + n]
]
where
(x,y) = zoneOfPoint $ _cameraCenter w
n = ceiling (wh / (_cameraZoom w * zoneSize)) * 2
wh = max (getWindowX w) (getWindowY w)
zoneOfSight :: World -> [(Int,Int)]
zoneOfSight w =
[(a,b)
| a <- [minimum xs .. maximum xs]
, b <- [minimum ys .. maximum ys]
]
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