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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+226
-532
@@ -1,7 +1,19 @@
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--{-# LANGUAGE Strict #-}
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{-# LANGUAGE TupleSections #-}
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{-# LANGUAGE BangPatterns #-}
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module Dodge.Base where
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{- |
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Basic helpers.
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Consider splitting. -}
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module Dodge.Base
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( module Dodge.Base
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, module Dodge.Base.Zone
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, module Dodge.Base.Window
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, module Dodge.Base.Collide
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)
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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 Dodge.Base.Window
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import Dodge.Base.Collide
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import Dodge.Config.Data
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import Geometry
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import Picture
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@@ -24,11 +36,13 @@ rightPad i x xs = take i $ xs ++ repeat x
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midPad :: Int -> a -> [a] -> [a] -> [a]
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midPad i x xs ys = xs ++ replicate j x ++ ys
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where j = i - (length xs + length ys)
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where
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j = i - (length xs + length ys)
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midPadL :: Int -> a -> [a] -> [a] -> [a]
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midPadL i x xs ys = take j (xs ++ repeat x) ++ ys
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where j = i - length ys
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where
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j = i - length ys
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takeUntil :: (a -> Bool) -> [a] -> [a]
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takeUntil f ps = case span (not . f) ps of
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@@ -46,172 +60,30 @@ yourItem w = _crInv (you w) IM.! _crInvSel (you w)
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yourItemRef w = (creatures . ix (_yourID w) . crInv . ix (_crInvSel (you 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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hasLOS :: Point2 -> Point2 -> World -> Bool
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{-# INLINE hasLOS #-}
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hasLOS p1 p2 w = (not $ collidePointWallsSimple p1 p2 nearbyWalls)
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where nearbyWalls = wallsAlongLine p1 p2 w
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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
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of 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 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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--canSee i j w = not $ collidePointWallsSimple p1 p2
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-- nearbyWalls
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where 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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--canSeePoint i p w = case collidePointWalls p1 p nearbyWalls
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-- of Just _ -> False
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-- Nothing -> True
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where 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 = not $ collidePointWallsSimple (_crPos (_creatures w IM.! i))
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p
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walls
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where walls = IM.filter (not . isJust . \wl -> wl ^? blHP)
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$ wallsAlongLine p1 p w
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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 = and $ map (flip (canSeePoint i) w . (\p -> (targPos +.+ radius *.* p)))
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[(1,0),(0,1),(-1,0),(0,-1)]
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where 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 = or $ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p)))
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[(1,0),(0,1),(-1,0),(0,-1)]
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where 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 = and $ map (flip (canSeePoint fromID) w . (\p -> (cpos +.+ radius *.* p)))
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[(1,0),(0,1),(-1,0),(0,-1)]
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where 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 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 = case collidePointIndirect ipos jpos $ wallsAlongLine ipos jpos w
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of Just _ -> False
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Nothing -> True
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where 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 = (not $ collidePointFireVision ipos jpos $ wallsAlongLine ipos jpos w)
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where ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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canSeeFireVisionAny :: Int -> Int -> World -> Bool
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canSeeFireVisionAny i j w = not $ and $ fmap ($ (wallsAlongLine (_crPos icr) (_crPos jcr) w) )
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$ zipWith collidePointFireVision ips jps
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where icr = _creatures w IM.! i
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jcr = _creatures w IM.! j
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ips = map (\p -> (_crPos icr +.+ _crRad icr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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jps = map (\p -> (_crPos jcr +.+ _crRad jcr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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canSeeFireVisionAll :: Int -> Int -> World -> Bool
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canSeeFireVisionAll i j w = not $ or $ fmap ($ (wallsAlongLine (_crPos icr) (_crPos jcr) w) )
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$ zipWith collidePointFireVision ips jps
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where icr = _creatures w IM.! i
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jcr = _creatures w IM.! j
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ips = map (\p -> (_crPos icr +.+ _crRad icr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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jps = map (\p -> (_crPos jcr +.+ _crRad jcr *.* p)) [(1,0),(0,1),(-1,0),(0,-1)]
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-- looks for first collision of a point with walls
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-- if found, returns wall
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-- I'm sure there is a better way of doing this, one that propagates Nothing in a nice way
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--wallsOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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--wallsOnLine p1 p2 ws = hitWalls
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-- where hitPoint w = myIntersectSegSeg p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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-- hitWalls = filter (\w -> Nothing /= hitPoint w) (IM.elems ws)
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wallNormal :: Wall -> Point2
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wallNormal wl = normalizeV . vNormal $ a -.- b
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where (a:b:_) = _wlLine wl
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where
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(a:b:_) = _wlLine wl
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wallsOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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wallsOnLine p1 p2 ws = hitWalls
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where hitPoint w = intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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hitWalls = filter (\w -> Nothing /= hitPoint w) (IM.elems ws)
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where
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hitPoint w = intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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hitWalls = filter (isJust . hitPoint) (IM.elems ws)
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wallOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Wall
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wallOnLine p1 p2 ws
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= listToMaybe $ sortBy f hitWalls
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where hitPoint w = intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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--where hitPoint w = myIntersectSegSeg p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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hitWalls = filter (\w -> Nothing /= hitPoint w) (IM.elems ws)
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where
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hitPoint w = intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1)
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hitWalls = filter (isJust . hitPoint) (IM.elems ws)
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f w1 w2 = compare (magV (p1 -.- fromJust (hitPoint w1))) (magV (p1 -.- fromJust (hitPoint w2)))
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wallsOnCirc :: Point2 -> Float -> IM.IntMap Wall -> [Wall]
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wallsOnCirc p r wls = IM.elems $ IM.filter f wls
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where f wl = circOnSeg (_wlLine wl !! 0) (_wlLine wl !! 1) p r
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wallsNearPoint :: Point2 -> World -> IM.IntMap Wall
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wallsNearPoint p w = IM.unions [f b $ f a $ _wallsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where (x,y) = zoneOfPoint p
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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-- possible BUG, was associated with thingsHitLongLine
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-- assumes _wallsZone is correct level generation
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-- there is certainly a problem somewhere here: it may be in the zoning, or
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-- within this function
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wallsAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Wall
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{-# INLINE wallsAlongLine #-}
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wallsAlongLine a b w = IM.foldrWithKey' g IM.empty kps
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where
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g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _wallsZone w) s))
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kps = zoneOfLineIntMap a b
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f i m = case IM.lookup i m of
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Just val -> val
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_ -> IM.empty
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f wl = circOnSeg (_wlLine wl !! 0) (_wlLine wl !! 1) p r
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wallsNearZone' :: IM.IntMap IS.IntSet -> World -> IM.IntMap Wall
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{-# INLINE wallsNearZone' #-}
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wallsNearZone' im w = IM.foldrWithKey' g IM.empty im
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where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _wallsZone w) s))
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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wallsAlongCirc :: Point2 -> Float -> World -> IM.IntMap Wall
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wallsAlongCirc p r w = IM.unions [f y $ f x $ _wallsZone w | (x,y) <- zoneOfCircle p r]
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where f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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allWalls :: World -> IM.IntMap Wall
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allWalls w = IM.unions $ concatMap IM.elems $ IM.elems $ _wallsZone w
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@@ -239,279 +111,125 @@ creaturesAlongLine a b w = IM.foldrWithKey' g IM.empty kps
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f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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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 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 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 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 (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) = nub $ concatMap f
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$ digitalLine (zoneOfPoint (aa,ab)) (zoneOfPoint (ba,bb))
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where 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 (x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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--zoneOfLine (aa,ab) (ba,bb) = nub $ concatMap f
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-- $ digitalLine (zoneOfPoint (aa-n,ab-n)) (zoneOfPoint (ba-n,bb-n))
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-- where f (x,y) = [(p,r) | p <-[x,x+1] , r<-[y,y+1]]
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-- n = zoneSize * 0.5
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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 im = IM.fromListWith IS.union $ map (\(a,b)->(a,IS.singleton b)) xs
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expandSet s = IS.insert (mk+2) $ IS.insert (mk+1) s
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--expandSet s = s
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where 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 (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 (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 = [(a,b) | 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]
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screenPolygon :: World -> [Point2]
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screenPolygon w = [tr,tl,bl,br]
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where 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
|
||||
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)
|
||||
|
||||
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
|
||||
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point and reflection velocity
|
||||
collidePointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collidePointWalls p1 p2 ws = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,)
|
||||
(reflectIn (x -.- y) (p2 -.- p1))
|
||||
. (+.+ errorNormalizeV 39 (vNormal (x -.- y)))
|
||||
) (intersectSegSeg' p1 p2 x y)
|
||||
) . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
-- looks for if a point collides with walls
|
||||
collidePointWallsSimple :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
|
||||
collidePointWallsSimple p1 p2 = any $ isJust . ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
|
||||
collidePointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
|
||||
collidePointWalkable p1 p2 ws = any (isJust
|
||||
. ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
) unwalkableWalls
|
||||
where unwalkableWalls = IM.filter (fromMaybe True . (^? doorPathable)) ws
|
||||
|
||||
furthestPointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
|
||||
furthestPointWalkable p1 p2 ws = head $ (sortBy (compare `on` dist p1) $ IM.elems
|
||||
$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
) ws
|
||||
) ++ [p2]
|
||||
|
||||
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
|
||||
) notWindows
|
||||
where
|
||||
notWindows = IM.filter (not . _wlIsSeeThrough) ws
|
||||
|
||||
collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
|
||||
collidePointFire p1 p2 ws = listToMaybe $ sortBy (compare `on` dist p1) $ IM.elems
|
||||
$ IM.mapMaybe ( ( \(x:y:_) -> intersectSegSeg' p1 p2 x y)
|
||||
. _wlLine
|
||||
) notWindows
|
||||
where notWindows = IM.filter (\wl -> not (_wlIsSeeThrough wl && isJust (wl ^? blHP))
|
||||
) ws
|
||||
|
||||
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
|
||||
|
||||
|
||||
{- | Expands a line out to a given thickness. -}
|
||||
lineGeom :: Float -> Point2 -> Point2 -> [Point2]
|
||||
lineGeom t x y
|
||||
| x == y = []
|
||||
| otherwise = [x +.+ n x y, x -.- n x y, y +.+ n x y, y -.- n x y]
|
||||
where n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
|
||||
|
||||
wedgeGeom :: Float -> Point2 -> Point2 -> [Point2]
|
||||
where
|
||||
n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
|
||||
{- | A triangular wedge thick at the first point and
|
||||
- tapering off to the second. -}
|
||||
wedgeGeom
|
||||
:: Float -- Thickness
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> [Point2]
|
||||
wedgeGeom t x y
|
||||
| x == y = []
|
||||
| otherwise = [x +.+ n x y, x -.- n x y, y]
|
||||
where n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
|
||||
where
|
||||
n a b = (t*0.5) *.* errorNormalizeV 4200 (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))
|
||||
|
||||
insertInZoneWith :: Int -> Int -> (a -> a -> a) -> a -> IM.IntMap (IM.IntMap a)
|
||||
insertInZoneWith
|
||||
:: Int -- ^ First Key
|
||||
-> Int -- ^ Second Key
|
||||
-> (a -> a -> a) -- ^ Combining function
|
||||
-> a -- ^ Value to insert
|
||||
-> IM.IntMap (IM.IntMap a)
|
||||
-> IM.IntMap (IM.IntMap a)
|
||||
insertInZoneWith x y fun obj = IM.insertWith f x $ IM.singleton y obj
|
||||
where-- f :: IM.IntMap a -> IM.IntMap a -> IM.IntMap a
|
||||
where
|
||||
f _ = IM.insertWith fun y obj
|
||||
|
||||
insertIMInZone :: Int -> Int -> Int -> a -> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
{- | I believe this overwrites the value if it already exists, but not sure. -}
|
||||
insertIMInZone
|
||||
:: Int -- ^ First key
|
||||
-> Int -- ^ Second key
|
||||
-> Int -- ^ Third key
|
||||
-> a -- ^ Item to insert
|
||||
-> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
-> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
insertIMInZone x y obid obj = IM.insertWith f x $ IM.singleton y $ IM.singleton obid obj
|
||||
where f _ = IM.insertWith g y $ IM.singleton obid obj
|
||||
where
|
||||
f _ = IM.insertWith g y $ IM.singleton obid obj
|
||||
g _ = IM.insert obid obj
|
||||
|
||||
adjustIMZone :: (a -> a) -> Int -> Int -> Int -> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
adjustIMZone
|
||||
:: (a -> a) -- ^ Update function
|
||||
-> Int -- ^ First key
|
||||
-> Int -- ^ Second key
|
||||
-> Int -- ^ Third key
|
||||
-> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
adjustIMZone f x y n m = IM.adjust f' x m
|
||||
where f' = IM.adjust f'' y
|
||||
-> IM.IntMap (IM.IntMap (IM.IntMap a))
|
||||
adjustIMZone f x y n = IM.adjust f' x
|
||||
where
|
||||
f' = IM.adjust f'' y
|
||||
f'' = IM.adjust f n
|
||||
|
||||
|
||||
{- | Find a key value one higher than any key in the map, or zero if the map is
|
||||
- empty -}
|
||||
newKey :: IM.IntMap a -> Int
|
||||
newKey m = case IM.lookupMax m of
|
||||
Just (n,_) -> n+1
|
||||
Nothing -> 0
|
||||
|
||||
newKey = maybe 0 ((+ 1) . fst) . IM.lookupMax
|
||||
{- | Finds unused projectile key. -}
|
||||
newProjectileKey :: World -> Int
|
||||
newProjectileKey w = case IM.lookupMax (_projectiles w) of
|
||||
Just (n,_) -> n+1
|
||||
Nothing -> 0
|
||||
newProjectileKey = newKey . _projectiles
|
||||
{- | Finds unused creature key. -}
|
||||
newCrKey :: World -> Int
|
||||
newCrKey w = case IM.lookupMax (_creatures w) of
|
||||
Just (n,_) -> n+1
|
||||
Nothing -> 0
|
||||
|
||||
newCrKey = newKey . _creatures
|
||||
{- | Insert an element with some new key. -}
|
||||
insertNewKey :: a -> IM.IntMap a -> IM.IntMap a
|
||||
insertNewKey x m = case IM.lookupMax m of
|
||||
Nothing -> IM.singleton 0 x
|
||||
Just (k,_) -> IM.insert (k+1) x m
|
||||
|
||||
{- | TODO: determine precisely what this does. -}
|
||||
reflectPointCreature :: Point2 -> Point2 -> Creature -> Maybe (Point2, Point2, Int)
|
||||
reflectPointCreature p1 p2 cr =
|
||||
case collidePointCirc p1 p2 (_crRad cr) (_crPos cr) of
|
||||
reflectPointCreature p1 p2 cr = case collidePointCirc p1 p2 (_crRad cr) (_crPos cr) of
|
||||
Nothing -> Nothing
|
||||
Just p3 -> Just ( p1
|
||||
Just p3 -> Just
|
||||
( p1
|
||||
, errorNormalizeV 35 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
|
||||
+.+ (_crPos cr -.- _crOldPos cr)
|
||||
--, errorNormalizeV 36 $
|
||||
-- ssaTriPoint p1 (_crPos cr) p2 (_crRad cr)
|
||||
-- -.- _crOldPos cr
|
||||
, _crID cr)
|
||||
|
||||
{- | TODO: determine precisely what this does. -}
|
||||
reflectPointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
|
||||
reflectPointCreatures p1 p2 cs = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(reflectPointCreature p1 p2) cs
|
||||
where f (a,_,_) (b,_,_) = compare (magV (a -.- p1)) (magV (b -.- p1))
|
||||
|
||||
|
||||
reflectCircCreature :: Float -> Point2 -> Point2 -> Creature -> Maybe (Point2, Point2, Int)
|
||||
reflectCircCreature rad p1 p2 cr =
|
||||
case collidePointCirc p1 p2 (rad + _crRad cr) (_crPos cr) of
|
||||
reflectPointCreatures p1 p2 cs
|
||||
= listToMaybe
|
||||
. sortOn f
|
||||
. IM.elems
|
||||
$ IM.mapMaybe (reflectPointCreature p1 p2) cs
|
||||
where
|
||||
f (a,_,_) = magV (a -.- p1)
|
||||
{- | TODO: determine precisely what this does. -}
|
||||
reflectCircCreature
|
||||
:: Float -- ^ Radius
|
||||
-> Point2 -- ^ Start point
|
||||
-> Point2 -- ^ End point
|
||||
-> Creature
|
||||
-> Maybe (Point2, Point2, Int)
|
||||
reflectCircCreature rad p1 p2 cr = case collidePointCirc p1 p2 (rad + _crRad cr) (_crPos cr) of
|
||||
Nothing -> Nothing
|
||||
Just p3 -> Just ( p1
|
||||
Just p3 -> Just
|
||||
( p1
|
||||
, errorNormalizeV 37 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
|
||||
+.+ (_crPos cr -.- _crOldPos cr)
|
||||
, _crID cr
|
||||
)
|
||||
|
||||
reflectCircCreatures :: Float -> Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
|
||||
reflectCircCreatures rad p1 p2 cs = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(reflectCircCreature rad p1 p2) cs
|
||||
where f (a,_,_) (b,_,_) = compare (magV (a -.- p1)) (magV (b -.- p1))
|
||||
|
||||
-- collides a point with forcefields
|
||||
{- | TODO: determine precisely what this does. -}
|
||||
reflectCircCreatures
|
||||
:: Float -- ^ Radius
|
||||
-> Point2 -- ^ Start point
|
||||
-> Point2 -- ^ End point
|
||||
-> IM.IntMap Creature
|
||||
-> Maybe (Point2,Point2,Int)
|
||||
reflectCircCreatures rad p1 p2 cs
|
||||
= listToMaybe
|
||||
. sortOn f
|
||||
. IM.elems
|
||||
$ IM.mapMaybe (reflectCircCreature rad p1 p2) cs
|
||||
where
|
||||
f (a,_,_) = magV (a -.- p1)
|
||||
-- | collides a point with forcefields
|
||||
-- if found, returns point of collision, deflection if required, and the id
|
||||
collidePointFFs = undefined
|
||||
collidePointFF = undefined
|
||||
@@ -531,36 +249,27 @@ collidePointFF = undefined
|
||||
-- f p = (p, (ref, _ffID ff))
|
||||
--
|
||||
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point and reflection velocity, reflection damped in normal
|
||||
collidePointWalls' :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collidePointWalls' p1 p2 ws
|
||||
= listToMaybe $ sortBy f $ IM.elems
|
||||
$ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,) (reflectInParam 0.5 (x -.- y) (p2 -.- p1))
|
||||
. (+.+ errorNormalizeV 40 (vNormal (x -.- y)))
|
||||
)
|
||||
(intersectSegSeg' p1 p2 x y)
|
||||
) . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
|
||||
-- looks for first collision of a circle with walls
|
||||
-- if found, gives point and reflection velocity, reflection damped in normal
|
||||
-- | Looks for first collision of a circle with walls.
|
||||
-- If found, gives point and reflection velocity, reflection damped in normal.
|
||||
collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collideCircWalls' p1 p2 rad ws
|
||||
= listToMaybe $ sortBy f $ IM.elems
|
||||
= listToMaybe
|
||||
. sortOn f
|
||||
. IM.elems
|
||||
$ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,) (reflectInParam 0.5 (x -.- y) (p2 -.- p1))
|
||||
(( \(x:y:_) -> fmap
|
||||
((, reflectInParam 0.5 (x -.- y) (p2 -.- p1))
|
||||
. (+.+ errorNormalizeV 40 (vNormal (x -.- y)))
|
||||
)
|
||||
(intersectSegSeg' p1 p2 x y)
|
||||
) . shiftByRad . _wlLine
|
||||
)
|
||||
. shiftByRad . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
shiftByRad (a:b:_) = map ((+.+) (rad *.* normalizeV (vNormal (a -.- b))))
|
||||
[a +.+ rad *.* (normalizeV (a -.-b))
|
||||
,b +.+ rad *.* (normalizeV (b -.-a))
|
||||
where
|
||||
f (a,_) = magV (p1 -.- a)
|
||||
shiftByRad (a:b:_) = map ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
|
||||
[a +.+ rad *.* normalizeV (a -.-b)
|
||||
,b +.+ rad *.* normalizeV (b -.-a)
|
||||
]
|
||||
-- this shifts the wall out, and for outer corners extends the wall
|
||||
-- not sure what this does for inner corners, hopefully won't cause a problem
|
||||
@@ -568,129 +277,134 @@ collideCircWalls' p1 p2 rad ws
|
||||
-- unfortunately, doesn't allow for collisions when the circle spawns on the
|
||||
-- wall
|
||||
|
||||
-- looks for first collision of a point with walls
|
||||
-- if found, gives point and normal of wall
|
||||
-- | Looks for first collision of a point with walls.
|
||||
-- If found, gives point and normal of wall.
|
||||
collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
|
||||
collidePointWallsNorm p1 p2 ws = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
(( \(x:y:_) -> fmap (flip (,) ( vNormal $ x -.- y ))
|
||||
(intersectSegSeg' p1 p2 x y)
|
||||
) . _wlLine
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
|
||||
collidePointWallsNorm p1 p2 ws
|
||||
= listToMaybe
|
||||
. sortOn f
|
||||
. IM.elems
|
||||
$ IM.mapMaybe (( \(x:y:_) -> intersectSegSeg' p1 p2 x y <&> (, vNormal $ x -.- y ) )
|
||||
. _wlLine) ws
|
||||
where
|
||||
f (a,_) = magV (p1 -.- a)
|
||||
{- | Looks for first collision of a point with walls.
|
||||
If found, gives point and colour of wall.
|
||||
-}
|
||||
collidePointWallsCol :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Color)
|
||||
collidePointWallsCol p1 p2 ws = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
|
||||
( (\(m, c) -> fmap (flip (,) c) m)
|
||||
. (\w -> (intersectSegSeg' p1 p2
|
||||
(_wlLine w !! 0) (_wlLine w !! 1), _wlColor w))
|
||||
) ws
|
||||
where f (a,_) (b,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
collidePointWallsCol p1 p2 ws
|
||||
= listToMaybe
|
||||
. sortOn f
|
||||
. IM.elems
|
||||
$ IM.mapMaybe ( (\(m, c) -> m <&> (, c))
|
||||
. (\w -> (intersectSegSeg' p1 p2 (_wlLine w !! 0) (_wlLine w !! 1), _wlColor w))) ws
|
||||
where
|
||||
f (a,_) = magV (p1 -.- a)
|
||||
{- | Looks for first collision of a point with walls.
|
||||
If found, gives point, and normal and colour of wall.
|
||||
-}
|
||||
collidePointWallsNormCol :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2,Color)
|
||||
collidePointWallsNormCol p1 p2 ws
|
||||
= listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe m ws
|
||||
where f (a,_,_) (b,_,_) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
|
||||
ls w = let (x:y:_) = _wlLine w
|
||||
in (intersectSegSeg' p1 p2 x y, vNormal (x -.- y), _wlColor w)
|
||||
m w = let (a1,a2,a3) = ls w
|
||||
in fmap (\a4 -> (a4,a2,a3)) a1
|
||||
|
||||
= listToMaybe
|
||||
. sortOn f
|
||||
. IM.elems
|
||||
$ IM.mapMaybe m ws
|
||||
where
|
||||
f (a,_,_) = magV $ p1 -.- a
|
||||
m w =
|
||||
let (x:y:_) = _wlLine w
|
||||
in intersectSegSeg' p1 p2 x y <&> (, vNormal (x -.- y), _wlColor w)
|
||||
-- | Returns the first creature, if any, that a point intersects with.
|
||||
collidePointCreatures :: Point2 -> Point2 -> World -> Maybe Int
|
||||
collidePointCreatures p1 p2 w = fmap fst $ listToMaybe $ sortBy (csnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc' p1 p2 (_crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
where csnd (_,a) (_,b) = compare a b
|
||||
collidePointCreatures p1 p2 w
|
||||
= fmap fst
|
||||
. listToMaybe
|
||||
. sortOn snd
|
||||
. IM.toList
|
||||
. IM.mapMaybe (\x -> collidePointCirc' p1 p2 (_crRad x) (_crPos x))
|
||||
$_creatures w
|
||||
-- | As for 'collidePointCreatures', only increases the radius of creatures by a
|
||||
--fixed amount, thus collides a moving circle with creaures.
|
||||
collideCircCreatures :: Point2 -> Point2 -> Float -> World -> Maybe Int
|
||||
collideCircCreatures p1 p2 rad w = fmap fst $ listToMaybe $ sortBy (csnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc' p1 p2 (rad + _crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
where csnd (_,a) (_,b) = compare a b
|
||||
|
||||
|
||||
-- | Returns the first creature, if any, that a point intersects with, gives point
|
||||
collideCircCreatures p1 p2 rad w
|
||||
= fmap fst
|
||||
. listToMaybe
|
||||
. sortOn snd
|
||||
. IM.toList
|
||||
. IM.mapMaybe (\x -> collidePointCirc' p1 p2 (rad + _crRad x) (_crPos x))
|
||||
$ _creatures w
|
||||
-- | Returns the first creature id, if any, that a point intersects with, gives point
|
||||
--in creature on line.
|
||||
collidePointCrsPoint :: Point2 -> Point2 -> World -> Maybe (Point2,Int)
|
||||
collidePointCrsPoint p1 p2 w = fmap f $ listToMaybe $ sortBy (csndsnd) $ IM.toList $
|
||||
IM.mapMaybe (\x ->
|
||||
collidePointCirc'' p1 p2 (_crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
collidePointCrsPoint p1 p2 w
|
||||
= fmap f
|
||||
. listToMaybe
|
||||
. sortOn (snd . snd)
|
||||
. IM.toList
|
||||
. IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
|
||||
$ _creatures w
|
||||
where
|
||||
csndsnd (_,(_,a)) (_,(_,b)) = compare a b
|
||||
f (cID,(p,_)) = (p,cID)
|
||||
{- | Finds the first creature hit on a line.
|
||||
Maybe evaluates the creature id and hit point. -}
|
||||
collideCircCrsPoint :: Point2 -> Point2 -> Float -> World -> Maybe (Point2,Int)
|
||||
collideCircCrsPoint p1 p2 rad w
|
||||
= fmap f
|
||||
. listToMaybe
|
||||
. sortBy (csndsnd)
|
||||
. sortOn (snd . snd)
|
||||
. IM.toList
|
||||
$ IM.mapMaybe (\x ->
|
||||
collidePointCirc'' p1 p2 (rad + _crRad x) (_crPos x)
|
||||
)
|
||||
(_creatures w)
|
||||
. IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (rad + _crRad x) (_crPos x))
|
||||
$ _creatures w
|
||||
where
|
||||
csndsnd (_,(_,a)) (_,(_,b)) = compare a b
|
||||
f (cID,(p,_)) = (p,cID)
|
||||
|
||||
|
||||
-- | Makes a creature not hittable.
|
||||
collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
|
||||
collidePointCrsWithoutPoint cid p1 p2 w
|
||||
= fmap f
|
||||
. listToMaybe
|
||||
. sortBy (csndsnd)
|
||||
. sortOn (snd . snd)
|
||||
. IM.toList
|
||||
$ IM.mapMaybe (\x ->
|
||||
collidePointCirc'' p1 p2 (_crRad x) (_crPos x)
|
||||
)
|
||||
(IM.delete cid $ _creatures w)
|
||||
. IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
|
||||
. IM.delete cid
|
||||
$ _creatures w
|
||||
where
|
||||
csndsnd (_,(_,a)) (_,(_,b)) = compare a b
|
||||
f (cID,(p,_)) = (p,cID)
|
||||
|
||||
{- | Test if a circle collides with any wall. -}
|
||||
circOnSomeWall :: Point2 -> Float -> World -> Bool
|
||||
circOnSomeWall p rad w = any (\(x:y:_) -> circOnSeg x y p rad)
|
||||
$ fmap _wlLine $ IM.elems $ wallsNearPoint p w
|
||||
|
||||
crsNearLine :: Float -> [Point2] -> World -> Bool
|
||||
crsNearLine d (p1:p2:_) w = any (\c -> circOnSeg p1 p2 (_crPos c) (d + _crRad c))
|
||||
$ IM.filter (\cr -> _crMass cr > 4) $ _creatures w
|
||||
|
||||
circOnSomeWall p rad w
|
||||
= any (\(x:y:_) -> circOnSeg x y p rad)
|
||||
. fmap _wlLine
|
||||
. IM.elems
|
||||
$ wallsNearPoint p w
|
||||
{- | Test whether there is a creature of weight 4 or greater near a line. -}
|
||||
isHeavyCrNearLine :: Float -> [Point2] -> World -> Bool
|
||||
isHeavyCrNearLine d (p1:p2:_) w
|
||||
= any (\c -> circOnSeg p1 p2 (_crPos c) (d + _crRad c))
|
||||
. IM.filter (\cr -> _crMass cr > 4)
|
||||
$ _creatures w
|
||||
{- | Adds the distance to the creature radius, tests whether the center is in
|
||||
the circle of this size centered at the point -}
|
||||
crsNearPoint :: Float -> Point2 -> World -> Bool
|
||||
crsNearPoint d p w = any (\c -> dist (_crPos c) p < (d + _crRad c)) (_creatures w)
|
||||
|
||||
{- | Produce an unordered list of creatures on a line. -}
|
||||
crsOnLine :: Point2 -> Point2 -> World -> [Creature]
|
||||
crsOnLine p1 p2 w
|
||||
= IM.elems
|
||||
. IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr))
|
||||
$ _creatures w
|
||||
|
||||
{- | Produce an unordered list of creatures on a wide line. -}
|
||||
crsOnThickLine :: Float -> Point2 -> Point2 -> World -> [Creature]
|
||||
crsOnThickLine thickness p1 p2 w
|
||||
= IM.elems
|
||||
. IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr + thickness))
|
||||
$ _creatures w
|
||||
|
||||
{- | Find 'Maybe' the closest creature to a point, within a circle.
|
||||
-}
|
||||
nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
|
||||
nearestCrInRad p r w
|
||||
= let crs = IM.filter (\cr -> dist p (_crPos cr) < r) $ _creatures w
|
||||
sortedCrs = sortBy (compare `on` (dist p . _crPos)) $ IM.elems crs
|
||||
nearestCrInRad p r w =
|
||||
let crs = IM.filter (\cr -> dist p (_crPos cr) < r) $ _creatures w
|
||||
sortedCrs = sortOn (dist p . _crPos) $ IM.elems crs
|
||||
in listToMaybe sortedCrs
|
||||
|
||||
{- | Find 'Maybe' the closest creature in front of a point in a right-angle-triangle shape.
|
||||
-}
|
||||
nearestCrInTri
|
||||
@@ -698,90 +412,72 @@ nearestCrInTri
|
||||
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
|
||||
-> Float -- ^ Distance.
|
||||
-> World -> Maybe Creature
|
||||
nearestCrInTri p dir x w
|
||||
= let crs = IM.filter (\cr -> errorPointInPolygon 1 (_crPos cr) tri) $ _creatures w
|
||||
sortedCrs = sortBy (compare `on` (dist p . _crPos)) $ IM.elems crs
|
||||
nearestCrInTri p dir x w =
|
||||
let crs = IM.filter (\cr -> errorPointInPolygon 1 (_crPos cr) tri) $ _creatures w
|
||||
sortedCrs = sortOn (dist p . _crPos) $ IM.elems crs
|
||||
in listToMaybe sortedCrs
|
||||
where
|
||||
tri = [p
|
||||
tri =
|
||||
[p
|
||||
,p +.+ rotateV (dir-pi/4) (x,0)
|
||||
,p +.+ rotateV (dir+pi/4) (x,0)
|
||||
]
|
||||
{- | Find 'Maybe' the closes creature in front of a point in a given direction for
|
||||
a given distance.
|
||||
The shapes within which creatures are searched are a triangle then rectangle.
|
||||
-}
|
||||
The shapes within which creatures are searched are a triangle then rectangle. -}
|
||||
nearestCrInFront
|
||||
:: Point2
|
||||
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
|
||||
-> Float -- ^ Distance.
|
||||
-> World -> Maybe Creature
|
||||
nearestCrInFront p dir x w
|
||||
= let crs = IM.filter (\cr -> errorPointInPolygon 2 (_crPos cr) rec) $ _creatures w
|
||||
sortedCrs = sortBy (compare `on` (dist p . _crPos)) $ IM.elems crs
|
||||
nearestCrInFront p dir x w =
|
||||
let crs = IM.filter (\cr -> errorPointInPolygon 2 (_crPos cr) rec) $ _creatures w
|
||||
sortedCrs = sortOn (dist p . _crPos) $ IM.elems crs
|
||||
in listToMaybe sortedCrs
|
||||
where
|
||||
rec = [p
|
||||
,pR
|
||||
,pR1
|
||||
,pL1
|
||||
,pL
|
||||
]
|
||||
rec = [p, pR, pR1, pL1, pL ]
|
||||
pR = p +.+ rotateV (dir - pi*(3/8)) (x/2,0)
|
||||
pL = p +.+ rotateV (dir + pi*(3/8)) (x/2,0)
|
||||
pR1 = pR +.+ rotateV dir (x/2,0)
|
||||
pL1 = pL +.+ rotateV dir (x/2,0)
|
||||
|
||||
{- | Test whether a creature is in a polygon.
|
||||
-}
|
||||
{- | Test whether a creature is in a polygon. -}
|
||||
crInPolygon :: Creature -> [Point2] -> Bool
|
||||
crInPolygon cr = errorPointInPolygon 3 (_crPos cr)
|
||||
|
||||
{- | Transform coordinates from world position to normalised screen coordinates.
|
||||
-}
|
||||
{- | Transform coordinates from world position to normalised screen coordinates. -}
|
||||
worldPosToScreen :: World -> Point2 -> Point2
|
||||
worldPosToScreen w = doWindowScale . doRotate . doZoom . doTranslate
|
||||
where
|
||||
doTranslate p = p -.- _cameraCenter w
|
||||
doZoom p = _cameraZoom w *.* p
|
||||
doRotate p = rotateV (0 - _cameraRot w) p
|
||||
doWindowScale (x,y) = ( x * 2 / getWindowX w
|
||||
doRotate p = rotateV (negate $ _cameraRot w) p
|
||||
doWindowScale (x,y) =
|
||||
( x * 2 / getWindowX w
|
||||
, y * 2 / getWindowY w
|
||||
)
|
||||
|
||||
{- | Transform coordinates from the map position to normalised screen
|
||||
coordinates.
|
||||
-}
|
||||
coordinates. -}
|
||||
cartePosToScreen :: World -> Point2 -> Point2
|
||||
cartePosToScreen w = doWindowScale . doRotate . doZoom . doTranslate
|
||||
where
|
||||
doTranslate p = p -.- _carteCenter w
|
||||
doZoom p = _carteZoom w *.* p
|
||||
doRotate p = rotateV (0 - _carteRot w) p
|
||||
doWindowScale (x,y) = ( x * 2 / getWindowX w
|
||||
doRotate p = rotateV (negate $ _carteRot w) p
|
||||
doWindowScale (x,y) =
|
||||
( x * 2 / getWindowX w
|
||||
, y * 2 / getWindowY w
|
||||
)
|
||||
|
||||
{- | The mouse position in world coordinates.
|
||||
-}
|
||||
{- | The mouse position in world coordinates. -}
|
||||
mouseWorldPos :: World -> Point2
|
||||
mouseWorldPos w = _cameraCenter w +.+ (1/_cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
|
||||
|
||||
{- | The mouse position in map coordinates
|
||||
-}
|
||||
{- | The mouse position in map coordinates -}
|
||||
mouseCartePos :: World -> Point2
|
||||
mouseCartePos w = _carteCenter w +.+ (1/_carteZoom w) *.* rotateV (_carteRot w) (_mousePos w)
|
||||
|
||||
{- | Create a logistic function given three parameters.
|
||||
-}
|
||||
{- | Create a logistic function given three parameters. -}
|
||||
logistic :: Float -> Float -> Float -> (Float -> Float)
|
||||
logistic x0 l k x = l / (1 + exp (k*(x0 - x)))
|
||||
|
||||
|
||||
{- | given a target and a start point, shift toward the end point by a given
|
||||
amount.
|
||||
If close enough, end up on the end point
|
||||
-}
|
||||
If close enough, end up on the end point -}
|
||||
mvPointTowardAtSpeed
|
||||
:: Float -- ^ Speed.
|
||||
-> Point2 -- ^ End point.
|
||||
@@ -790,14 +486,12 @@ mvPointTowardAtSpeed
|
||||
mvPointTowardAtSpeed speed !ep !p
|
||||
| dist p ep < speed = ep
|
||||
| otherwise = p +.+ speed *.* normalizeV (ep -.- p)
|
||||
|
||||
{- | given a target and a start point, shift toward the end point by 1.
|
||||
If close enough, end up on the end point
|
||||
-}
|
||||
If close enough, end up on the end point -}
|
||||
mvPointToward
|
||||
:: Point2 -- ^ End point.
|
||||
-> Point2 -- ^ Start point.
|
||||
-> Point2
|
||||
mvPointToward !ep !p | dist p ep < 1 = ep
|
||||
mvPointToward !ep !p
|
||||
| dist p ep < 1 = ep
|
||||
| otherwise = p +.+ normalizeV (ep -.- p)
|
||||
|
||||
|
||||
@@ -0,0 +1,211 @@
|
||||
{-# 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
|
||||
@@ -0,0 +1,24 @@
|
||||
{- | 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
|
||||
@@ -0,0 +1,172 @@
|
||||
{- | 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
|
||||
+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
|
||||
|
||||
+13
-3
@@ -23,9 +23,19 @@ vvThickLine = lineOfThickness 6
|
||||
-- shit this is ugly
|
||||
lineOfThickness :: Float -> [Point2] -> Picture
|
||||
lineOfThickness t = pictures . f
|
||||
where f (x:y:ys)
|
||||
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)
|
||||
| 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
|
||||
|
||||
+19
-16
@@ -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)
|
||||
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)
|
||||
let pillarsc = putBlockRect (x/3-20) (x/3+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)
|
||||
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
|
||||
|
||||
@@ -62,8 +62,10 @@ 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)
|
||||
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]
|
||||
@@ -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)
|
||||
@@ -385,11 +385,12 @@ 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
|
||||
wlp = fmap E3x2
|
||||
$ listToMaybe
|
||||
$ 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
|
||||
|
||||
Reference in New Issue
Block a user