Cleanup: broken pathfinding
This commit is contained in:
@@ -0,0 +1,17 @@
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module Dodge.Placement.Instance
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( module Dodge.Placement.Instance.Door
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, module Dodge.Placement.Instance.LightSource
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, module Dodge.Placement.Instance.Wall
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, module Dodge.Placement.Instance.Button
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, module Dodge.Placement.Instance.Turret
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, module Dodge.Placement.Instance.Sensor
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, module Dodge.Placement.Instance.Creature
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)
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where
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import Dodge.Placement.Instance.Door
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import Dodge.Placement.Instance.LightSource
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import Dodge.Placement.Instance.Wall
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import Dodge.Placement.Instance.Button
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import Dodge.Placement.Instance.Turret
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import Dodge.Placement.Instance.Sensor
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import Dodge.Placement.Instance.Creature
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@@ -0,0 +1,68 @@
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module Dodge.Placement.Instance.Button where
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import Dodge.Data
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import Color
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import Geometry
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import Geometry.Vector3D
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import Dodge.LevelGen.Data
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import Dodge.Default
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import Dodge.LevelGen.Switch
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import Dodge.Placement.Instance.LightSource
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import Dodge.PlacementSpot
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import ShapePicture
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import Data.Maybe
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import Control.Lens
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triggerSwitchSPic :: (Button -> SPic) -> PlacementSpot -> Placement
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triggerSwitchSPic sdraw ps = plCont ps (PutTrigger (const False))
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$ \tp -> Just $ pContID ps (PutButton (makeSwitchSPic sdraw (oneff $ trigid tp) (offeff $ trigid tp)))
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(const Nothing)
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where
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trigid tp = fromJust $ _plMID tp
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oneff tid = triggers . ix tid .~ const True
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offeff tid = triggers . ix tid .~ const False
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triggerSwitchSPicLight :: (Button -> SPic) -> PlacementSpot -> Placement
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triggerSwitchSPicLight sdraw ps = plCont ps (PutTrigger (const False))
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$ \tp -> Just $ pContID fstLnkOut (PutLS thels)
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$ \lsid -> Just
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$ pContID ps (PutButton (makeSwitchSPic sdraw (oneff lsid $ trigid tp) (offeff lsid $ trigid tp)))
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(const Nothing)
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where
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thels = defaultLS {_lsIntensity = V3 0.5 0 0, _lsPos = V3 0 0 78, _lsRad = 75}
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trigid tp = fromJust $ _plMID tp
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eff lsid tid b c = (triggers . ix tid .~ const b)
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. (lightSources . ix lsid . lsIntensity .~ c)
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oneff lsid tid = eff lsid tid True (V3 0 0.5 0)
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offeff lsid tid = eff lsid tid False (V3 0.5 0 0)
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triggerSwitch :: Color -> PlacementSpot -> Placement
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triggerSwitch col ps = plCont ps (PutTrigger (const False))
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$ \tp -> Just $ pContID ps (PutButton (makeSwitch col col (oneff $ trigid tp) (offeff $ trigid tp)))
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(const Nothing)
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where
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trigid tp = fromJust $ _plMID tp
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oneff tid = triggers . ix tid .~ const True
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offeff tid = triggers . ix tid .~ const False
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putLitButtonID :: Color -> Point2 -> Float -> (Int -> Maybe Placement) -> Placement
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putLitButtonID col p a subpl = mntLSOn aShape (Just col) ls p'' (addZ 40 p')
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$ contToIDCont
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$ \lsid -> jps0 (PutButton (makeButton col (changeLight lsid)) {_btPos = p, _btRot = a})
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subpl
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where
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p' = p -.- 30 *.* vNormal (unitVectorAtAngle a)
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p'' = p +.+ 10 *.* vNormal (unitVectorAtAngle a)
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changeLight lsid = lightSources . ix lsid . lsIntensity .~ V3 0 0.5 0
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ls = defaultLS { _lsRad = 75 , _lsIntensity = V3 0.5 0 0 }
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putLitButOnPos :: Color -> (RoomPos -> Maybe PlacementSpot) -> (Int -> Maybe Placement) -> Placement
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putLitButOnPos col f subpl
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= plSpot .~ thePS $ mntLSOn aShape (Just col) ls 0 (V3 0 (-40) 40)
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$ \plmnt -> let lsid = fromJust $ _plMID plmnt
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in jps0 (PutButton (makeButton col (changeLight lsid)) {_btPos = V2 0 (-1), _btRot = pi})
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subpl <&> plSpot .~ _plSpot plmnt
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where
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changeLight lsid = lightSources . ix lsid . lsIntensity .~ V3 0 0.5 0
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ls = defaultLS { _lsRad = 75 , _lsIntensity = V3 0.5 0 0 }
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thePS = PSLnk f (const id) Nothing
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@@ -0,0 +1,8 @@
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module Dodge.Placement.Instance.Creature where
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import Dodge.LevelGen.Data
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import Dodge.RandomHelp
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import Dodge.Creature.ArmourChase
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import Dodge.Creature.ChaseCrit
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randC1 :: PSType
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randC1 = RandPS $ takeOne $ map PutCrit $ armourChaseCrit : replicate 50 chaseCrit
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@@ -0,0 +1,40 @@
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module Dodge.Placement.Instance.Door where
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import Dodge.Data
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import Dodge.Base
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import Color
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import Geometry
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import Geometry.Vector3D
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import Dodge.LevelGen.Data
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import Dodge.Creature.Property
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import Dodge.LevelGen.Switch
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import qualified Data.IntMap.Strict as IM
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putDoubleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> Placement
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putDoubleDoor pathing col cond a b speed = putDoubleDoorThen pathing col cond a b speed Nothing
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putDoubleDoorThen :: Bool -> Color -> (World -> Bool)
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-> Point2 -> Point2 -> Float -> Maybe Placement -> Placement
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putDoubleDoorThen pathing col cond a b speed mayp = ps0j (PutSlideDoor pathing col cond a half speed)
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$ Placement (PS (V2 0 0) 0) ( PutSlideDoor pathing col cond b half speed) Nothing $ const mayp
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where
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half = 0.5 *.* (a +.+ b)
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putAutoDoor :: Point2 -> Point2 -> Placement
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putAutoDoor a b = PlacementUsingPos (addZ 0 a)
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$ \az -> PlacementUsingPos (addZ 0 b)
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$ \bz -> putDoubleDoor True (dim yellow) (cond az bz) a b 3
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where
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--cond az bz = any (crNearSeg 40 (stripZ az) (stripZ bz)) . IM.filter isAnimate . _creatures
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cond az bz = any (crNearPoint 40 (0.5 *.* (stripZ az +.+ stripZ bz)))
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. IM.filter isAnimate . _creatures
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switchDoor :: Point2 -> Float -> Point2 -> Point2 -> Color -> Placement
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switchDoor btpos btrot dra drb col = pContID (PS btpos btrot) (PutButton $ makeSwitch col red id id)
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$ \btid -> jsps0J (PutSlideDoor False col (cond btid) dra drc 2)
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$ sps0 (PutSlideDoor False col (cond btid) drb drc 2)
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where
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drc = 0.5 *.* (dra +.+ drb)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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@@ -0,0 +1,120 @@
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module Dodge.Placement.Instance.LightSource where
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import Dodge.Data
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import Dodge.LightSources.Lamp
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import Dodge.LevelGen.Data
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import Dodge.Room.Foreground
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import Geometry
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import Geometry.Vector3D
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import Dodge.Creature.Inanimate
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import Shape.Data
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import Dodge.Default
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import Dodge.RandomHelp
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import Color
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import Shape
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import Control.Lens
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-- | mount a light source on a shape
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mntLSOn
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:: (Point2 -> Point3 -> Shape) -- ^ function describing the mount shape
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-> Maybe Color -- ^ describing a possible color override for the shape
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-> LightSource -> Point2 -> Point3 -> (Placement -> Maybe Placement) -> Placement
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mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _)
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= ps0jPushPS (PutForeground . setCol $ shapeF wallp lsp)
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. pt0 (PutLS $ ls {_lsPos = lsp'})
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where
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lsp' = lsp -.-.- V3 x y 1
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-- hack! perturb the light position
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V2 x y = rotateV 1 . (0.1 *.*) . normalizeV $ wallp -.- V2 lx ly
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setCol = maybe id colorSH mcol
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iShape :: Point2 -> Point3 -> Shape
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iShape wp (V3 x y z) = thinHighBar z wp (V2 x y)
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lShape :: Point2 -> Point3 -> Shape
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lShape wp (V3 x y z) = thinHighBar z wallposUp turnpos
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<> thinHighBar z turnpos (V2 x y)
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where
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n = vNormal (wp -.- V2 x y)
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wallposUp = wp +.+ n
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turnpos = V2 x y +.+ n
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jShape :: Point2 -> Point3 -> Shape
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jShape wallpos (V3 x y z) = thinHighBar z wallposUp turn1
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<> thinHighBar z turn1 turn2
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<> thinHighBar z turn2 endpos
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where
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n = vNormal (wallpos -.- V2 x y)
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wallposUp = wallpos +.+ n
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turnpos = V2 x y +.+ n
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endpos = V2 x y
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turn1 = 0.5 *.* (wallposUp +.+ turnpos)
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turn2 = 0.5 *.* (turnpos +.+ endpos)
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liShape :: Point2 -> Point3 -> Shape
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liShape wallpos (V3 x y z) =
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thinHighBar z wallposUp turnpos
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<> thinHighBar z turnpos (V2 x y)
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where
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n = vNormal (V2 x y -.- wallpos)
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wallposUp = wallpos +.+ n
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turnpos = V2 x y +.+ n
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aShape :: Point2 -> Point3 -> Shape
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aShape wallpos (V3 x y z) =
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girder (z+2) 20 10 pout wallpos
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where
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pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
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vShape :: Point2 -> Point3 -> Shape
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vShape wallpos (V3 x y z) =
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thinHighBar z wallposUp lxy
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<> thinHighBar z wallposDown lxy
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where
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lxy = V2 x y
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n = vNormal (wallpos -.- lxy)
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wallposUp = wallpos +.+ n
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wallposDown = wallpos -.- n
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mntLS :: (Point2 -> Point3 -> Shape) -> Point2 -> Point3 -> Placement
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mntLS shp wallp lampp = mntLSOn shp Nothing defaultLS wallp lampp (const Nothing)
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mntLSCond :: (Point2 -> Point3 -> Shape) -> (RoomPos -> Maybe PlacementSpot) -> Placement
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mntLSCond shp shift = -- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $
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mntLS shp 0 (V3 0 (-40) 90)
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& plSpot .~ PSLnk shift (const id) Nothing
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-- note that this perhaps pushes the vshape light out too far
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mntLight :: Point2 -> Point2 -> Placement
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mntLight a b = RandomPlacement $ do
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shp <- takeOne [vShape,iShape,lShape,jShape,liShape]
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return $ mntLS shp a (addZ 90 b)
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mntLightLnkCond :: (RoomPos -> Maybe PlacementSpot) -> Placement
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mntLightLnkCond f = RandomPlacement $ do
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shp <- takeOne [vShape,iShape,lShape,jShape,liShape]
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return $ mntLSCond shp f
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unusedLnkToPS :: RoomPos -> Maybe PlacementSpot
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unusedLnkToPS rp = case rp of
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UnusedLink p a -> Just $ PS p a
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_ -> Nothing
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spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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spanColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y (h-5)) 0)
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$ sps0 $ PutForeground $ thinHighBar h a b
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where
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V2 x y = 0.5 *.* (a +.+ b)
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spanLightI :: Point2 -> Point2 -> Placement
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spanLightI = spanColLightI 0.75 50
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extendAway :: Point2 -> Point2 -> Point2
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extendAway p x = p +.+ safeNormalizeV (p -.- x)
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putColorLamp :: Point3 -> PSType
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putColorLamp col = PutCrit (colorLamp col 90)
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putLamp :: PSType
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putLamp = PutCrit (lamp 90)
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@@ -0,0 +1,54 @@
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module Dodge.Placement.Instance.Sensor
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( lightSensor
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) where
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import Color
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import Dodge.Data
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import Dodge.LevelGen.Data
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import Dodge.Default
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import Geometry
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import ShapePicture
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import Shape
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import Control.Lens
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import Data.Either
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damageSensor
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:: (DamageType -> Either Int Int) -- Left gets sensed, Right does damage
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-> Point2 -> Float -> Placement
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damageSensor damF p r = pContID (PS p r) ( PutLS theLS)
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$ \lsid -> jsps p r $ PutMachine yellow (reverse $ square wdth) defaultMachine
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{ _mcDraw = sensorSPic
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, _mcUpdate = sensorUpdate damF
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, _mcLSs = [lsid]
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}
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where
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theLS = defaultLS { _lsPos = V3 0 0 30 , _lsIntensity = 0.1 }
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lightSensor :: Point2 -> Float -> Placement
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lightSensor = damageSensor senseLasering
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senseLasering :: DamageType -> Either Int Int
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senseLasering Lasering {_dmAmount = x} = Left x
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senseLasering _ = Right 0
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sensorUpdate :: (DamageType -> Either Int Int) -> Machine -> World -> World
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sensorUpdate damF mc w = w & machines . ix mcid %~ upmc
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& lightSources . ix lsid %~ upls
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where
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upmc = ( mcSensor %~ \x' -> min 750 (max 0 (x' - 5 + newSense)) )
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. ( mcHP -~ sum dam )
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. (mcDamage .~ [])
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x = _mcSensor mc
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mcid = _mcID mc
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lsid = head (_mcLSs mc)
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(senseData,dam) = partitionEithers $ map damF $ _mcDamage mc
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newSense = sum senseData
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ni = fromIntegral x / 500
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upls = lsIntensity .~ V3 ni ni ni
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sensorSPic :: Machine -> SPic
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sensorSPic _ = ( colorSH yellow $ upperPrismPoly 25 (square wdth)
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, mempty )
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wdth :: Float
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wdth = 10
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@@ -0,0 +1,91 @@
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module Dodge.Placement.Instance.Turret where
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import Color
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import Dodge.Data
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import Dodge.LevelGen.Data
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import Dodge.Default
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import Dodge.Wall.Delete
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import Dodge.WorldEvent.Explosion
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import Dodge.Item.Weapon.BatteryGuns
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import Dodge.SoundLogic.LoadSound
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import Dodge.SoundLogic
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import Dodge.Data.SoundOrigin
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import Geometry
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import ShapePicture
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import Shape
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import Dodge.Base
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import Dodge.Base.Collide
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import Data.List
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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putLasTurret :: Placement
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putLasTurret = sps0 $ PutMachine blue (reverse $ square wdth) defaultMachine
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{ _mcDraw = drawTurret
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, _mcUpdate = updateTurret
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, _mcType = lasTurret
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, _mcHP = 50000
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}
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lasTurret :: MachineType
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lasTurret = Turret
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{ _tuWeapon = lasGun
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, _tuTurnSpeed = 0.1
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, _tuFireTime = 0
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}
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updateTurret :: Machine -> World -> World
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updateTurret mc w
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| _mcHP mc < 1 = w & machines %~ IM.delete mcid
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& deleteWallIDs (_mcWallIDs mc)
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& makeExplosionAt mcpos
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| otherwise = w & doDamage & maybeFire & elecDamBranch
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where
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doDamage = machines . ix mcid %~
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( (mcDamage .~ [Electrical (min 2500 $ max 0 (elecDam - 10)) 0 0 0])
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. (mcHP -~ dam)
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)
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elecDamBranch
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| elecDam < 10 = updateFiringStatus . doTurn
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| otherwise = id
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maybeFire
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| _tuFireTime (_mcType mc) > 0
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= ( particles %~ (makeLaserAt 5 (mcpos + 15 *.* unitVectorAtAngle mcdir) mcdir :) )
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. soundContinue (MachineSound mcid) mcpos tone440sawtoothS (Just 1)
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| otherwise = id
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mcid = _mcID mc
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ypos = _crPos $ you w
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mcpos = _mcPos mc
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mcdir = _mcDir mc
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seesYou = hasLOSIndirect mcpos ypos w
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(elecDams, dams) = partition isElectrical $ _mcDamage mc
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dam = sum $ map _dmAmount dams
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elecDam = sum $ map _dmAmount elecDams
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doTurn
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| seesYou = machines . ix mcid . mcDir %~ turnTo 0.005 mcpos ypos
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| otherwise = id
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closeFireAngle = seesYou && angleVV (ypos -.- mcpos) (unitVectorAtAngle mcdir) < 1
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updateFiringStatus
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| closeFireAngle = machines . ix mcid . mcType . tuFireTime .~ 20
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| otherwise = machines . ix mcid . mcType . tuFireTime %~ (max 0 . subtract 1)
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turnTo :: Float -> Point2 -> Point2 -> Float -> Float
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turnTo turnSpeed sp tp a
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| vToTarg == V2 0 0 = a
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| angleVV vToTarg vdir <= turnSpeed
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= argV vToTarg
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| isLHS (sp +.+ vdir) sp tp = a - turnSpeed
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| otherwise = a + turnSpeed
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where
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vdir = unitVectorAtAngle a
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vToTarg = tp -.- sp
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drawTurret :: Machine -> SPic
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drawTurret mc = (rotateSH (-_mcDir mc) . colorSH blue $ upperPrismPoly 20 (square wdth)
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, mempty -- setLayer 5 $ scale 0.5 0.5 $ text $ show $ _mcDir mc )
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)
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<> translateSPz 20 (_itFloorPict it it)
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where
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it = _tuWeapon $ _mcType mc
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wdth :: Float
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wdth = 10
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@@ -0,0 +1,131 @@
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module Dodge.Placement.Instance.Wall
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where
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import Dodge.Data
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import Color
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import Geometry
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import Dodge.LevelGen.Data
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import Dodge.Default.Wall
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import Data.List
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import Control.Lens
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singleBlock :: Point2 -> [Placement]
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singleBlock a =
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[sPS a 0
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$ PutBlock [5,20,20] (greyN 0.5)
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$ reverse
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$ rectNSWE 10 (-10) (-10) 10
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]
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{-
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Places a line of blocks between two points.
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Width 9, also extends out from each point by 9.
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-}
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blockLine :: Point2 -> Point2 -> Placement
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blockLine a b = sps0 $ PutLineBlock baseBlockPane 9 9 a b
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{-
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Places an breakable window between two points.
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Width 8, also extends out from each point by 8.
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-}
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||||
windowLine :: Point2 -> Point2 -> Placement
|
||||
windowLine a b = sps0 $ PutLineBlock baseWindowPane 8 8 a b
|
||||
{-
|
||||
Places an unbreakable window between two points.
|
||||
Width 7, also extends out from each point by 7.
|
||||
-}
|
||||
crystalLine :: Point2 -> Point2 -> Placement
|
||||
crystalLine a b = sps0 $ PutWall ps defaultCrystalWall
|
||||
where
|
||||
ps =
|
||||
[ a +.+ left +.+ up
|
||||
, (a +.+ left) -.- up
|
||||
, (b -.- left) -.- up
|
||||
, (b -.- left) +.+ up
|
||||
]
|
||||
left = 7 *.* normalizeV (a-.-b)
|
||||
up = vNormal left
|
||||
{- Places an unbreakable wall between two points.
|
||||
Depth 15, does not extend wider than points.
|
||||
-}
|
||||
wallLine :: Point2 -> Point2 -> Placement
|
||||
wallLine a b = sps0 $ PutWall ps defaultWall
|
||||
where
|
||||
ps = [ a +.+ up
|
||||
, a -.- up
|
||||
, b -.- up
|
||||
, b +.+ up
|
||||
]
|
||||
left = 15 *.* normalizeV (a-.-b)
|
||||
up = vNormal left
|
||||
|
||||
windowLineType :: Point2 -> Point2 -> PSType
|
||||
windowLineType = PutLineBlock baseWindowPane 8 8
|
||||
|
||||
baseBlockPane :: Wall
|
||||
baseBlockPane = defaultWall
|
||||
{ _wlLine = (V2 0 0,V2 50 0)
|
||||
, _wlID = 0
|
||||
, _wlColor = greyN 0.5
|
||||
, _wlSeen = False
|
||||
, _wlOpacity = Opaque
|
||||
, _wlDraw = True
|
||||
, _wlFireThrough = True
|
||||
}
|
||||
baseWindowPane :: Wall
|
||||
baseWindowPane = defaultWall
|
||||
{ _wlLine = (V2 0 0,V2 50 0)
|
||||
, _wlID = 0
|
||||
, _wlColor = withAlpha 0.2 cyan
|
||||
, _wlSeen = False
|
||||
, _wlOpacity = SeeThrough
|
||||
, _wlDraw = True
|
||||
, _wlFireThrough = True
|
||||
}
|
||||
-- TODO find home for this
|
||||
{- Replaces instances of a given 'PutID' with 'PSType's drawn from a list. -}
|
||||
replacePutID
|
||||
:: Int -- ^ The id of 'PutID' to be replaced
|
||||
-> [PSType] -- ^ List of replacements
|
||||
-> Room
|
||||
-> Room
|
||||
replacePutID i psts r =
|
||||
r & rmPmnts %~ flip (subZipWith (isPutID i) (\ps pt -> ps & plType .~ pt)) psts
|
||||
{- Partition a list by a predicate, apply a zip to those elements
|
||||
that satisfy the predicate, concatenate
|
||||
the new zipped list and the other (unchanged) half. -}
|
||||
subZipWith
|
||||
:: (a -> Bool) -- ^ Filter: elements to apply zip to
|
||||
-> (a -> b -> a) -- ^ Combining function
|
||||
-> [a] -- ^ List to be partitioned
|
||||
-> [b] -- ^ Modifying list
|
||||
-> [a]
|
||||
subZipWith f g xs ys =
|
||||
let (zs,ws) = partition f xs
|
||||
in zipWith g zs ys ++ ws
|
||||
|
||||
isPutID :: Int -> Placement -> Bool
|
||||
isPutID i ps = Just i == ps ^? plType . putID
|
||||
|
||||
putBlockRect :: Float -> Float -> Float -> Float -> [Placement]
|
||||
putBlockRect a x b y =
|
||||
[ blockLine (V2 a b) (V2 a y)
|
||||
, blockLine (V2 a y) (V2 x y)
|
||||
, blockLine (V2 x y) (V2 x b)
|
||||
, blockLine (V2 x b) (V2 a b)
|
||||
]
|
||||
putBlockV :: Float -> Float -> Float -> Float -> [Placement]
|
||||
putBlockV a x b y =
|
||||
[ blockLine (V2 a b) (V2 a y)
|
||||
, blockLine (V2 x b) (V2 a b)
|
||||
]
|
||||
putBlockC :: Float -> Float -> Float -> Float -> [Placement]
|
||||
putBlockC a x b y =
|
||||
[ blockLine (V2 a b) (V2 a y)
|
||||
, blockLine (V2 x b) (V2 a b)
|
||||
, blockLine (V2 a y) (V2 x y)
|
||||
]
|
||||
putBlockN :: Float -> Float -> Float -> Float -> [Placement]
|
||||
putBlockN a x b y =
|
||||
[ blockLine (V2 a b) (V2 a y)
|
||||
, blockLine (V2 x b) (V2 a b)
|
||||
, blockLine (V2 x y) (V2 x b)
|
||||
]
|
||||
@@ -0,0 +1,199 @@
|
||||
{-# LANGUAGE FlexibleInstances #-}
|
||||
{-# LANGUAGE RankNTypes #-}
|
||||
-- | deals with placement of objects within the world
|
||||
-- after they have had their coordinates set by the layout
|
||||
module Dodge.Placement.PlaceSpot
|
||||
( shiftPlacement
|
||||
, shiftPointBy
|
||||
, invShiftPointBy
|
||||
, placeSpot
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Path
|
||||
import Dodge.Placement.PlaceSpot.Block
|
||||
import Dodge.Placement.PlaceSpot.TriggerDoor
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.Default.Wall
|
||||
import Dodge.ShiftPoint
|
||||
--import Dodge.RandomHelp
|
||||
--import Dodge.Placements.Spot
|
||||
import Geometry
|
||||
import Geometry.Vector3D
|
||||
import Shape
|
||||
import qualified IntMapHelp as IM
|
||||
import Color
|
||||
|
||||
import System.Random
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
import qualified Data.IntSet as IS
|
||||
import Data.Bifunctor
|
||||
|
||||
-- when placing a placement, we update the world and the room and assign an id
|
||||
-- to the placement
|
||||
placeSpot :: (World,Room) -> Placement -> ( (World,Room), [Placement] )
|
||||
placeSpot (w,rm) plmnt = case plmnt of
|
||||
Placement{_plSpot = PSRoomRand i} -> placeSpotRoomRand rm i plmnt w
|
||||
Placement{_plSpot = PSLnk extract eff fallback} -> placeSpotUsingLink w rm plmnt extract eff fallback
|
||||
Placement{} ->
|
||||
let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
|
||||
newplmnt = plmnt & plMID ?~ i
|
||||
in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt newplmnt)
|
||||
where
|
||||
recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
|
||||
in (wr,newplmnt:newplmnts)
|
||||
-- (placeSpot (w',rm)) (_plIDCont plmnt i)
|
||||
PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p))
|
||||
RandomPlacement rplmnt -> placeSpot (w & randGen .~ g,rm) plmnt'
|
||||
where
|
||||
(plmnt', g) = runState rplmnt (_randGen w)
|
||||
where
|
||||
shift = _rmShift rm
|
||||
|
||||
-- this should be tidied up
|
||||
placeSpotUsingLink :: World -> Room -> Placement
|
||||
-> (RoomPos -> Maybe PlacementSpot)
|
||||
-> (RoomPos -> Room -> Room)
|
||||
-> Maybe Placement
|
||||
-> ((World, Room), [Placement])
|
||||
placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos rm) of
|
||||
Just (ps,pos,newrmpos) -> placeSpot (w, eff pos $ rm & rmPos .~ newrmpos) (plmnt & plSpot .~ ps)
|
||||
Nothing -> case fallback of
|
||||
Nothing -> ((w,rm),[plmnt])
|
||||
Just plmnt' -> placeSpot (w,rm) plmnt'
|
||||
where
|
||||
searchedPoss [] = error "no correct pos type for lnk placement"
|
||||
searchedPoss (pos:poss) = case extract pos of
|
||||
Nothing -> second (pos:) <$> searchedPoss poss
|
||||
Just ps -> Just ( ps,pos, poss)
|
||||
|
||||
placeSpotRoomRand :: Room -> Int -> Placement -> World -> ((World,Room),[Placement])
|
||||
placeSpotRoomRand rm i plmnt w =
|
||||
let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
|
||||
in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ uncurry PS ps)
|
||||
|
||||
shiftPlacement :: (Point2,Float) -> Placement -> Placement
|
||||
shiftPlacement shift plmnt = case plmnt of
|
||||
Placement {} -> plmnt & plSpot %~ shiftPSBy shift
|
||||
& plIDCont %~ fmap (fmap $ shiftPlacement shift)
|
||||
PlacementUsingPos p f -> PlacementUsingPos (shiftPoint3By shift p)
|
||||
(fmap (shiftPlacement shift) f)
|
||||
RandomPlacement rpl -> RandomPlacement $ fmap (shiftPlacement shift) rpl
|
||||
|
||||
shiftPSBy :: (Point2,Float) -> PlacementSpot -> PlacementSpot
|
||||
shiftPSBy (pos,rot) ps = ps
|
||||
& psPos %~ shiftPointBy (pos,rot)
|
||||
& psRot %~ (+ rot)
|
||||
|
||||
-- the Int here allows for passing parameters down to other placements:
|
||||
-- button ids, etc
|
||||
placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
|
||||
placeSpotID ps pt w = case pt of
|
||||
PutTrigger cond -> placeNewInto triggers cond w
|
||||
PutProp prop -> plNewUpID props pjID (mvProp p rot prop) w
|
||||
PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
|
||||
PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
|
||||
PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
|
||||
PutMachine col wallpoly mc -> placeMachine col (map doShift wallpoly) mc p rot w
|
||||
PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
|
||||
PutPressPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
|
||||
RandPS rgen -> evaluateRandPS rgen ps w
|
||||
PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
|
||||
PutCoordinate coordp -> placeNewInto coordinates (doShift coordp) w
|
||||
PutSlideDoor pathing col f a b spd -> placeSlideDoor pathing col f (doShift a) (doShift b) spd w
|
||||
PutBlock (hp:hps) col ps' -> placeBlock (map doShift ps') hp col Opaque hps w
|
||||
PutBlock{} -> error "messed up block placement somehow"
|
||||
PutLineBlock wl wdth dpth a b -> placeLineBlock wl wdth dpth (doShift a) (doShift b) w
|
||||
PutWall { _pwPoly = ps', _pwWall = wl } -> (0,placeWallPoly (map doShift ps') wl w)
|
||||
PutForeground sh -> (0,w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
|
||||
PutNothing -> (0,w)
|
||||
PutID i -> (i, w)
|
||||
PutWorldUpdate f -> (0,f ps w)
|
||||
where
|
||||
p@(V2 px py) = _psPos ps
|
||||
p' = V3 px py 0
|
||||
rot = _psRot ps
|
||||
doShift = shiftPointBy (p,rot)
|
||||
|
||||
evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
|
||||
evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
|
||||
where
|
||||
(evaluatedType, g) = runState rgen (_randGen w)
|
||||
|
||||
placeWallPoly :: [Point2] -> Wall -> World -> World
|
||||
placeWallPoly ps wl = rmCrossPaths . over walls (addWalls ps wl)
|
||||
where
|
||||
rmCrossPaths w = foldr (uncurry removePathsCrossing) w $ loopPairs ps
|
||||
|
||||
|
||||
addWalls :: [Point2] -> Wall -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
addWalls qs wl wls = foldr (addPane wl) wls pairs
|
||||
where
|
||||
(p:ps) = orderPolygon qs
|
||||
pairs = zip (ps ++ [p]) (p:ps)
|
||||
|
||||
addPane :: Wall -> (Point2,Point2) -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
addPane wl l wls = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
|
||||
where
|
||||
wlid = IM.newKey wls
|
||||
|
||||
-- | generalised way of putting a new item into a lensed intmap, returning the
|
||||
-- new index as well
|
||||
placeNewInto :: ALens' World (IM.IntMap a)
|
||||
-> a
|
||||
-> World
|
||||
-> (Int,World)
|
||||
placeNewInto l x w = (i,w & l #%~ IM.insert i x)
|
||||
where
|
||||
i = IM.newKey $ w ^# l
|
||||
|
||||
-- | place an new object into an intmap and update its id
|
||||
plNewUpID :: ALens' World (IM.IntMap a)
|
||||
-> ALens' a Int
|
||||
-> a
|
||||
-> World
|
||||
-> (Int,World)
|
||||
plNewUpID l li x w = (i,w & l #%~ IM.insert i (x & li #~ i))
|
||||
where
|
||||
i = IM.newKey $ w ^# l
|
||||
|
||||
mvProp :: Point2 -> Float -> Prop -> Prop
|
||||
mvProp p a = (pjRot +~ a) . (pjPos %~ ( (p +.+) . rotateV a ))
|
||||
|
||||
mvButton :: Point2 -> Float -> Button -> Button
|
||||
mvButton p a = (btRot +~ a) . (btPos %~ ( (p +.+) . rotateV a ))
|
||||
|
||||
{- Creates a floor item at a given point.-}
|
||||
createFlIt :: Point2 -> Float -> Item -> FloorItem
|
||||
createFlIt p rot itm = FlIt { _flItPos = p , _flItRot = rot , _flItID = 0 , _flIt = itm }
|
||||
|
||||
mvPP :: Point2 -> Float -> PressPlate -> PressPlate
|
||||
mvPP p rot pp = pp {_ppPos = p,_ppRot = rot}
|
||||
|
||||
mvCr :: Point2 -> Float -> Creature -> Creature
|
||||
mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot}
|
||||
|
||||
placeMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> World -> (Int,World)
|
||||
placeMachine color wallpoly mc p rot w = (mcid
|
||||
, w & machines %~ addMc
|
||||
& walls %~ placeMachineWalls color wallpoly mcid wlid
|
||||
)
|
||||
where
|
||||
mcid = IM.newKey $ _machines w
|
||||
wlid = IM.newKey $ _walls w
|
||||
wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
|
||||
addMc mcs = IM.insert mcid (mc {_mcPos = p,_mcDir = rot,_mcID = mcid, _mcWallIDs = wlids}) mcs
|
||||
|
||||
-- TODO correctly remove/shift pathfinding lines (removePathsCrossing)
|
||||
placeMachineWalls :: Color -> [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
placeMachineWalls col poly mcid wlid = flip (foldr f) $ zip [wlid..] $ loopPairs poly
|
||||
where
|
||||
f (wid,l) = IM.insert wid baseWall{_wlID = wid, _wlLine = l}
|
||||
baseWall = defaultMachineWall
|
||||
& wlColor .~ col
|
||||
& wlStructure . wlStMachine .~ mcid
|
||||
|
||||
mvLS :: Point3 -> Float -> LightSource -> LightSource
|
||||
mvLS (V3 x y z) rot ls = ls {_lsPos = V3 x y z +.+.+ startPos,_lsDir = rot}
|
||||
where
|
||||
startPos = onXY (rotateV rot) $ _lsPos ls
|
||||
@@ -0,0 +1,108 @@
|
||||
{- | Creation, update and destruction of destructible walls. -}
|
||||
module Dodge.Placement.PlaceSpot.Block
|
||||
( placeBlock
|
||||
, placeLineBlock
|
||||
)
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Path
|
||||
import Dodge.Base
|
||||
import Dodge.Zone
|
||||
import Dodge.Default.Wall
|
||||
import Geometry
|
||||
import qualified IntMapHelp as IM
|
||||
import Color
|
||||
|
||||
import Control.Lens
|
||||
import Data.List
|
||||
import qualified Data.IntSet as IS
|
||||
|
||||
addBlock
|
||||
:: [Point2] -- ^ Block polygon
|
||||
-> Int -- ^ First layer of health
|
||||
-> Color
|
||||
-> Opacity -- ^ Is the block see through?
|
||||
-> [Int] -- ^ Extra layers of health
|
||||
-> World
|
||||
-> World
|
||||
addBlock (p:ps) hp col opacity hps w
|
||||
| hp <= 0 && null hps = w
|
||||
| hp <= 0 = addBlock (p:ps) (head hps + hp) col opacity (tail hps) w
|
||||
| otherwise = w
|
||||
& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
|
||||
& walls %~ IM.union panes
|
||||
& blocks %~ IM.insert blid (Block {_blID = blid,_blWallIDs = IS.fromList is, _blHPs = hp:hps, _blShadows=[]})
|
||||
where
|
||||
blid = IM.newKey $ _blocks w
|
||||
lns = zip (p:ps) (ps ++ [p])
|
||||
i = IM.newKey $ _walls w
|
||||
is = [i.. i + length lns-1]
|
||||
panes = IM.fromList $ zipWith
|
||||
(\j (a,b) -> (,) j defaultWall
|
||||
{ _wlLine = (a,b)
|
||||
, _wlID = j
|
||||
, _wlColor = col
|
||||
, _wlOpacity = opacity
|
||||
, _wlStructure = BlockPart blid
|
||||
, _wlFireThrough = True
|
||||
}
|
||||
) is lns
|
||||
wallInZone wl
|
||||
| uncurry dist (_wlLine wl) <= 2*zoneSize
|
||||
= insertIMInZone x y wlid wl
|
||||
| otherwise = flip (foldl' $ flip (\(a,b) -> insertIMInZone a b wlid wl)) ips
|
||||
where
|
||||
(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine wl)
|
||||
wlid = _wlID wl
|
||||
ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
|
||||
addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
|
||||
|
||||
placeBlock :: [Point2] -> Int -> Color -> Opacity -> [Int] -> World -> (Int,World)
|
||||
placeBlock poly i c opac is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
|
||||
where
|
||||
pairs = loopPairs poly
|
||||
wWithBlock = addBlock poly i c opac is w
|
||||
|
||||
{- | Splits a line into many four cornered blocks. -}
|
||||
placeLineBlock
|
||||
:: Wall -- ^ Base pane
|
||||
-> Float -- ^ Block width
|
||||
-> Float -- ^ Block depth
|
||||
-> Point2 -- ^ Start point (symmetric)
|
||||
-> Point2 -- ^ End point (symmetric)
|
||||
-> World
|
||||
-> (Int, World)
|
||||
placeLineBlock basePane blockWidth depth a b w = (,) 0
|
||||
$ removePathsCrossing a b $ foldr insertWall (insertBlocks w) listWalls
|
||||
where
|
||||
psOnLine = divideLineOddNumPoints blockWidth a b
|
||||
halfBlockWidth = dist a b / fromIntegral (length psOnLine - 1)
|
||||
blockCenPs = snd $ evenOddSplit psOnLine
|
||||
numBlocks = length blockCenPs
|
||||
is = [0.. numBlocks - 1]
|
||||
cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
|
||||
cornersAt p = fmap ( (p +.+) . rotateV (argV (b -.- a)) ) cornerPoints
|
||||
linesAt p = loopPairs $ cornersAt p
|
||||
wlid = IM.newKey $ _walls w
|
||||
blid = IM.newKey $ _blocks w
|
||||
insertBlock i = over blocks $ IM.insert (i+blid) Block
|
||||
{_blID = i + blid, _blWallIDs = IS.fromList $ ksAtI i, _blHPs = [5,5], _blShadows = shadowsAt i}
|
||||
insertBlocks = flip (foldr insertBlock) is
|
||||
ksAtI i = map ( + (wlid + i*4) ) [0,1,2,3]
|
||||
visibilityAt i
|
||||
| i == 0 = [False,True,True ,True]
|
||||
| i == numBlocks - 1 = [True ,True,False,True]
|
||||
| otherwise = [False,True,False,True]
|
||||
shadowsAt i
|
||||
| i == 0 = ksAtI 1
|
||||
| i == numBlocks - 1 = ksAtI $ numBlocks - 2
|
||||
| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
|
||||
makeWallAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
|
||||
makePane i visStatus k ps = basePane
|
||||
{_wlID = k
|
||||
,_wlStructure = BlockPart $ i + blid
|
||||
,_wlLine = ps
|
||||
,_wlDraw = visStatus
|
||||
}
|
||||
listWalls = concat $ zipWith makeWallAt blockCenPs is
|
||||
insertWall wl = over walls $ IM.insert (_wlID wl) wl
|
||||
@@ -0,0 +1,137 @@
|
||||
--{-# LANGUAGE BangPatterns #-}
|
||||
module Dodge.Placement.PlaceSpot.TriggerDoor
|
||||
( placeDoor
|
||||
, placeSlideDoor
|
||||
) where
|
||||
import Dodge.Data
|
||||
import Dodge.Default.Wall
|
||||
import Dodge.Wall.Move
|
||||
import Dodge.LevelGen.DoorPane
|
||||
import Picture
|
||||
import Geometry
|
||||
import qualified IntMapHelp as IM
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.SoundLogic.LoadSound
|
||||
import Dodge.Data.SoundOrigin
|
||||
|
||||
import Data.List
|
||||
import Control.Lens
|
||||
--import Data.Graph.Inductive hiding ((&))
|
||||
import qualified Data.IntSet as IS
|
||||
placeDoor
|
||||
:: Color
|
||||
-> (World -> Bool) -- ^ Opening condition
|
||||
-> [(Point2,Point2)] -- ^ Door positions, closed to open.
|
||||
-- Bumped out up and down by 9, not widened
|
||||
-> World
|
||||
-> (Int,World)
|
||||
placeDoor col cond pss w = (drid, addWalls w & doors %~ addDoor)
|
||||
where
|
||||
drid = IM.newKey $ _doors w
|
||||
addDoor = IM.insert drid $ Door
|
||||
{ _drID = drid
|
||||
, _drWallIDs = IS.fromList wlids
|
||||
, _drStatus = DoorInt 0
|
||||
, _drTrigger = cond
|
||||
, _drMech = doorMechanismStepwise nsteps drid wlids pss
|
||||
}
|
||||
nsteps = length pss - 1
|
||||
wlids = take 4 [IM.newKey $ _walls w ..]
|
||||
wlps' = uncurry (rectanglePairs 9) $ head pss
|
||||
addWalls w' = foldl' addWall w' $ zip wlids wlps'
|
||||
addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid defaultWall
|
||||
{ _wlLine = wlps
|
||||
, _wlID = wlid
|
||||
, _wlColor = col
|
||||
, _wlSeen = False
|
||||
, _wlOpacity = Opaque
|
||||
, _wlPathable = False
|
||||
}
|
||||
-- TODO use vector instead of list, perhaps also memoisation of rectanglePairs
|
||||
-- perhaps also remove use of DoorInt in favour of DoorOpen/DoorClosed
|
||||
doorMechanismStepwise :: Int -> Int -> [Int] -> [(Point2,Point2)] -> Door -> World -> World
|
||||
doorMechanismStepwise nsteps drid wlids pss dr w
|
||||
| toOpen = case _drStatus dr of
|
||||
DoorInt x | x == nsteps -> w
|
||||
DoorInt x -> setWalls (x+1)
|
||||
_ -> w
|
||||
| otherwise = case _drStatus dr of
|
||||
DoorInt 0 -> w
|
||||
DoorInt x -> setWalls (x-1)
|
||||
_ -> w
|
||||
where
|
||||
playSound = soundContinue (WallSound drid) (fst $ head pss) slideDoorS (Just 1)
|
||||
toOpen = _drTrigger dr w
|
||||
setWalls n = playSound (foldl' (&) w (zipWith moveWallID wlids newps))
|
||||
& doors . ix drid . drStatus .~ DoorInt n
|
||||
where
|
||||
newps = uncurry (rectanglePairs 9) (pss !! n)
|
||||
-- it is not at all clear that the zoning selects the correct walls
|
||||
|
||||
doorMechanism :: Int -> Float -> [(Int,(Point2,Point2),(Point2,Point2))] -> Door -> World -> World
|
||||
doorMechanism drid speed wlidOpCps dr w
|
||||
| toOpen && dstatus /= DoorOpen = moveUpdate $ foldl' doOpen w wlidOpCps
|
||||
| not toOpen && dstatus /= DoorClosed = moveUpdate $ foldl' doClose w wlidOpCps
|
||||
| otherwise = w
|
||||
where
|
||||
moveUpdate = playSound . setStatus
|
||||
playSound = soundContinue (WallSound drid) (fst cpos) slideDoorS (Just 1)
|
||||
setStatus
|
||||
| dist (fst wlpos) (fst opos) < 1 = doors . ix drid . drStatus .~ DoorOpen
|
||||
| dist (fst wlpos) (fst cpos) < 1 = doors . ix drid . drStatus .~ DoorClosed
|
||||
| otherwise = doors . ix drid . drStatus .~ DoorHalfway
|
||||
(wlid',opos,cpos) = head wlidOpCps
|
||||
wlpos = _wlLine $ _walls w IM.! wlid'
|
||||
toOpen = _drTrigger dr w
|
||||
dstatus = _drStatus dr
|
||||
doOpen w' (wlid,opp, _) = moveWallIDToward wlid speed opp w'
|
||||
doClose w' (wlid,_ ,clp) = moveWallIDToward wlid speed clp w'
|
||||
|
||||
-- TODO cut pathing if not pathable, reset when opened
|
||||
placeSlideDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World
|
||||
-> (Int, World)
|
||||
placeSlideDoor isPathable col cond a b speed w = (drid, addWalls w & doors %~ addDoor)
|
||||
where
|
||||
drid = IM.newKey $ _doors w
|
||||
addDoor = IM.insert drid $ Door
|
||||
{ _drID = drid
|
||||
, _drWallIDs = IS.fromList wlids
|
||||
, _drStatus = DoorClosed
|
||||
, _drTrigger = cond
|
||||
, _drMech = doorMechanism drid speed (zip3 wlids shiftedPairs pairs)
|
||||
}
|
||||
addWalls w' = foldl' addWall w' $ zip wlids pairs
|
||||
addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid defaultWall
|
||||
{ _wlLine = wlps
|
||||
, _wlID = wlid
|
||||
, _wlColor = col
|
||||
, _wlSeen = False
|
||||
, _wlOpacity = Opaque
|
||||
, _wlPathable = isPathable
|
||||
}
|
||||
pairs = rectanglePairs 9 a b
|
||||
shiftedPairs = map (bimap shiftLeft shiftLeft) pairs
|
||||
shiftLeft = (+.+ (a -.- b))
|
||||
wlids = take 4 [IM.newKey $ _walls w ..]
|
||||
-- old code that may help with pathing
|
||||
--import Dodge.LevelGen.Pathing
|
||||
--import Data.Graph.Inductive hiding ((&))
|
||||
--addButtonDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> Float -> World -> (Int, World)
|
||||
--addButtonDoor c btp btr a b speed w
|
||||
-- = (,) 0
|
||||
-- . over buttons (IM.insert bid bt)
|
||||
-- $ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
|
||||
-- $ set pathGraph newGraph
|
||||
-- $ set pathGraphP newGraphPairs
|
||||
-- $ snd (placeSlideDoor False c cond a b speed w)
|
||||
-- where
|
||||
-- bid = IM.newKey $ _buttons w
|
||||
-- cond w' = BtNoLabel == _btState (_buttons w' IM.! bid)
|
||||
-- bt = (makeButton c eff) {_btPos = btp, _btRot = btr, _btID = bid}
|
||||
-- (newGraphPairs,removedPairs) = partition (isNothing . uncurry (intersectSegSeg a b))
|
||||
-- $ _pathGraphP w
|
||||
-- newGraph = pairsToGraph dist newGraphPairs
|
||||
-- insertPoint pp@(_,V2 x y) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
|
||||
-- eff w' = over pathGraphP (removedPairs ++)
|
||||
-- . over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
|
||||
-- f (x,y) = (x,y,dist x y)
|
||||
Reference in New Issue
Block a user