Cleanup: broken pathfinding

This commit is contained in:
2021-11-16 18:05:47 +00:00
parent cb8cbe03a4
commit ebe9ad6b90
42 changed files with 491 additions and 301 deletions
+68
View File
@@ -0,0 +1,68 @@
module Dodge.Placement.Instance.Button where
import Dodge.Data
import Color
import Geometry
import Geometry.Vector3D
import Dodge.LevelGen.Data
import Dodge.Default
import Dodge.LevelGen.Switch
import Dodge.Placement.Instance.LightSource
import Dodge.PlacementSpot
import ShapePicture
import Data.Maybe
import Control.Lens
triggerSwitchSPic :: (Button -> SPic) -> PlacementSpot -> Placement
triggerSwitchSPic sdraw ps = plCont ps (PutTrigger (const False))
$ \tp -> Just $ pContID ps (PutButton (makeSwitchSPic sdraw (oneff $ trigid tp) (offeff $ trigid tp)))
(const Nothing)
where
trigid tp = fromJust $ _plMID tp
oneff tid = triggers . ix tid .~ const True
offeff tid = triggers . ix tid .~ const False
triggerSwitchSPicLight :: (Button -> SPic) -> PlacementSpot -> Placement
triggerSwitchSPicLight sdraw ps = plCont ps (PutTrigger (const False))
$ \tp -> Just $ pContID fstLnkOut (PutLS thels)
$ \lsid -> Just
$ pContID ps (PutButton (makeSwitchSPic sdraw (oneff lsid $ trigid tp) (offeff lsid $ trigid tp)))
(const Nothing)
where
thels = defaultLS {_lsIntensity = V3 0.5 0 0, _lsPos = V3 0 0 78, _lsRad = 75}
trigid tp = fromJust $ _plMID tp
eff lsid tid b c = (triggers . ix tid .~ const b)
. (lightSources . ix lsid . lsIntensity .~ c)
oneff lsid tid = eff lsid tid True (V3 0 0.5 0)
offeff lsid tid = eff lsid tid False (V3 0.5 0 0)
triggerSwitch :: Color -> PlacementSpot -> Placement
triggerSwitch col ps = plCont ps (PutTrigger (const False))
$ \tp -> Just $ pContID ps (PutButton (makeSwitch col col (oneff $ trigid tp) (offeff $ trigid tp)))
(const Nothing)
where
trigid tp = fromJust $ _plMID tp
oneff tid = triggers . ix tid .~ const True
offeff tid = triggers . ix tid .~ const False
putLitButtonID :: Color -> Point2 -> Float -> (Int -> Maybe Placement) -> Placement
putLitButtonID col p a subpl = mntLSOn aShape (Just col) ls p'' (addZ 40 p')
$ contToIDCont
$ \lsid -> jps0 (PutButton (makeButton col (changeLight lsid)) {_btPos = p, _btRot = a})
subpl
where
p' = p -.- 30 *.* vNormal (unitVectorAtAngle a)
p'' = p +.+ 10 *.* vNormal (unitVectorAtAngle a)
changeLight lsid = lightSources . ix lsid . lsIntensity .~ V3 0 0.5 0
ls = defaultLS { _lsRad = 75 , _lsIntensity = V3 0.5 0 0 }
putLitButOnPos :: Color -> (RoomPos -> Maybe PlacementSpot) -> (Int -> Maybe Placement) -> Placement
putLitButOnPos col f subpl
= plSpot .~ thePS $ mntLSOn aShape (Just col) ls 0 (V3 0 (-40) 40)
$ \plmnt -> let lsid = fromJust $ _plMID plmnt
in jps0 (PutButton (makeButton col (changeLight lsid)) {_btPos = V2 0 (-1), _btRot = pi})
subpl <&> plSpot .~ _plSpot plmnt
where
changeLight lsid = lightSources . ix lsid . lsIntensity .~ V3 0 0.5 0
ls = defaultLS { _lsRad = 75 , _lsIntensity = V3 0.5 0 0 }
thePS = PSLnk f (const id) Nothing
+8
View File
@@ -0,0 +1,8 @@
module Dodge.Placement.Instance.Creature where
import Dodge.LevelGen.Data
import Dodge.RandomHelp
import Dodge.Creature.ArmourChase
import Dodge.Creature.ChaseCrit
randC1 :: PSType
randC1 = RandPS $ takeOne $ map PutCrit $ armourChaseCrit : replicate 50 chaseCrit
+40
View File
@@ -0,0 +1,40 @@
module Dodge.Placement.Instance.Door where
import Dodge.Data
import Dodge.Base
import Color
import Geometry
import Geometry.Vector3D
import Dodge.LevelGen.Data
import Dodge.Creature.Property
import Dodge.LevelGen.Switch
import qualified Data.IntMap.Strict as IM
putDoubleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> Placement
putDoubleDoor pathing col cond a b speed = putDoubleDoorThen pathing col cond a b speed Nothing
putDoubleDoorThen :: Bool -> Color -> (World -> Bool)
-> Point2 -> Point2 -> Float -> Maybe Placement -> Placement
putDoubleDoorThen pathing col cond a b speed mayp = ps0j (PutSlideDoor pathing col cond a half speed)
$ Placement (PS (V2 0 0) 0) ( PutSlideDoor pathing col cond b half speed) Nothing $ const mayp
where
half = 0.5 *.* (a +.+ b)
putAutoDoor :: Point2 -> Point2 -> Placement
putAutoDoor a b = PlacementUsingPos (addZ 0 a)
$ \az -> PlacementUsingPos (addZ 0 b)
$ \bz -> putDoubleDoor True (dim yellow) (cond az bz) a b 3
where
--cond az bz = any (crNearSeg 40 (stripZ az) (stripZ bz)) . IM.filter isAnimate . _creatures
cond az bz = any (crNearPoint 40 (0.5 *.* (stripZ az +.+ stripZ bz)))
. IM.filter isAnimate . _creatures
switchDoor :: Point2 -> Float -> Point2 -> Point2 -> Color -> Placement
switchDoor btpos btrot dra drb col = pContID (PS btpos btrot) (PutButton $ makeSwitch col red id id)
$ \btid -> jsps0J (PutSlideDoor False col (cond btid) dra drc 2)
$ sps0 (PutSlideDoor False col (cond btid) drb drc 2)
where
drc = 0.5 *.* (dra +.+ drb)
cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
+120
View File
@@ -0,0 +1,120 @@
module Dodge.Placement.Instance.LightSource where
import Dodge.Data
import Dodge.LightSources.Lamp
import Dodge.LevelGen.Data
import Dodge.Room.Foreground
import Geometry
import Geometry.Vector3D
import Dodge.Creature.Inanimate
import Shape.Data
import Dodge.Default
import Dodge.RandomHelp
import Color
import Shape
import Control.Lens
-- | mount a light source on a shape
mntLSOn
:: (Point2 -> Point3 -> Shape) -- ^ function describing the mount shape
-> Maybe Color -- ^ describing a possible color override for the shape
-> LightSource -> Point2 -> Point3 -> (Placement -> Maybe Placement) -> Placement
mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _)
= ps0jPushPS (PutForeground . setCol $ shapeF wallp lsp)
. pt0 (PutLS $ ls {_lsPos = lsp'})
where
lsp' = lsp -.-.- V3 x y 1
-- hack! perturb the light position
V2 x y = rotateV 1 . (0.1 *.*) . normalizeV $ wallp -.- V2 lx ly
setCol = maybe id colorSH mcol
iShape :: Point2 -> Point3 -> Shape
iShape wp (V3 x y z) = thinHighBar z wp (V2 x y)
lShape :: Point2 -> Point3 -> Shape
lShape wp (V3 x y z) = thinHighBar z wallposUp turnpos
<> thinHighBar z turnpos (V2 x y)
where
n = vNormal (wp -.- V2 x y)
wallposUp = wp +.+ n
turnpos = V2 x y +.+ n
jShape :: Point2 -> Point3 -> Shape
jShape wallpos (V3 x y z) = thinHighBar z wallposUp turn1
<> thinHighBar z turn1 turn2
<> thinHighBar z turn2 endpos
where
n = vNormal (wallpos -.- V2 x y)
wallposUp = wallpos +.+ n
turnpos = V2 x y +.+ n
endpos = V2 x y
turn1 = 0.5 *.* (wallposUp +.+ turnpos)
turn2 = 0.5 *.* (turnpos +.+ endpos)
liShape :: Point2 -> Point3 -> Shape
liShape wallpos (V3 x y z) =
thinHighBar z wallposUp turnpos
<> thinHighBar z turnpos (V2 x y)
where
n = vNormal (V2 x y -.- wallpos)
wallposUp = wallpos +.+ n
turnpos = V2 x y +.+ n
aShape :: Point2 -> Point3 -> Shape
aShape wallpos (V3 x y z) =
girder (z+2) 20 10 pout wallpos
where
pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
vShape :: Point2 -> Point3 -> Shape
vShape wallpos (V3 x y z) =
thinHighBar z wallposUp lxy
<> thinHighBar z wallposDown lxy
where
lxy = V2 x y
n = vNormal (wallpos -.- lxy)
wallposUp = wallpos +.+ n
wallposDown = wallpos -.- n
mntLS :: (Point2 -> Point3 -> Shape) -> Point2 -> Point3 -> Placement
mntLS shp wallp lampp = mntLSOn shp Nothing defaultLS wallp lampp (const Nothing)
mntLSCond :: (Point2 -> Point3 -> Shape) -> (RoomPos -> Maybe PlacementSpot) -> Placement
mntLSCond shp shift = -- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $
mntLS shp 0 (V3 0 (-40) 90)
& plSpot .~ PSLnk shift (const id) Nothing
-- note that this perhaps pushes the vshape light out too far
mntLight :: Point2 -> Point2 -> Placement
mntLight a b = RandomPlacement $ do
shp <- takeOne [vShape,iShape,lShape,jShape,liShape]
return $ mntLS shp a (addZ 90 b)
mntLightLnkCond :: (RoomPos -> Maybe PlacementSpot) -> Placement
mntLightLnkCond f = RandomPlacement $ do
shp <- takeOne [vShape,iShape,lShape,jShape,liShape]
return $ mntLSCond shp f
unusedLnkToPS :: RoomPos -> Maybe PlacementSpot
unusedLnkToPS rp = case rp of
UnusedLink p a -> Just $ PS p a
_ -> Nothing
spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
spanColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y (h-5)) 0)
$ sps0 $ PutForeground $ thinHighBar h a b
where
V2 x y = 0.5 *.* (a +.+ b)
spanLightI :: Point2 -> Point2 -> Placement
spanLightI = spanColLightI 0.75 50
extendAway :: Point2 -> Point2 -> Point2
extendAway p x = p +.+ safeNormalizeV (p -.- x)
putColorLamp :: Point3 -> PSType
putColorLamp col = PutCrit (colorLamp col 90)
putLamp :: PSType
putLamp = PutCrit (lamp 90)
+54
View File
@@ -0,0 +1,54 @@
module Dodge.Placement.Instance.Sensor
( lightSensor
) where
import Color
import Dodge.Data
import Dodge.LevelGen.Data
import Dodge.Default
import Geometry
import ShapePicture
import Shape
import Control.Lens
import Data.Either
damageSensor
:: (DamageType -> Either Int Int) -- Left gets sensed, Right does damage
-> Point2 -> Float -> Placement
damageSensor damF p r = pContID (PS p r) ( PutLS theLS)
$ \lsid -> jsps p r $ PutMachine yellow (reverse $ square wdth) defaultMachine
{ _mcDraw = sensorSPic
, _mcUpdate = sensorUpdate damF
, _mcLSs = [lsid]
}
where
theLS = defaultLS { _lsPos = V3 0 0 30 , _lsIntensity = 0.1 }
lightSensor :: Point2 -> Float -> Placement
lightSensor = damageSensor senseLasering
senseLasering :: DamageType -> Either Int Int
senseLasering Lasering {_dmAmount = x} = Left x
senseLasering _ = Right 0
sensorUpdate :: (DamageType -> Either Int Int) -> Machine -> World -> World
sensorUpdate damF mc w = w & machines . ix mcid %~ upmc
& lightSources . ix lsid %~ upls
where
upmc = ( mcSensor %~ \x' -> min 750 (max 0 (x' - 5 + newSense)) )
. ( mcHP -~ sum dam )
. (mcDamage .~ [])
x = _mcSensor mc
mcid = _mcID mc
lsid = head (_mcLSs mc)
(senseData,dam) = partitionEithers $ map damF $ _mcDamage mc
newSense = sum senseData
ni = fromIntegral x / 500
upls = lsIntensity .~ V3 ni ni ni
sensorSPic :: Machine -> SPic
sensorSPic _ = ( colorSH yellow $ upperPrismPoly 25 (square wdth)
, mempty )
wdth :: Float
wdth = 10
+91
View File
@@ -0,0 +1,91 @@
module Dodge.Placement.Instance.Turret where
import Color
import Dodge.Data
import Dodge.LevelGen.Data
import Dodge.Default
import Dodge.Wall.Delete
import Dodge.WorldEvent.Explosion
import Dodge.Item.Weapon.BatteryGuns
import Dodge.SoundLogic.LoadSound
import Dodge.SoundLogic
import Dodge.Data.SoundOrigin
import Geometry
import ShapePicture
import Shape
import Dodge.Base
import Dodge.Base.Collide
import Data.List
import Control.Lens
import qualified Data.IntMap.Strict as IM
putLasTurret :: Placement
putLasTurret = sps0 $ PutMachine blue (reverse $ square wdth) defaultMachine
{ _mcDraw = drawTurret
, _mcUpdate = updateTurret
, _mcType = lasTurret
, _mcHP = 50000
}
lasTurret :: MachineType
lasTurret = Turret
{ _tuWeapon = lasGun
, _tuTurnSpeed = 0.1
, _tuFireTime = 0
}
updateTurret :: Machine -> World -> World
updateTurret mc w
| _mcHP mc < 1 = w & machines %~ IM.delete mcid
& deleteWallIDs (_mcWallIDs mc)
& makeExplosionAt mcpos
| otherwise = w & doDamage & maybeFire & elecDamBranch
where
doDamage = machines . ix mcid %~
( (mcDamage .~ [Electrical (min 2500 $ max 0 (elecDam - 10)) 0 0 0])
. (mcHP -~ dam)
)
elecDamBranch
| elecDam < 10 = updateFiringStatus . doTurn
| otherwise = id
maybeFire
| _tuFireTime (_mcType mc) > 0
= ( particles %~ (makeLaserAt 5 (mcpos + 15 *.* unitVectorAtAngle mcdir) mcdir :) )
. soundContinue (MachineSound mcid) mcpos tone440sawtoothS (Just 1)
| otherwise = id
mcid = _mcID mc
ypos = _crPos $ you w
mcpos = _mcPos mc
mcdir = _mcDir mc
seesYou = hasLOSIndirect mcpos ypos w
(elecDams, dams) = partition isElectrical $ _mcDamage mc
dam = sum $ map _dmAmount dams
elecDam = sum $ map _dmAmount elecDams
doTurn
| seesYou = machines . ix mcid . mcDir %~ turnTo 0.005 mcpos ypos
| otherwise = id
closeFireAngle = seesYou && angleVV (ypos -.- mcpos) (unitVectorAtAngle mcdir) < 1
updateFiringStatus
| closeFireAngle = machines . ix mcid . mcType . tuFireTime .~ 20
| otherwise = machines . ix mcid . mcType . tuFireTime %~ (max 0 . subtract 1)
turnTo :: Float -> Point2 -> Point2 -> Float -> Float
turnTo turnSpeed sp tp a
| vToTarg == V2 0 0 = a
| angleVV vToTarg vdir <= turnSpeed
= argV vToTarg
| isLHS (sp +.+ vdir) sp tp = a - turnSpeed
| otherwise = a + turnSpeed
where
vdir = unitVectorAtAngle a
vToTarg = tp -.- sp
drawTurret :: Machine -> SPic
drawTurret mc = (rotateSH (-_mcDir mc) . colorSH blue $ upperPrismPoly 20 (square wdth)
, mempty -- setLayer 5 $ scale 0.5 0.5 $ text $ show $ _mcDir mc )
)
<> translateSPz 20 (_itFloorPict it it)
where
it = _tuWeapon $ _mcType mc
wdth :: Float
wdth = 10
+131
View File
@@ -0,0 +1,131 @@
module Dodge.Placement.Instance.Wall
where
import Dodge.Data
import Color
import Geometry
import Dodge.LevelGen.Data
import Dodge.Default.Wall
import Data.List
import Control.Lens
singleBlock :: Point2 -> [Placement]
singleBlock a =
[sPS a 0
$ PutBlock [5,20,20] (greyN 0.5)
$ reverse
$ rectNSWE 10 (-10) (-10) 10
]
{-
Places a line of blocks between two points.
Width 9, also extends out from each point by 9.
-}
blockLine :: Point2 -> Point2 -> Placement
blockLine a b = sps0 $ PutLineBlock baseBlockPane 9 9 a b
{-
Places an breakable window between two points.
Width 8, also extends out from each point by 8.
-}
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)
]