--{-# LANGUAGE LambdaCase #-} --{-# OPTIONS_GHC -Wno-incomplete-uni-patterns #-} {- | deals with placement of objects within the world after they have had their coordinates set by the layout -} module Dodge.Placement.PlaceSpot (placeSpot) where import Control.Monad.State import Data.Bifunctor import Data.Foldable import qualified Data.IntSet as IS import Data.Maybe import qualified Data.Set as S import Dodge.Base.NewID import Dodge.Data.GenWorld import Dodge.Default.Wall import Dodge.Path import Dodge.Placement.PlaceSpot.Block import Dodge.Placement.PlaceSpot.TriggerDoor import Dodge.Placement.Shift import Dodge.ShiftPoint import Geometry import qualified IntMapHelp as IM import LensHelp import Linear import NewInt --import System.Random -- when placing a placement, we update the world and the room and assign an id -- to the placement. This id should be associated with the type of placement and -- match up with the created id for the object (creature id, flitid id, etc) placeSpot :: Int -> GenWorld -> Placement -> GenWorld placeSpot rid w plmnt = case plmnt ^. plSpot of PSRoomRand i f -> placeSpotRoomRand rid i f plmnt w PSPos extract eff fallback -> placeSpotUsingLink w rid plmnt extract eff fallback _ -> placePlainPSSpot w rid plmnt shift where shift = _rmShift $ w ^?! genRooms . ix rid placePlainPSSpot :: GenWorld -> Int -> Placement -> Point2A -> GenWorld placePlainPSSpot w rid plmnt shift = case plmnt ^. plType of RandPS rgn -> let (x, g) = runState rgn (w ^. gwWorld . randGen) in placePlainPSSpot (w & gwWorld . randGen .~ g) rid (plmnt & plType .~ x) shift _ -> let (i, w') = placeSpotID rid (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w newplmnt = plmnt & plMID ?~ i gw = maybe (w' & genRooms . ix rid . rmPmnts .:~ newplmnt) (recrPlace newplmnt w') (_plIDCont plmnt w' newplmnt) in f newplmnt gw where f x gw = fromMaybe gw $ do j <- x ^. plExternalID return $ gw & genPmnt . at j ?~ x recrPlace newplmnt w' pl = placeSpot rid (w' & genRooms . ix rid . rmPmnts .:~ newplmnt) pl -- this should be tidied up placeSpotUsingLink :: GenWorld -> Int -> Placement -> (RoomPos -> Room -> Maybe (PlacementSpot, RoomPos)) -> (RoomPos -> Room -> Room) -> Maybe Placement -> GenWorld placeSpotUsingLink w rid plmnt extract eff fallback = case searchedPoss (w ^?! genRooms . ix rid . rmPos) of Just (ps, rmposs) -> placeSpot rid (w & genRooms . ix rid %~ eff (head rmposs) . (rmPos .~ rmposs)) (plmnt & plSpot .~ ps) Nothing -> maybe w (placeSpot rid w) fallback where searchedPoss [] = Nothing searchedPoss (pos : poss) = case extract pos (w ^?! genRooms . ix rid) of Nothing -> second (pos :) <$> searchedPoss poss Just (ps, rmpos) -> Just (ps, rmpos : poss) placeSpotRoomRand :: Int -> Int -> (Point2A -> PlacementSpot) -> Placement -> GenWorld -> GenWorld placeSpotRoomRand rid i f plmnt w = let (ps, g) = runState (_rmRandPSs (w ^?! genRooms . ix rid) !! i) $ w ^. gwWorld . randGen in placeSpot rid (w & gwWorld . randGen .~ g) (plmnt & plSpot .~ f ps) -- the Int here is some id that is assigned when the placement is placed placeSpotID :: Int -> PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld) placeSpotID rid ps pt w = case pt of PutTrigger cnd -> plNewID (gwWorld . cWorld . lWorld . triggers) cnd w PutMod mdi -> plNewUpID (gwWorld . cWorld . lWorld . modifications) mdID mdi w PutProp prp -> plNewUpID (gwWorld . cWorld . lWorld . props) prID (mvProp p rot prp) w PutButton bt -> plNewUpID (gwWorld . cWorld . lWorld . buttons) btID (mvButton p rot bt) w PutTerminal tm -> plNewUpID (gwWorld . cWorld . lWorld . terminals) tmID tm w PutFlIt itm -> let i = IM.newKey (w ^. gwWorld . cWorld . lWorld . items) in ( i , w & gwWorld . cWorld . lWorld . floorItems . at i ?~ FlIt p rot & gwWorld . cWorld . lWorld . items . at i ?~ ( itm & itID .~ NInt i & itLocation .~ OnFloor ) ) PutCrit cr -> plNewUpID (gwWorld . cWorld . lWorld . creatures) crID (mvCr p rot cr) w PutForeground fs -> (0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs) PutMachine pps mc mitm -> plMachine (map doShift pps) mc mitm p rot w PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p' rot ls) w RandPS _ -> error "RandPS should not be reachable here" --evaluateRandPS rid rgn ps w PutDoor dr wl -> plDoor (dr & drZeroPos %~ pashift & drOnePos %~ pashift) wl w PutCoord cp -> plNewID (gwWorld . coordinates) (doShift cp) w PutBlock bl wl ps' -> plBlock (map doShift ps') (bl & blPos %~ doShift & blDir .~ rot) wl w PutLineBlock wl wdth a b -> plLineBlock wl wdth (doShift a) (doShift b) w PutWall qs wl -> (0, over gwWorld (placeWallPoly (map doShift qs) wl) w) PutNothing -> (0, w) PutID i -> (i, w) PutWorldUpdate f -> (0, w & f rid ps) PutChasm ps' -> (0, placeChasm w rid ps' $ map doShift ps') PutLabel{} -> (0, w) where p@(V2 px py) = _psPos ps p' = V3 px py 0 rot = _psRot ps doShift = shiftPointBy (p, rot) pashift = compP2A (p, rot) placeChasm :: GenWorld -> Int -> [Point2] -> [Point2] -> GenWorld placeChasm gw rid ps shiftps = gw & gwWorld . cWorld . chasms .:~ shiftps & genRooms . ix rid . rmPos %~ filter (\rp -> not $ pointInPoly (_rpPos rp) ps) & gwWorld %~ f where f w = foldl' g w (loopPairs shiftps) g w (x, y) = obstructPathsCrossing (S.singleton ChasmObstacle) x y w placeWallPoly :: [Point2] -> Wall -> World -> World placeWallPoly qs wl w | (p : ps) <- orderPolygon qs = foldl' (addPane wl) w $ zip (ps ++ [p]) (p : ps) | otherwise = error "tried to place wall poly with too few points" addPane :: Wall -> World -> (Point2, Point2) -> World addPane wl w l = insertWall (wl & wlLine .~ l & wlID .~ i) w where i = IM.newKey $ w ^. cWorld . lWorld . walls mvProp :: Point2 -> Float -> Prop -> Prop mvProp p a = (prRot +~ a) . (prPos %~ ((p +.+) . rotateV a)) mvButton :: Point2 -> Float -> Button -> Button mvButton p a = (btRot +~ a) . (btPos %~ ((p +.+) . rotateV a)) mvCr :: Point2 -> Float -> Creature -> Creature mvCr p rot = (crPos . _xy .~ p) . (crOldPos . _xy .~ p) . (crDir .~ rot) mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +.+) . rotateV a)) plMachine :: [Point2] -> Machine -> Maybe Item -> Point2 -> Float -> GenWorld -> (Int, GenWorld) plMachine wallpoly mc mitm p rot gw = ( mcid , gw & tolw . machines . at mcid ?~ themc & gwWorld %~ placeMachineWalls wallpoly mcid wlid & tolw %~ maybe id placeturretitm mitm ) where tolw = gwWorld . cWorld . lWorld mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls wlids = IS.fromList $ take (length wallpoly) [wlid ..] themc = mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids} placeturretitm itm = (items . at itid ?~ itm') . (machines . ix mcid . mcType . mctTurret . tuWeapon .~ itid) where itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items itm' = itm & itID .~ NInt itid & itLocation .~ OnTurret mcid placeMachineWalls :: [Point2] -> Int -> Int -> World -> World placeMachineWalls poly mcid = insertStructureWalls MachinePart baseWall poly mcid where baseWall = defaultMachineWall & wlStructure . wsMachine .~ mcid mvLS :: Point3 -> Float -> LightSource -> LightSource mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z + startPos where startPos = onXY (rotateV rot) $ _lsPos (_lsParam ls)