{- Creation, update and descruction of destructible walls. -} module Dodge.LevelGen.Block where import Dodge.Data import Dodge.Base import Dodge.SoundLogic import Dodge.WorldEvent.Sound import Dodge.LevelGen.Pathing import Geometry import Picture.Data import Control.Lens import Control.Monad.State import Data.List import Data.Function import qualified Data.IntMap.Strict as IM import System.Random updateBlocks :: World -> World updateBlocks w = (\w' -> seq (_wallsZone w') w') $ flip (foldr removeFromZone) deadPanes $ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls) degradeBlocks where degradeBlocks = deadBlocks `seq` foldr killBlock w deadBlocks removeFromZone :: Wall -> World -> World removeFromZone bl = over (wallsZone . ix x . ix y) (IM.delete (_wlID bl)) where (x,y) = zoneOfPoint $ pHalf (_wlLine bl !! 0) (_wlLine bl !! 1) deadPanes = filter blockIsDead (IM.elems $ _walls w) deadBlocks = nubBy ((==) `on` _blIDs) deadPanes blockIsDead wl = case wl ^? blHP of Just x -> x <= 0 Nothing -> False killBlock :: Wall -> World -> World killBlock bl w = f bl . flip (foldr unshadow) (_blShadows bl) $ w where f bl@(Block {_blDegrades = (x:xs)}) = degradeBlock bl . hitSound bl f bl = hitSound' bl pos = _wlLine bl !! 0 hitSound bl | _wlIsSeeThrough bl = mkSoundBreakGlass pos | otherwise = soundMultiFrom sos soundid 25 0 hitSound' bl | _wlIsSeeThrough bl = mkSoundSplinterGlass pos | otherwise = soundMultiFrom sos soundid 25 0 sos = [BlockDegradeSound 0,BlockDegradeSound 1] (soundid,_) = randomR (29,32) $ _randGen w unshadow :: Int -> World -> World unshadow bid w = case w ^? walls . ix bid of Just b -> let (x,y) = zoneOfPoint $ pHalf (_wlLine b !! 0) (_wlLine b !! 1) in w & wallsZone . ix x . ix y . ix bid . blVisible %~ const True & walls . ix bid . blVisible %~ const True Nothing -> w degradeBlock :: Wall -> World -> World degradeBlock bl w = let blid = _wlID bl bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid) ps = reverse $ orderPolygon $ nub $ concatMap _wlLine bls (newPs,g) = runState (shrinkPolygon 0.5 ps) $ _randGen w (x:xs) = _blDegrades bl in addBlock newPs (x + _blHP bl) (_wlColor bl) (_wlIsSeeThrough bl) xs $ set randGen g w {- This does not have clear behaviour in my mind, and should probably be replaced with something more obvious... -} pushPointTowardsBy :: RandomGen g => Float -> Point2 -> [Point2] -> State g Point2 pushPointTowardsBy x p ps = do xs <- replicateM (length ps) $ state $ randomR (0, x / fromIntegral (length ps)) let toAdd p' y = y *.* (p' -.- p) return $ p +.+ foldr1 (+.+) (zipWith toAdd ps xs) shrinkPolygon :: RandomGen g => Float -- ^ Shrink parameter -> [Point2] -> State g [Point2] shrinkPolygon x ps = mapM (flip (pushPointTowardsBy x) ps) ps addBlock :: [Point2] -- ^ Block polygon -> Int -- ^ First layer of health -> Color -> Bool -- ^ Is the block see through? -> [Int] -- ^ Extra layers of health -> World -> World addBlock (p:ps) hp col isSeeThrough degradability w | hp <= 0 && null degradability = w | hp <= 0 = addBlock (p:ps) (head degradability + hp) col isSeeThrough (tail degradability) w | otherwise = w & wallsZone %~ flip (IM.foldr wallInZone) panes & walls %~ IM.union panes where lines = zip (p:ps) (ps ++ [p]) i = newKey $ _walls w is = [i.. i + length lines-1] panes = IM.fromList $ zip is $ zipWith (\j (a,b) -> Block { _wlLine = [a,b] , _wlID = j , _wlColor = col , _wlSeen = False , _blIDs = is , _blHP = hp , _wlIsSeeThrough = isSeeThrough , _blVisible = True , _blShadows = [] , _blDegrades = degradability } ) is lines wallInZone wl | dist (_wlLine wl !! 0) (_wlLine wl !! 1) <= 2*zoneSize = insertIMInZone x y wlid wl | otherwise = flip (foldr (\(a,b) -> insertIMInZone a b wlid wl)) ips where (x,y) = zoneOfPoint $ pHalf (_wlLine wl !! 0) (_wlLine wl !! 1) wlid = _wlID wl ips = map zoneOfPoint $ divideLine (2*zoneSize) (_wlLine wl !! 0) (_wlLine wl !! 1) putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> World putBlock (p:ps) i c b is w = foldr (uncurry removePathsCrossing) wWithBlock pairs where pairs = zip (p:ps) (ps ++ [p]) wWithBlock = addBlock (p:ps) i c b is w