{- | Module : Dodge.Update Description : Simulation update -} module Dodge.Update ( update ) where import Dodge.Data import Dodge.Data.Menu import Dodge.World.Trigger.Data --import Dodge.Config.Data import Dodge.Base import Dodge.WallCreatureCollisions import Dodge.LevelGen.Block import Dodge.Update.Camera --import Dodge.Update.UsingInput import Dodge.SoundLogic import Dodge.Inventory import Dodge.Initialisation import Dodge.Layout import Dodge.Floor import Geometry import Data.List import Data.Maybe import Data.Function import qualified Data.Set as S import qualified Data.IntMap.Strict as IM import qualified Data.Map as M import Control.Lens update :: World -> World update = update' . pushSideEffects pushSideEffects :: World -> World pushSideEffects w = w & sideEffects .~ [] & doneSideEffects .~ _sideEffects w {- | The update step. For most menus the only way to change the world is using event handling. -} update' :: World -> World update' w = case _menuLayers w of (TerminalMessage t xs:mls) -> w & menuLayers .~ (TerminalMessage (max (t-1) 0) xs:mls) (WaitMessage s i: _) | i < 1 -> w & dbArg _worldEvents | otherwise -> w & menuLayers %~ ( (WaitMessage s (i-1) :) . tail ) (GameOverMenu : _) -> updateParticles . updateProjectiles . updateLightSources . updateClouds $ updateSoundQueue w (_ : _) -> w [] -> checkEndGame . updateRadialDistortions . updateTriggers . ppEvents . updateCamera . colCrsWalls . simpleCrSprings . zoneCreatures . updateWalls . set worldEvents id . dbArg _worldEvents . updateParticles . updateProjectiles . updateLightSources . zoneClouds . updateClouds . updateCreatures . updateCreatureGroups . updateBlocks . updateSeenWalls . updateSoundQueue $ updateCloseObjects w where zoneCreatures = set creaturesZone (IM.foldr creatureInZone IM.empty (_creatures w)) creatureInZone cr = insertIMInZone x y cid cr where (x,y) = crZoneOfPoint $ _crPos cr cid = _crID cr zoneClouds = set cloudsZone (foldl' (flip cloudInZone) IM.empty (_clouds w)) cloudInZone cl = insertInZoneWith x y (++) [cl] where (x,y) = cloudZoneOfPoint $ _clPos cl updateCreatureGroups :: World -> World updateCreatureGroups w = w & creatureGroups %~ IM.mapMaybe (\cgp -> _crGroupUpdate cgp w cgp) updateRadialDistortions :: World -> World updateRadialDistortions = radDistortion %~ mapMaybe decreaseBulge decreaseBulge :: (Point2,Point2,Point2,Float) -> Maybe (Point2,Point2,Point2,Float) decreaseBulge (a,b,c,v) | v > 1 = Just (a,b,c,max 1 (v - 0.05) ) | v < 1 = Just (a,b,c,min 1 (v + 0.05) ) | otherwise = Nothing updateTriggers :: World -> World updateTriggers w | ResetLevel 1 `S.member` _worldTriggers w = generateLevelFromRoomList levx $ initialWorld & randGen .~ _randGen w & config .~ _config w & menuLayers .~ [] & creatures . ix 0 .~ cr | otherwise = w where cr = _creatures w IM.! 0 & crPos .~ (0,0) updateSoundQueue :: World -> World updateSoundQueue = set soundQueue [] . set sounds M.empty updateLightSources :: World -> World updateLightSources w = set tempLightSources (catMaybes tlss) w' where (w',tlss) = mapAccumR (\a b -> _tlsUpdate b a b) w $ _tempLightSources w updateProjectiles :: World -> World updateProjectiles w = IM.foldr' (dbArg _pjUpdate) w $ _projectiles w {- Apply internal particle updates, delete 'Nothing's. -} updateParticles :: World -> World updateParticles w = set particles (catMaybes ps) w' where (w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles w updateCreatures :: World -> World updateCreatures w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w where ((f,newG),crs) = IM.mapAccum (\g' cr -> _crUpdate cr w g' cr) (id,_randGen w) $ _creatures w {- | Apply door mechanisms. -} updateWalls :: World -> World updateWalls w = IM.foldr (fromMaybe id . (^? doorMech)) w (_walls w) ppEvents :: World -> World ppEvents w = IM.foldr (\pp w' -> _ppEvent pp pp w') w $ _pressPlates w updateSeenWalls :: World -> World updateSeenWalls w = foldr markSeen w wallsToUpdate where vPos = _cameraViewFrom w wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ wallsAlongLine vPos (vPos +.+ p) w) $ nRays 20 markSeen i = set (walls . ix i . wlSeen) True --setTestStringIO :: IO World -> IO World --setTestStringIO = fmap (\ w -> set testString (show $ s w) w) -- where -- s w = (-.-) <$> (w ^? creatures . ix 0 . crPos) <*> (w ^? creatures . ix 0 . crOldPos) checkEndGame :: World -> World checkEndGame w | _crHP (you w) < 1 = haltSound $ w {_menuLayers = [GameOverMenu]} | otherwise = w updateClouds :: World -> World updateClouds w = w & clouds %~ mapMaybe (updateCloud w) --updateClouds w = IM.foldl' updateCloud w $ _clouds w updateCloud :: World -> Cloud -> Maybe Cloud updateCloud w c | _clTimer c < 1 = Nothing | otherwise = Just $ c & clPos %~ (+.+ newVel) & clVel .~ newVel & clTimer -~ 1 where newVel = 0.90 *.* springVels springVels = foldl' (clClSpringVel c) (_clVel c) (cloudsNearPoint oldPos w) oldPos = _clPos c --updateCloud :: World -> Cloud -> World --updateCloud w c -- | _clTimer c < 1 = w & clouds %~ IM.delete (_clID c) -- | otherwise = moveCloud c w -- --moveCloud :: Cloud -> World -> World --moveCloud c w = _clEffect c c . theUpdate $ w -- where -- newVel = 0.95 *.* springVels -- springVels = IM.foldl' (clClSpringVel c) (_clVel c) (cloudsNearPoint oldPos w) -- oldPos = _clPos c -- newPos = oldPos +.+ newVel -- hitWl = collideCircWalls' oldPos newPos 5 $ wallsNearPoint newPos w -- finalPos = maybe newPos fst hitWl -- finalVel = maybe newVel snd hitWl -- theUpdate w' = w' -- & clouds . ix (_clID c) . clTimer %~ (\t -> t - 1) -- & clouds . ix (_clID c) . clVel .~ finalVel -- & clouds . ix (_clID c) . clPos .~ finalPos -- clClSpringVel :: Cloud -> Point2 -> Cloud -> Point2 clClSpringVel a v b | dist pa pb < radDist = v +.+ 0.1 *.* safeNormalizeV (pa -.- pb) | otherwise = v where pa = _clPos a pb = _clPos b radDist = (_clRad a + _clRad b) / 2 simpleCrSprings :: World -> World simpleCrSprings w = IM.foldr' crSpring w $ _creatures w crSpring :: Creature -> World -> World crSpring c w = IM.foldr' (crCrSpring c) w cs where cs = creaturesNearPoint (_crPos c) w crCrSpring :: Creature -> Creature -> World -> World crCrSpring c1 c2 w | id1 == id2 = w | vec == (0,0) = w | diff >= comRad = w | otherwise = over (creatures . ix id1 . crPos) (+.+ overlap1) $ over (creatures . ix id2 . crPos) (-.- overlap2) w where id1 = _crID c1 id2 = _crID c2 vec = _crPos c1 -.- _crPos c2 diff = magV vec comRad = _crRad c1 + _crRad c2 overlap1 = ((comRad - diff) * _crMass c2 * 0.5 / massT) *.* errorNormalizeV 55 vec overlap2 = ((comRad - diff) * _crMass c1 * 0.5 / massT) *.* errorNormalizeV 56 vec massT = _crMass c1 + _crMass c2 {- Finds the IDs of visible walls from a point to another point. -} visibleWalls :: Point2 -> Point2 -> IM.IntMap Wall -> [Int] visibleWalls p1 p2 ws = map fst . takeUntil (_wlIsSeeThrough . snd) . map snd . sortOn (dist p1 . fromJust . fst) . filter ((/=) Nothing . fst) . map f $ IM.toList ws where f (i,wl) = (uncurry intersectSegSeg' (_wlLine wl) p1 p2, (i,wl))