-- | Deals with moving creature wall collisions. module Dodge.WallCreatureCollisions ( colCrsWalls, colCrWall, pushCreatureOutFromWalls, crOnWall, ) where import Control.Lens import Data.Maybe import Data.Monoid import Dodge.Base import Dodge.Data.Universe import Dodge.Zoning.Wall import Geometry colCrsWalls :: Universe -> Universe colCrsWalls uv = uv & uvWorld . cWorld . lWorld . creatures %~ fmap (noclipCheck (_uvConfig uv) (_uvWorld uv)) noclipCheck :: Configuration -> World -> Creature -> Creature noclipCheck cfig w c | debugOn Noclip cfig && _crID c == 0 = c -- for noclip | otherwise = colCrWall w c -- no noclip check, so no need for a configuration file colCrWall :: World -> Creature -> Creature colCrWall w c | p1 == p2 = pushOrCrush ls c -- | _crPos c' == _crPos c'' = c' -- | otherwise = c & crPos .~ _crOldPos c | otherwise = c' where -- c'' = c' & crPos %~ pushOutFromWalls rad ls --c' = c & crPos %~ pushOutFromWalls' rad (reverse ls) c' = c & crPos %~ pushOutFromCorners r ls' . pushOutFromWalls r ls' . fst . flip (collidePoint p1) wls -- check push throughs -- . flip (collidePointWalls' p1) wls -- check push throughs r = _crRad c + wallBuffer p1 = _crOldPos c p2 = _crPos c ls = _wlLine <$> wls ls' = filter (uncurry $ isLHS p1) ls wls = filter (not . _wlWalkable) $ wlsNearRect (p2 +.+ V2 r r) (p2 -.- V2 r r) w -- the amount to push creatures out from walls, extra to their radius wallBuffer :: Float wallBuffer = 0 pushCreatureOutFromWalls :: [(Point2, Point2)] -> Creature -> Creature pushCreatureOutFromWalls ls cr = cr & crPos %~ pushOutFromWalls (_crRad cr) ls -- the following tests whether or not a point is on a wall, and if so pushes it -- out from the wall -- this is then repeated if the point ends up on a new wall pushOutFromWalls :: Float -> [(Point2, Point2)] -> Point2 -> Point2 pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall rad p1)) wls of Nothing -> p1 Just p2 -> pushOutFromWalls rad (tail wls) p2 -- possible improvement: choose between the closer of p2 and "p3" to p1 --pushOutFromWalls' :: Float -> [(Point2,Point2)] -> Point2 -> Point2 --pushOutFromWalls' rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall' rad p1)) wls of -- Nothing -> p1 -- Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall' rad p2)) wls -- -- possible improvement: choose between the closer of p2 and "p3" to p1 pushOrCrush :: [(Point2, Point2)] -> Creature -> Creature pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of [] -> cr (p : _) -> cr & crPos .~ p where -- (_:p:_) -> cr -- & crPos .~ p -- & crState . crDamage %~ ( Blunt 50 cpos cpos cpos : ) cpos = _crPos cr -- note the inclusion of endpoints in circOnSeg crOnWall :: Creature -> World -> Bool crOnWall cr = any (uncurry (circOnSeg p r) . _wlLine) . filter (not . _wlWalkable) . wlsNearPoint p where p = _crPos cr r = _crRad cr -- assumes that the wall is orientated -- assumes wall points are different pushOutFromWall :: Float -> Point2 -> (Point2, Point2) -> Maybe Point2 pushOutFromWall rad cp2 (wp1, wp2) | isOnWall = Just newP | otherwise = Nothing where norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2) wp1' = wp1 +.+ rad *.* norm wp2' = wp2 +.+ rad *.* norm newP = errorClosestPointOnLine 5 wp1' wp2' cp2 isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad pushOutFromCorners :: Float -> [(Point2, Point2)] -> Point2 -> Point2 --pushOutFromCorners r ls p = foldr (squashIntersectCirclePoint r . fst) p ls pushOutFromCorners r = flip $ foldr (squashIntersectCirclePoint r . fst) squashIntersectCirclePoint :: Float -> Point2 -> Point2 -> Point2 squashIntersectCirclePoint rad p cCen | dist cCen p > rad = cCen | otherwise = p +.+ (rad *.* squashNormalizeV (cCen -.- p))