{-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE StrictData #-} module Dodge.LevelGen.Data where import Dodge.Data import Picture import Geometry import Shape.Data import Data.Tile import Control.Lens import Control.Monad.State import System.Random import Data.Maybe import qualified Data.IntMap.Strict as IM --import Data.Bifunctor data PSType = PutCrit {_unPutCrit :: Creature} | PutMachine Color [Point2] Machine | PutLS LightSource | PutButton Button | PutProp Prop | PutFlIt Item | PutPressPlate PressPlate | PutBlock BlockMaterial [Int] Wall [Point2] | PutCoordinate Point2 | PutMod Modification | PutTrigger (World -> Bool) | PutLineBlock Wall BlockMaterial Float Float Point2 Point2 | PutWall { _pwPoly :: [Point2] , _pwWall :: Wall } | PutSlideDoor Bool Color (World -> Bool) Point2 Point2 Float | PutDoor Color (World -> Bool) [(Point2,Point2)] | RandPS (State StdGen PSType) | PutForeground Shape | PutWorldUpdate (PlacementSpot -> World -> World) | PutNothing | PutID { _putID :: Int} -- maybe there is a monadic implementation of this? data PlacementSpot = PS { _psPos :: Point2 , _psRot :: Float } | PSPos { _psLnkShift :: RoomPos -> Maybe (PlacementSpot, RoomPos) , _psLnkRoomEff :: RoomPos -> Room -> Room , _psLnkFallback :: Maybe Placement } | PSRoomRand { _psRoomRandPointNum :: Int } data Placement = Placement { _plSpot :: PlacementSpot , _plType :: PSType , _plMID :: Maybe Int , _plIDCont :: Placement -> Maybe Placement } | PlacementUsingPos Point3 (Point3 -> Placement) -- allows a placement to use a shifted position | RandomPlacement {_unRandomPlacement :: State StdGen Placement} {- The '_rmPolys' list states which polygons should be cut out to form the indestructible walls of the room. Link pairs contain a position and rotation to attach to another room; 0 is for links going to another room to the north, pi/2 for links going to a room to the west, etc. TODO : Explain path, does it need both directions? Placement spots allow things to be put in the room during level generation. Room bounds between a new room and previously placed rooms are checked during level generation, assigning no bounds will allow rooms to overlap. -} data Room = Room { _rmPolys :: [ [Point2] ] , _rmOutLinks :: [(Point2,Float)] , _rmInLinks :: [(Point2,Float)] -- update the room when assigning the next link to an adjacent room with the head of of this list, return the tail , _rmLinkEff :: [(Point2,Float) -> Room -> Room] , _rmPos :: [RoomPos] , _rmPath :: [(Point2, Point2)] , _rmPmnts :: [Placement] , _rmPartPmnt :: Maybe ([Placement] -> Placement) , _rmExtPmnt :: Maybe Placement , _rmBound :: [ [Point2] ] , _rmFloor :: [Tile] , _rmName :: String , _rmShift :: (Point2, Float) , _rmViewpoints :: [Point2] , _rmRandPSs :: [State StdGen (Point2,Float)] , _rmLabel :: Maybe Int , _rmTakeFrom :: Maybe Int , _rmStartWires :: IM.IntMap RoomWire , _rmEndWires :: IM.IntMap RoomWire } data RoomLink = RoomLink { _rlType :: RoomLinkType , _rlPos :: Point2 , _rlDir :: Float } deriving (Eq,Ord) data RoomLinkType = OutLink | InLink | AnyLink | LabLink Int deriving (Eq,Ord) data RoomWire = --RoomWire Point2 Float WallWire Point2 Float Float data RoomPos = UsedOutLink Int Point2 Float | UsedInLink Int Point2 Float | UnusedLink Point2 Float | PosPl Point2 Float | LabPos Int RoomPos deriving (Eq,Ord,Show) makeLenses ''Room makeLenses ''PSType makeLenses ''PlacementSpot makeLenses ''Placement spNoID :: PlacementSpot -> PSType -> Placement spNoID ps pst = Placement ps pst Nothing (const Nothing) pContID :: PlacementSpot -> PSType -> (Int -> Maybe Placement) -> Placement pContID ps pt = Placement ps pt Nothing . intPlPlPl psPtCont :: PlacementSpot -> PSType -> (Placement -> Maybe Placement) -> Placement psPtCont ps pt = Placement ps pt Nothing psPt :: PlacementSpot -> PSType -> Placement psPt ps pt = Placement ps pt Nothing (const Nothing) sPS :: Point2 -> Float -> PSType -> Placement sPS p a pt = Placement (PS p a) pt Nothing (const Nothing) sps :: PlacementSpot -> PSType -> Placement sps ps pt = Placement ps pt Nothing (const Nothing) plRRpt :: Int -> PSType -> Placement plRRpt i pt = Placement (PSRoomRand i) pt Nothing (const Nothing) jsps :: Point2 -> Float -> PSType -> Maybe Placement jsps p a pst = Just $ Placement (PS p a) pst Nothing $ const Nothing jsps0 :: PSType -> Maybe Placement jsps0 pst = Just $ sPS (V2 0 0) 0 pst sps0 :: PSType -> Placement sps0 = sPS (V2 0 0) 0 jspsJ :: Point2 -> Float -> PSType -> Placement -> Maybe Placement jspsJ p a pst plm = Just $ Placement (PS p a) pst Nothing $ \_ -> Just plm jsps0J :: PSType -> Placement -> Maybe Placement jsps0J pst plm = Just $ Placement (PS (V2 0 0) 0) pst Nothing $ \_ -> Just plm ps0 :: PSType -> (Int -> Maybe Placement) -> Placement ps0 pst = Placement (PS (V2 0 0) 0) pst Nothing . intPlPlPl pt0 :: PSType -> (Placement -> Maybe Placement) -> Placement pt0 pst = Placement (PS (V2 0 0) 0) pst Nothing contToIDCont :: (Int -> Maybe Placement) -> Placement -> Maybe Placement contToIDCont f plmnt = f $ fromJust (_plMID plmnt) intPlPlPl :: (Int -> Maybe Placement) -> Placement -> Maybe Placement intPlPlPl f = f . fromJust . _plMID jps0 :: PSType -> (Int -> Maybe Placement) -> Maybe Placement jps0 pst = Just . Placement (PS (V2 0 0) 0) pst Nothing . intPlPlPl jps0PushPS :: PSType -> (Int -> Maybe Placement) -> Maybe Placement jps0PushPS pst f = Just . Placement (PS (V2 0 0) 0) pst Nothing $ \plmnt -> f (fromJust $ _plMID plmnt) <&> plSpot .~ _plSpot plmnt ps0j :: PSType -> Placement -> Placement ps0j pst plmnt = Placement (PS (V2 0 0) 0) pst Nothing (const $ Just plmnt) psj :: PlacementSpot -> PSType -> Placement -> Placement psj ps pst plmnt = Placement ps pst Nothing (const $ Just plmnt) ps0jPushPS :: PSType -> Placement -> Placement ps0jPushPS pst plmnt = Placement (PS (V2 0 0) 0) pst Nothing (\p -> Just $ plmnt & plSpot .~ _plSpot p) addPlmnt :: Placement -> Placement -> Placement addPlmnt pl pl2 = case pl2 of (PlacementUsingPos p f) -> PlacementUsingPos p (fmap (addPlmnt pl) f) (RandomPlacement rp) -> RandomPlacement $ fmap (addPlmnt pl) rp (Placement ps pt mi f) -> Placement ps pt mi (fmap g f) where g Nothing = Just pl g (Just pl') = Just $ addPlmnt pl pl'