{- | Find which objects lie upon a line. -} module Dodge.WorldEvent.ThingsHit ( thingsHit , thingsHitLongLine , thingsHitExceptCr , thingsHitExceptCrLongLine ) where import Dodge.Data import Dodge.Base import Dodge.Zone --import Dodge.Zone.Data import Geometry import qualified Data.IntMap.Strict as IM import Data.List import Data.Maybe {- List those objects that appear on a line. -} thingsHit :: Point2 -- ^ Line start point -> Point2 -- ^ Line end point -> World -> [(Point2, Either3 Creature Wall ForceField)] thingsHit sp ep w | sp == ep = [] | otherwise = sortOn (dist sp . fst) (crs ++ wls ++ ffs) where hitCrs = IM.elems $ IM.filter (\cr -> circOnSeg sp ep (_crPos cr) (_crRad cr)) $ _creatures w -- $ creaturesAlongLine sp ep w crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs crs = zip crPs (map E3x1 hitCrs) hitWls = wallsOnLine sp ep (IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]) (x,y) = zoneOfPoint (0.5 *.* (sp +.+ ep)) f i m = case IM.lookup i m of Just val -> val _ -> IM.empty wls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls) hitPoint w' = uncurry (intersectSegSeg sp ep) (_wlLine w') hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w) ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs {- List objects that appear on a line. Can filter out a creature. -} thingsHitExceptCr :: Maybe Int -- ^ A possible creature ID -> Point2 -- ^ Line start point -> Point2 -- ^ Line end point -> World -> [(Point2, Either3 Creature Wall ForceField)] thingsHitExceptCr Nothing sp ep = thingsHit sp ep thingsHitExceptCr (Just cid) sp ep = filter crNotCid . thingsHit sp ep where crNotCid (_,E3x1 cr) = _crID cr /= cid crNotCid _ = True thingsHitExceptCrLongLine :: Maybe Int -> Point2 -> Point2 -> World -> [(Point2, Either3 Creature Wall ForceField)] thingsHitExceptCrLongLine Nothing sp ep = thingsHitLongLine sp ep thingsHitExceptCrLongLine (Just cid) sp ep = filter crNotCid . thingsHitLongLine sp ep where crNotCid (_,E3x1 cr) = _crID cr /= cid crNotCid _ = True thingsHitLongLine :: Point2 -> Point2 -> World -> [(Point2, Either3 Creature Wall ForceField)] thingsHitLongLine sp ep w | sp == ep = [] | otherwise = sortOn (dist sp . fst) (crs ++ wls ++ ffs) where crs = zip crPs (map E3x1 hitCrs) hitCrs = IM.elems . IM.filter (\cr -> circOnSeg sp ep (_crPos cr) (_crRad cr)) $ _creatures w -- $ creaturesAlongLine sp ep w crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs wls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls) hitWls = wallsOnLine sp ep $ wallsAlongLine sp ep w hitPoint wl = uncurry (intersectSegSeg sp ep) (_wlLine wl) hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w) ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs