{-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE StrictData #-} module Dodge.LevelGen.Data where import Dodge.Data import Picture import Geometry.Data import Shape.Data import Control.Lens import Control.Monad.State import System.Random data PSType = PutCrit {_unPutCrit :: Creature} | PutMachine Color [Point2] Machine | PutLS LightSource | PutButton Button | PutProp Prop | PutFlIt Item | PutPressPlate PressPlate | PutBlock [Int] Color [Point2] | PutCoordinate Point2 | PutTrigger (World -> Bool) | PutLineBlock Wall 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 } | PSLnk { _psLinkTest :: (Point2,Float) -> Bool , _psLinkShift :: (Point2,Float) -> (Point2,Float) , _psFallback :: Maybe Placement } | PSRoomRand { _psRoomRandPointNum :: Int } data Placement = Placement { _plSpot :: PlacementSpot , _plType :: PSType , _plID :: Maybe Int , _plIDCont :: Int -> Maybe Placement } | PlacementUsingPos Point3 (Point3 -> Placement) -- allows a placement to use a shifted position | RandomPlacement {_unRandomPlacement :: State StdGen Placement} spNoID :: PlacementSpot -> PSType -> Placement spNoID ps pst = Placement ps pst Nothing (const Nothing) sPS :: Point2 -> Float -> PSType -> Placement sPS p a pt = Placement (PS p a) 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 jps0 :: PSType -> (Int -> Maybe Placement) -> Maybe Placement jps0 pst = Just . Placement (PS (V2 0 0) 0) pst Nothing ps0j :: PSType -> Placement -> Placement ps0j pst plmnt = Placement (PS (V2 0 0) 0) pst Nothing (const $ Just plmnt) 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' makeLenses ''PSType makeLenses ''PlacementSpot makeLenses ''Placement