--{-# LANGUAGE TupleSections #-} module Dodge.Layout ( generateLevelFromRoomList ) where import Data.Tile import Dodge.Data import Dodge.Path import Dodge.ShiftPoint import Dodge.Placement.PlaceSpot import Dodge.LevelGen.Data import Dodge.LevelGen.StaticWalls import Dodge.LevelGen.LevelStructure import Dodge.Room.Foreground import Dodge.Wall.Zone import Dodge.GameRoom import Dodge.Bounds import Dodge.Default.Wall import Dodge.Room.Link import Dodge.Randify import Geometry --import Geometry.ConvexPoly import qualified IntMapHelp as IM import Tile import Dodge.RandomHelp import Color import Shape --import Padding import Data.List (nubBy) import Data.Traversable import Control.Lens import System.Random import Data.Foldable import qualified Control.Foldl as L import Data.Maybe import Data.Function import Control.Monad.State generateLevelFromRoomList :: IM.IntMap Room -> World -> GenWorld generateLevelFromRoomList gr' w = over gWorld initWallZoning . over gWorld randomCompass . over gWorld setupWorldBounds . placeWires . doAfterPlacements . doInPlacements . doOutPlacements . doIndividualPlacements . setFloors . worldToGenWorld rs' $ w { _walls = wallsFromRooms rs , _gameRooms = gameRoomsFromRooms (IM.elems rs') , _pathGraph = path , _pathGraphP = pairPath } where path = pairsToGraph dist pairPath pairPath = concatMap _rmPath rs rs = map doRoomShift $ IM.elems rs' rs'= mapM shuffleRoomPos gr' & evalState $ _randGen w randomCompass :: World -> World randomCompass w = w & cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w) putFloorTiles :: GenWorld -> GenWorld putFloorTiles gw = gw & gWorld . floorTiles .~ floorsFromGenWorld gw setFloors :: GenWorld -> GenWorld setFloors = putFloorTiles . setTiles -- note the order of traversal of the rooms is important -- hence the reverse -- this is not ideal: should do this in some more sensible way setTiles :: GenWorld -> GenWorld setTiles gw = foldr setTile gw . reverse . IM.elems $ _gRooms gw setTile :: Room -> GenWorld -> GenWorld setTile r gw = case _rmFloor r of Tiled {} -> gw InheritFloor -> gw & gRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly] where t = case _rmMParent r of Nothing -> Tile poly (V2 0 0) (V2 1 0) 16 Just pid -> head $ _tiles $ _rmFloor $ _gRooms gw IM.! pid poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat $ _rmPolys r shuffleRoomPos :: RandomGen g => Room -> State g Room shuffleRoomPos rm = do newPos <- shuffle $ _rmPos rm return $ rm & rmPos .~ newPos placeWires :: GenWorld -> GenWorld placeWires w = w & gWorld .~ foldr placeRoomWires (_gWorld w) (_gRooms w) placeRoomWires :: Room -> World -> World placeRoomWires rm w = IM.foldr ($) w $ IM.intersectionWith (placeWire rm) (_rmStartWires rm) (_rmEndWires rm) placeWire :: Room -> RoomWire -> RoomWire -> World -> World placeWire rm (WallWire p _ h1) (WallWire q _ h2) = foregroundShape %~ (col ( thinHighBarChain h2 (map (shiftPointBy rs) doOrdering) <> barPP 1.5 (addZ h1 p) (addZ h2 p) ) <> ) where --TODO use rmWalls for non convex rooms --rmWalls = foldr cutWalls [] (_rmPolys rm) doOrdering = orderPolygonAround rmcen (p:q:ps) col | clockwise = colorSH red | otherwise = colorSH red rmps = concat $ _rmPolys rm rmcen = centroid rmps clockwise = isLHS rmcen p q ps | clockwise = filter leftprightq rmps | otherwise = filter rightpleftq rmps leftprightq x = isLHS rmcen p x && isRHS rmcen q x rightpleftq x = isRHS rmcen p x && isLHS rmcen q x rs = _rmShift rm doAfterPlacements :: GenWorld -> GenWorld doAfterPlacements gw = foldr doAfterPlacement gw (_gPlacements gw) doAfterPlacement :: [(Placement,Int)] -> GenWorld -> GenWorld doAfterPlacement pmntis gw = gRandify gw $ do (pmnt,i) <- takeOne pmntis let (newgw,rm) = fst $ placeSpot (gw,_gRooms gw IM.! i) pmnt return $ newgw & gRooms . ix i .~ rm doInPlacements :: ( IM.IntMap [Placement],GenWorld) -> GenWorld doInPlacements (im,w) = let (gw,rms) = mapAccumR (doRoomInPlacements im) w (_gRooms w) in gw {_gRooms = rms} doRoomInPlacements :: IM.IntMap [Placement] -> GenWorld -> Room -> (GenWorld, Room) doRoomInPlacements im w rm = foldr f (w,rm) $ _rmInPmnt rm where f (InPlacement plf i) (w',r') = fst $ placeSpot (w',r') (plf $ im IM.! i) doOutPlacements :: GenWorld -> ( IM.IntMap [Placement], GenWorld) doOutPlacements w = let ((pmnts,gw),rms) = mapAccumR doRoomOutPlacements (IM.empty,w) (_gRooms w) in (pmnts,gw{_gRooms = rms}) doRoomOutPlacements :: (IM.IntMap [Placement], GenWorld) -> Room -> ( (IM.IntMap [Placement], GenWorld) , Room ) doRoomOutPlacements imw r = foldr f ( imw, r ) $ _rmOutPmnt r where f (OutPlacement pl i) ( (im,w) , rm ) = let ((neww,newrm),plmnts) = placeSpot (w,rm) pl in ((IM.insert i plmnts im, neww) , newrm ) doIndividualPlacements :: GenWorld -> GenWorld doIndividualPlacements gw = let (gw', rms) = mapAccumR doRoomPlacements gw (_gRooms gw) in gw' {_gRooms = rms} doRoomPlacements :: GenWorld -> Room -> (GenWorld, Room) doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w,rm) $ _rmPmnts rm setupWorldBounds :: World -> World setupWorldBounds w = w & worldBounds %~ ( (bdMinX .~ f minx) . (bdMaxX .~ f maxx) . (bdMinY .~ f miny) . (bdMaxY .~ f maxy) ) where f = fromMaybe 0 ps = IM.map (fst . _wlLine) $ _walls w (minx,maxx,miny,maxy) = L.fold ((,,,) <$> L.premap fstV2 L.minimum <*> L.premap fstV2 L.maximum <*> L.premap sndV2 L.minimum <*> L.premap sndV2 L.maximum ) ps --polyhedrasToEdges :: [Polyhedra] -> [Point3] --polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges initWallZoning :: World -> World initWallZoning w = foldl' (flip insertWallInZones) (w & wallsZone . znObjects .~ IM.empty) (_walls w) --makePath :: Tree Room -> [(Point2,Point2)] --makePath = concatMap _rmPath . flatten wallsFromRooms :: [Room] -> IM.IntMap Wall wallsFromRooms = -- divideWalls . IM.fromAscList . zipWith f [0..] . removeInverseWalls . foldl' (flip cutWalls) [] . concatMap _rmPolys where f i (x,y) = (i, defaultWall {_wlLine = (x,y) , _wlID = i}) -- TODO sort out shifting before or after etc gameRoomsFromRooms :: [Room] -> [GameRoom] gameRoomsFromRooms = fmap gameRoomFromRoom gameRoomFromRoom :: Room -> GameRoom gameRoomFromRoom rm = GameRoom { _grViewpoints = map doshift $ _rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm) ++ mapMaybe filterUnusedLinks (_rmPos rm) , _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm) , _grBound = map doshift $ expandPolyCorners 50 . convexHullSafe . nubBy closePoints . concat $ _rmBound rm ++ _rmPolys rm , _grDir = getDir $ _rmPos rm , _grLinkDirs = mapMaybe undir $ _rmPos rm , _grName = _rmName rm } where doshift = shiftPointBy (_rmShift rm) doubleShift p a = map doshift [p +.+ 10 *.* unitVectorAtAngle a ,p -.- 10 *.* unitVectorAtAngle a ] filterUnusedLinks rp = case _rpLinkStatus rp of UnusedLink{} -> Just $ _rpPos rp _ -> Nothing filterUsedLinks rp = case _rpLinkStatus rp of UsedOutLink{} -> doubleShift (_rpPos rp) (_rpDir rp) UsedInLink{} -> doubleShift (_rpPos rp) (_rpDir rp) _ -> [] undir rp = case _rpLinkStatus rp of UsedOutLink{} -> ma UsedInLink{} -> ma _ -> Nothing where ma = Just $ 0.5*pi + _rpDir rp + snd (_rmShift rm) closePoints x y = roundPoint2 x == roundPoint2 y getDir (rp:xs) = case _rpLinkStatus rp of UsedInLink {} -> _rpDir rp + snd (_rmShift rm) _ -> getDir xs getDir _ = 0 -- fallback floorsFromRooms :: [Room] -> [(Point3,Point3)] floorsFromRooms = concatMap (concatMap tileToRenderList . getTiles . _rmFloor . doRoomShift) floorsFromGenWorld :: GenWorld -> [(Point3,Point3)] floorsFromGenWorld = floorsFromRooms . IM.elems . _gRooms getTiles :: Floor -> [Tile] getTiles fl = case fl of Tiled xs -> xs _ -> error "tiles not correctly set for some room" --divideWall :: Wall -> [Wall] --divideWall wl -- = let (a,b) = _wlLine wl -- ps = divideLine (zoneSize * 2) a b -- in zipWith (\ x y -> wl & wlLine .~ (x,y) ) (init ps) (tail ps) --divideWallIn :: Wall -> IM.IntMap Wall -> IM.IntMap Wall --divideWallIn wl wls = -- let (wl':newWls) = divideWall wl -- k = IM.newKey wls -- newWls' = zipWith (\i w -> w {_wlID = i}) [k..] newWls -- in foldl' (flip $ \w -> IM.insert (_wlID w) w) wls (wl':newWls') -- --divideWalls :: IM.IntMap Wall -> IM.IntMap Wall --divideWalls wls = foldl' (flip divideWallIn) wls wls --insertInZone :: Int -> Int -> a -> IM.IntMap (IM.IntMap a) -> IM.IntMap (IM.IntMap a) --insertInZone x y obj = IM.insertWith f x $ IM.singleton y obj -- where f _ = IM.insert y obj --shiftRoomTree :: Tree Room -> Tree Room --shiftRoomTree (Node t []) = Node t [] --shiftRoomTree (Node t ts) = Node t -- $ zipWith (\l -> shiftRoomTree . applyToRoot (shiftRoomToLink l)) -- (_rmLinks t) -- ts --shiftRoomTreeConstruction :: Tree Room -> [Tree Room] --shiftRoomTreeConstruction (Node t []) = [Node t []] --shiftRoomTreeConstruction (Node t ts) = (Node t [] :) $ concat $ -- zipWith (\l -> shiftRoomTreeConstruction . applyToRoot (shiftRoomBy l . f)) -- (_rmLinks t) -- ts -- where -- f r = shiftRoomBy ( V2 0 0 -.- rotateV (pi-a) p , 0) $ shiftRoomBy (V2 0 0,pi-a) r -- where -- (p,a) = last $ _rmLinks r --addTile :: Float -> Room -> Room --addTile z r -- | not (null (_rmFloor r)) || null rp = r -- | otherwise = r & rmFloor .~ [makeTileFromPoly poly z] -- where -- rp = _rmPolys r -- poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat rp