{- | Deals with moving creature wall collisions. -} module Dodge.WallCreatureCollisions ( colCrsWalls , colCrWall , pushCreatureOutFromWalls , crOnWall ) where import Dodge.Data --import Dodge.Data.DamageType --import Dodge.Creature.State.Data import Dodge.Zone import Dodge.Base import Geometry import Data.Monoid import Data.Maybe import Data.Function import Control.Lens import qualified Data.IntMap.Strict as IM colCrsWalls :: World -> World colCrsWalls w = w & creatures %~ fmap (colCrWall w) colCrWall :: World -> Creature -> Creature colCrWall w c | noclipIsOn && _crID c == 0 = c -- for noclip | 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 rad ls . pushOutFromWalls rad ls . flip (collidePointWalls p1) wls -- check push throughs rad = _crRad c + wallBuffer p1 = _crOldPos c p2 = _crPos c ls = IM.elems $ _wlLine <$> wls wls = IM.filter (not . _wlWalkable) $ wallsNearPoint p2 w --wallPoints = map fst ls noclipIsOn = _debug_noclip $ _config 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 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall rad p2)) wls -- 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 -- (_:p:_) -> cr -- & crPos .~ p -- & crState . crDamage %~ ( Blunt 50 cpos cpos cpos : ) where cpos = _crPos cr -- note the inclusion of endpoints in circOnSeg crOnWall :: Creature -> World -> Bool crOnWall cr w = any (\(a,b) -> circOnSeg a b p r) wls where p = _crPos cr r = _crRad cr wls = fmap _wlLine . IM.filter (not . _wlWalkable) $ wallsNearPoint p w -- 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 --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 -- isOnWall = circOnSeg wp1 wp2 cp2 rad pushOutFromCorners :: Float -> [(Point2,Point2)] -> Point2 -> Point2 pushOutFromCorners r ls p = foldr (intersectCirclePoint r . fst) p ls --pushOutFromCorners' :: World -> Creature -> Creature --pushOutFromCorners' w cr = cr & crPos .~ newPos -- where -- newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls -- ls = nub . concatMap (\(x,y) -> [x,y]) . IM.elems $ _wlLine <$> wallsNearPoint (_crPos cr) w --collideCorners :: Float -> [Point2] -> Point2 -> Point2 --collideCorners rad ps p2 = foldr (intersectCirclePoint rad) p2 ps ---- collide circles with points (outer corners) intersectCirclePoint :: Float -> Point2 -> Point2 -> Point2 intersectCirclePoint rad p cCen | dist cCen p > rad = cCen | otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))