module Dodge.WorldEvent.ThingsHit where import Dodge.Data import Dodge.Base import Geometry import qualified Data.IntMap.Strict as IM import Data.List import Data.Maybe import Data.Function (on) thingsHit :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))] thingsHit sp ep w | sp == ep = [] | otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs) where hitCrs = IM.elems $ IM.filter (\cr -> circOnLine 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 $ _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 walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls) hitPoint w = intersectSegSeg' sp ep (_wlLine w !! 0) (_wlLine w !! 1) hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w) ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs thingsHitExceptCr :: Maybe Int -> Point2 -> Point2 -> 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 = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs) where crs = zip crPs (map E3x1 hitCrs) hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr)) $ _creatures w -- $ creaturesAlongLine sp ep w crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls) hitWls = wallsOnLine sp ep $ wallsAlongLine sp ep w hitPoint wl = intersectSegSeg' sp ep (_wlLine wl !! 0) (_wlLine wl !! 1) hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w) ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs thingsHitOnPath :: [Point2] -> World -> [ [ ( Point2, (Either3 Creature Wall ForceField) ) ] ] thingsHitOnPath [] _ = error "tried to find thingsHitOnPath containing no points" thingsHitOnPath ps w = map (flip (uncurry thingsHit) w) . zip ps $ tail ps