{-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE RankNTypes #-} -- | deals with placement of objects within the world -- after they have had their coordinates set by the layout module Dodge.Placement.PlaceSpot ( shiftPlacement , shiftPointBy , invShiftPointBy , placeSpot ) where import Dodge.Data import Dodge.Path import Dodge.Placement.PlaceSpot.Block import Dodge.Placement.PlaceSpot.TriggerDoor import Dodge.LevelGen.Data import Dodge.Default.Wall import Dodge.ShiftPoint --import Dodge.RandomHelp --import Dodge.Placements.Spot import Geometry import Geometry.Vector3D import Shape import qualified IntMapHelp as IM import Color import System.Random import Control.Monad.State import Control.Lens import qualified Data.IntSet as IS import Data.Bifunctor -- when placing a placement, we update the world and the room and assign an id -- to the placement placeSpot :: (World,Room) -> Placement -> ( (World,Room), [Placement] ) placeSpot (w,rm) plmnt = case plmnt of Placement{_plSpot = PSRoomRand i} -> placeSpotRoomRand rm i plmnt w Placement{_plSpot = PSLnk extract eff fallback} -> placeSpotUsingLink w rm plmnt extract eff fallback Placement{} -> let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w newplmnt = plmnt & plMID ?~ i in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt newplmnt) where recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl in (wr,newplmnt:newplmnts) -- (placeSpot (w',rm)) (_plIDCont plmnt i) PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p)) RandomPlacement rplmnt -> placeSpot (w & randGen .~ g,rm) plmnt' where (plmnt', g) = runState rplmnt (_randGen w) where shift = _rmShift rm -- this should be tidied up placeSpotUsingLink :: World -> Room -> Placement -> (RoomPos -> Maybe PlacementSpot) -> (RoomPos -> Room -> Room) -> Maybe Placement -> ((World, Room), [Placement]) placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos rm) of Just (ps,pos,newrmpos) -> placeSpot (w, eff pos $ rm & rmPos .~ newrmpos) (plmnt & plSpot .~ ps) Nothing -> case fallback of Nothing -> ((w,rm),[plmnt]) Just plmnt' -> placeSpot (w,rm) plmnt' where searchedPoss [] = error "no correct pos type for lnk placement" searchedPoss (pos:poss) = case extract pos of Nothing -> second (pos:) <$> searchedPoss poss Just ps -> Just ( ps,pos, poss) placeSpotRoomRand :: Room -> Int -> Placement -> World -> ((World,Room),[Placement]) placeSpotRoomRand rm i plmnt w = let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ uncurry PS ps) shiftPlacement :: (Point2,Float) -> Placement -> Placement shiftPlacement shift plmnt = case plmnt of Placement {} -> plmnt & plSpot %~ shiftPSBy shift & plIDCont %~ fmap (fmap $ shiftPlacement shift) PlacementUsingPos p f -> PlacementUsingPos (shiftPoint3By shift p) (fmap (shiftPlacement shift) f) RandomPlacement rpl -> RandomPlacement $ fmap (shiftPlacement shift) rpl shiftPSBy :: (Point2,Float) -> PlacementSpot -> PlacementSpot shiftPSBy (pos,rot) ps = ps & psPos %~ shiftPointBy (pos,rot) & psRot %~ (+ rot) -- the Int here allows for passing parameters down to other placements: -- button ids, etc placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World) placeSpotID ps pt w = case pt of PutTrigger cond -> placeNewInto triggers cond w PutProp prop -> plNewUpID props pjID (mvProp p rot prop) w PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w PutMachine col wallpoly mc -> placeMachine col (map doShift wallpoly) mc p rot w PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w PutPressPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w RandPS rgen -> evaluateRandPS rgen ps w PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w PutCoordinate coordp -> placeNewInto coordinates (doShift coordp) w PutSlideDoor pathing col f a b spd -> placeSlideDoor pathing col f (doShift a) (doShift b) spd w PutBlock (hp:hps) col ps' -> placeBlock (map doShift ps') hp col Opaque hps w PutBlock{} -> error "messed up block placement somehow" PutLineBlock wl wdth dpth a b -> placeLineBlock wl wdth dpth (doShift a) (doShift b) w PutWall { _pwPoly = ps', _pwWall = wl } -> (0,placeWallPoly (map doShift ps') wl w) PutForeground sh -> (0,w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>)) PutNothing -> (0,w) PutID i -> (i, w) PutWorldUpdate f -> (0,f ps w) where p@(V2 px py) = _psPos ps p' = V3 px py 0 rot = _psRot ps doShift = shiftPointBy (p,rot) evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World) evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w) where (evaluatedType, g) = runState rgen (_randGen w) placeWallPoly :: [Point2] -> Wall -> World -> World placeWallPoly ps wl = rmCrossPaths . over walls (addWalls ps wl) where rmCrossPaths w = foldr (uncurry removePathsCrossing) w $ loopPairs ps addWalls :: [Point2] -> Wall -> IM.IntMap Wall -> IM.IntMap Wall addWalls qs wl wls = foldr (addPane wl) wls pairs where (p:ps) = orderPolygon qs pairs = zip (ps ++ [p]) (p:ps) addPane :: Wall -> (Point2,Point2) -> IM.IntMap Wall -> IM.IntMap Wall addPane wl l wls = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls where wlid = IM.newKey wls -- | generalised way of putting a new item into a lensed intmap, returning the -- new index as well placeNewInto :: ALens' World (IM.IntMap a) -> a -> World -> (Int,World) placeNewInto l x w = (i,w & l #%~ IM.insert i x) where i = IM.newKey $ w ^# l -- | place an new object into an intmap and update its id plNewUpID :: ALens' World (IM.IntMap a) -> ALens' a Int -> a -> World -> (Int,World) plNewUpID l li x w = (i,w & l #%~ IM.insert i (x & li #~ i)) where i = IM.newKey $ w ^# l mvProp :: Point2 -> Float -> Prop -> Prop mvProp p a = (pjRot +~ a) . (pjPos %~ ( (p +.+) . rotateV a )) mvButton :: Point2 -> Float -> Button -> Button mvButton p a = (btRot +~ a) . (btPos %~ ( (p +.+) . rotateV a )) {- Creates a floor item at a given point.-} createFlIt :: Point2 -> Float -> Item -> FloorItem createFlIt p rot itm = FlIt { _flItPos = p , _flItRot = rot , _flItID = 0 , _flIt = itm } mvPP :: Point2 -> Float -> PressPlate -> PressPlate mvPP p rot pp = pp {_ppPos = p,_ppRot = rot} mvCr :: Point2 -> Float -> Creature -> Creature mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot} placeMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> World -> (Int,World) placeMachine color wallpoly mc p rot w = (mcid , w & machines %~ addMc & walls %~ placeMachineWalls color wallpoly mcid wlid ) where mcid = IM.newKey $ _machines w wlid = IM.newKey $ _walls w wlids = IS.fromList [wlid .. wlid + length wallpoly - 1] addMc mcs = IM.insert mcid (mc {_mcPos = p,_mcDir = rot,_mcID = mcid, _mcWallIDs = wlids}) mcs -- TODO correctly remove/shift pathfinding lines (removePathsCrossing) placeMachineWalls :: Color -> [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall placeMachineWalls col poly mcid wlid = flip (foldr f) $ zip [wlid..] $ loopPairs poly where f (wid,l) = IM.insert wid baseWall{_wlID = wid, _wlLine = l} baseWall = defaultMachineWall & wlColor .~ col & wlStructure . wlStMachine .~ mcid mvLS :: Point3 -> Float -> LightSource -> LightSource mvLS (V3 x y z) rot ls = ls {_lsPos = V3 x y z +.+.+ startPos,_lsDir = rot} where startPos = onXY (rotateV rot) $ _lsPos ls