-- {-# LANGUAGE LambdaCase #-} -- {-# OPTIONS_GHC -Wno-incomplete-uni-patterns #-} {- | deals with placement of objects within the world after they have had their coordinates set by the layout -} module Dodge.Placement.PlaceSpot (placeSpot) where -- import Control.Monad.State import Control.Monad.Trans.State.Lazy import Data.Bifunctor import Data.Foldable import Data.Maybe import qualified Data.Set as S import Dodge.Base.NewID import Dodge.Data.GenWorld import Dodge.Default.Wall import Dodge.Path import Dodge.Placement.PlaceSpot.Block import Dodge.Placement.PlaceSpot.TriggerDoor import Dodge.Placement.Shift import Dodge.ShiftPoint import Geometry import qualified IntMapHelp as IM import LensHelp import Linear import NewInt -- when placing a placement, we update the world and the room and assign an id -- to the placement. This id should be associated with the type of placement and -- match up with the created id for the object (creature id, flitid id, etc) placeSpot :: Int -> GenWorld -> Placement -> GenWorld placeSpot rid w plmnt = case plmnt ^. plSpot of PSRoomRand i f -> placeSpotRoomRand rid i f plmnt w PSPos extract eff fallback -> placeSpotUsingRoomPos w rid plmnt extract eff fallback _ -> placePlainPSSpot w rid plmnt shift where shift = _rmShift $ w ^?! genRooms . ix rid placePlainPSSpot :: GenWorld -> Int -> Placement -> Point2A -> GenWorld placePlainPSSpot w rid plmnt shift = case plmnt ^. plType of RandPS rgn -> let (x, g) = runState rgn (w ^. gwWorld . randGen) in placePlainPSSpot (w & gwWorld . randGen .~ g) rid (plmnt & plType .~ x) shift _ -> let (i, w') = placeSpotID rid (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w newplmnt = plmnt & plMID ?~ i gw = maybe (w' & genRooms . ix rid . rmPmnts .:~ newplmnt) (recrPlace newplmnt w') (_plIDCont plmnt w' newplmnt) in f newplmnt gw where f x gw = fromMaybe gw $ do j <- x ^. plExternalID return $ gw & genPmnt . at j ?~ x recrPlace newplmnt w' = placeSpot rid (w' & genRooms . ix rid . rmPmnts .:~ newplmnt) -- this should be tidied up placeSpotUsingRoomPos :: GenWorld -> Int -> Placement -> (RoomPos -> Room -> Maybe (PlacementSpot, RoomPos)) -> (RoomPos -> Room -> Room) -> Maybe Placement -> GenWorld placeSpotUsingRoomPos w rid plmnt extract eff fallback = case searchedPoss (w ^?! genRooms . ix rid . rmPos) of Just (ps, rmposs) -> placeSpot rid (w & genRooms . ix rid %~ eff (head rmposs) . (rmPos .~ rmposs)) (plmnt & plSpot .~ ps) Nothing -> maybe w (placeSpot rid w) fallback where searchedPoss [] = Nothing searchedPoss (pos : poss) = case extract pos (w ^?! genRooms . ix rid) of Nothing -> second (pos :) <$> searchedPoss poss Just (ps, rmpos) -> Just (ps, rmpos : poss) placeSpotRoomRand :: Int -> Int -> (Point2A -> PlacementSpot) -> Placement -> GenWorld -> GenWorld placeSpotRoomRand rid i f plmnt w = let (ps, g) = runState (w ^?! genRooms . ix rid . rmRandPSs . ix i) $ w ^. gwWorld . randGen in placeSpot rid (w & gwWorld . randGen .~ g) (plmnt & plSpot .~ f ps) -- the Int here is some id that is assigned when the placement is placed placeSpotID :: Int -> PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld) placeSpotID rid ps pt w = case pt of PutTrigger cnd -> plNewID (gwWorld . cWorld . lWorld . triggers) cnd w PutMod mdi -> plNewUpID (gwWorld . cWorld . lWorld . modifications) mdID mdi w PutProp prp -> plNewUpID (gwWorld . cWorld . lWorld . props) prID (mvProp p rot prp) w PutButton bt -> plNewUpID (gwWorld . cWorld . lWorld . buttons) btID (mvButton p rot bt) w PutTerminal tm -> plNewUpID (gwWorld . cWorld . lWorld . terminals) tmID tm w PutFlIt itm -> let i = IM.newKey (w ^. gwWorld . cWorld . lWorld . items) in ( i , w & gwWorld . cWorld . lWorld . floorItems . at i ?~ FlIt p rot & gwWorld . cWorld . lWorld . items . at i ?~ (itm & itID .~ NInt i & itLocation .~ OnFloor) ) PutCrit cr -> plNewUpID (gwWorld . cWorld . lWorld . creatures) crID (mvCr p rot cr) w PutForeground fs -> (0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs) PutMachine mc mitm -> plMachine (mc & mcPos .~ p & mcDir .~ rot) mitm w PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p rot ls) w RandPS _ -> error "RandPS should not be reachable here" -- evaluateRandPS rid rgn ps w PutDoor dr wl -> plDoor (dr & drZeroPos %~ pashift & drOnePos %~ pashift) wl w PutCoord cp -> plNewID (gwWorld . coordinates) (doShift cp) w PutBlock bl wl ps' -> plBlock (map doShift ps') (bl & blPos %~ doShift & blDir .~ rot) wl w PutLineBlock wl wdth a b -> plLineBlock wl wdth (doShift a) (doShift b) w PutWall qs wl -> (0, over gwWorld (placeWallPoly (map doShift qs) wl) w) PutNothing -> (0, w) PutID i -> (i, w) PutWorldUpdate f -> (0, w & f rid ps) PutChasm ps' qs -> ( 0 , placeChasm rid ps' (map (map doShift) ps') (foldMap (loopPairs . map doShift) qs) w ) PutLabel{} -> (0, w) where p = _psPos ps rot = _psRot ps doShift = shiftPointBy (p, rot) pashift = compP2A (p, rot) placeChasm :: Int -> [[Point2]] -> [[Point2]] -> [(Point2, Point2)] -> GenWorld -> GenWorld placeChasm rid ps shiftps cfs = (gwWorld . cWorld . chasms <>~ shiftps) . (gwWorld . cWorld . cliffs <>~ cfs) . (genRooms . ix rid . rmPos %~ filter (\rp -> not $ any (pointInPoly (_rpPos rp)) ps)) . (gwWorld %~ f) where f w = foldl' g w cfs g w (x, y) = obstructPathsCrossing (S.singleton ChasmObstacle) x y w placeWallPoly :: [Point2] -> Wall -> World -> World placeWallPoly qs wl w | (p : ps) <- orderPolygon qs = foldl' (addPane wl) w $ zip (ps ++ [p]) (p : ps) | otherwise = error "tried to place wall poly with too few points" addPane :: Wall -> World -> (Point2, Point2) -> World addPane wl w l = insertWall (wl & wlLine .~ l & wlID .~ i) w where i = IM.newKey $ w ^. cWorld . lWorld . walls mvProp :: Point2 -> Float -> Prop -> Prop mvProp p a = (prRot +~ a) . (prPos %~ ((p +) . rotateV a)) mvButton :: Point2 -> Float -> Button -> Button mvButton p a = (btRot +~ a) . (btPos %~ ((p +) . rotateV a)) mvCr :: Point2 -> Float -> Creature -> Creature mvCr p rot = (crPos . _xy .~ p) . (crOldPos . _xy .~ p) . (crDir .~ rot) mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +) . rotateV a)) plMachine :: Machine -> Maybe Item -> GenWorld -> (Int, GenWorld) plMachine mc mitm gw = ( mcid , gw & tolw . machines . at mcid ?~ themc & tolw %~ maybe id placeturretitm mitm & gwWorld %~ addwalls ) where p = mc ^. mcPos rot = mc ^. mcDir addwalls = insertStructureWalls MachinePart wl (map fst pps & each %~ shiftPointBy (p,rot)) mcid wlid pps = IM.elems $ mc ^. mcFootPrint wl = defaultMachineWall & wlStructure . wsMachine .~ mcid & wlMaterial .~ (mc ^. mcSkin) tolw = gwWorld . cWorld . lWorld mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls themc = mc & mcID .~ mcid & mcFootPrint .~ IM.fromDistinctAscList (zip [wlid..] pps) placeturretitm itm = (items . at itid ?~ itm') . (machines . ix mcid . mcType . mctTurret . tuWeapon .~ itid) where itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items itm' = itm & itID .~ NInt itid & itLocation .~ OnTurret mcid mvLS :: Point2 -> Float -> LightSource -> LightSource mvLS x rot = lsParam . lsPos . _xy %~ ((+ x) . rotateV rot)