Files
loop/src/Dodge/Block.hs
T
2025-06-24 16:40:00 +01:00

112 lines
3.7 KiB
Haskell

module Dodge.Block (
splinterBlock,
destroyBlock,
destroyDoor,
) where
import Control.Lens
import Data.Foldable
import qualified Data.Graph.Inductive as FGL
import qualified Data.IntSet as IS
import Data.Maybe
import Data.Set (Set)
import Dodge.Base.Collide
import Dodge.Block.Debris
import Dodge.Data.MountedObject
import Dodge.Data.World
import Dodge.DrWdWd
import Dodge.LightSource
import Dodge.Material.Sound
import Dodge.Wall.Delete
import Dodge.Wall.Zone
import Dodge.WorldEvent.Sound
import Dodge.Zoning.Wall
import qualified IntMapHelp as IM
splinterBlock :: Block -> World -> World
splinterBlock bl w =
foldl' unshadowBlock w (_blShadows bl) -- foldr shiftTowardCen w (_blWallIDs bl)
& soundOriginsIDsAt
[MaterialSound bm 0, MaterialSound bm 1, MaterialSound bm 2]
(weakenMatS bm)
(_blPos bl)
where
bm = fromMaybe Stone $ do
wlids <- w ^? cWorld . lWorld . blocks . ix (_blID bl) . blWallIDs
(wlid, _) <- IS.minView wlids
w ^? cWorld . lWorld . walls . ix wlid . wlMaterial
unshadowBlock :: World -> Int -> World
unshadowBlock w wlid = case w ^? cWorld . lWorld . walls . ix wlid of
Just wl ->
w
& cWorld . lWorld . walls . ix wlid . wlUnshadowed .~ True
& insertWallInZones (wl & wlUnshadowed .~ True)
Nothing -> w
--checkBlockHP :: Block -> World -> World
--checkBlockHP bl
-- | _blHP bl < 1 = destroyBlock bl
-- | otherwise = id
destroyBlock :: Block -> World -> World
destroyBlock bl w =
w
& flip (foldl' unshadowBlock) (_blShadows bl)
& makeBlockDebris bl
& deleteWallIDs wlids
& maybeClearPaths (_blObstructs bl) -- must happen after the walls are deleted
& cWorld . lWorld . blocks %~ IM.delete (_blID bl)
-- & muchWlDustAt awl (_blPos bl)
-- & flip (foldl' $ flip (muchWlDustAt awl)) (map (pos +.+) ps)
where
wlids = _blWallIDs bl
-- awl = w ^?! cWorld . lWorld . walls . ix (IS.findMin wlids)
-- pos = fst . _wlLine $ awl
-- ps = replicateM 25 (randInCirc 20) & evalState $ _randGen w
-- this does not handle eg doors blocking the path as well
maybeClearPaths :: Set PathEdgeNodes -> World -> World
maybeClearPaths ps w = foldl' maybeClearPath w ps
maybeClearPath :: World -> PathEdgeNodes -> World
maybeClearPath w (PathEdgeNodes x y pe)
| not . null $ overlapSegWalls (_peStart pe) (_peEnd pe) $ wlsNearSeg (_peStart pe) (_peEnd pe) w =
w
| otherwise =
w
& cWorld . pathGraph %~ FGL.insEdge (x, y, pe & peObstacles .~ mempty) . FGL.delEdge (x, y)
destroyDoor :: Door -> World -> World
destroyDoor dr w =
w
& doDrWdWd (_drDeath dr) dr
& deleteWallIDs wlids
& cWorld . lWorld . doors %~ IM.delete (_drID dr)
-- & muchWlDustAt awl (0.5 * uncurry (+) (_drPos dr))
-- & flip (foldl' (flip $ muchWlDustAt awl)) (map (pos +.+) ps)
& stopPushing (_drPushes dr)
& destroyMounts (_drMounts dr)
where
wlids = _drWallIDs dr
--awl = _walls (_cWorld w) IM.! IS.findMin wlids
-- awl = w ^?! cWorld . lWorld . walls . ix (IS.findMin wlids)
-- pos = fst . _wlLine $ awl
-- ps = replicateM 25 (randInCirc 20) & evalState $ _randGen w
destroyMounts :: [MountedObject] -> World -> World
destroyMounts mos w = foldl' (flip destroyMount) w mos
destroyMount :: MountedObject -> World -> World
destroyMount mo = case mo of
MountedLS lsid -> destroyLS lsid
MountedProp prid -> cWorld . lWorld . props . at prid .~ Nothing
stopPushing :: Maybe Int -> World -> World
stopPushing mdrid w = fromMaybe w $ do
drid <- mdrid
dr <- w ^? cWorld . lWorld . doors . ix drid
return $
w & cWorld . lWorld . doors . ix drid . drMech .~ DrWdId
& stopPushing (_drPushes dr)