Files
loop/src/Dodge/LevelGen.hs
T

186 lines
6.5 KiB
Haskell

{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE FlexibleInstances #-}
-- | deals with placement of objects within the world
-- after they have had their coordinates set by the layout
module Dodge.LevelGen
( module Dodge.LevelGen
, cutWalls
, pairsToGraph
, makeButton
, makeSwitch
)
where
import Dodge.Data
import Dodge.Base
import Dodge.Room.Data
import Dodge.LevelGen.Block
import Dodge.LevelGen.LineBlock
import Dodge.LevelGen.Pathing
import Dodge.LevelGen.StaticWalls
import Dodge.LevelGen.AutoDoor
import Dodge.LevelGen.TriggerDoor
import Dodge.LevelGen.Switch
import Dodge.LevelGen.Data
import Geometry
import Picture
import System.Random
import Control.Monad.State
import Control.Applicative
import Control.Lens
import Data.List
import Data.Function
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import qualified Data.Set as S
import qualified Data.Map as M
placeSpots :: [Placement] -> World -> World
placeSpots pss w = foldr placeSpot w' $ map _placementSpot singlePlacements
where
(singlePlacements, groupedPlacements) = partition isSPS pss
isSPS (SinglePlacement {}) = True
isSPS _ = False
gplmnts = groupBy ((==) `on` _groupPlacementID) $ sortOn _groupPlacementID groupedPlacements
w' = foldr updateGroup w gplmnts
{- | OK, this is perhaps slightly impenetrable.
- The idea is that for a list of collected group placements, we first update
- the world for each placement and update the placements into PSTypes.
- This is the mapAccumR step.
- After this, for each placement we apply the group placement function to
- the psType using a zipWith, and taking all the pstypes as a paramenter,
- then successively update the world using a foldr. -}
updateGroup :: [Placement] -> World -> World
updateGroup ps w =
let (w', psTypes) = mapAccumR updateSpot w $ map _placementSpot ps
fs = zipWith (\gp pst -> _groupPlacementFunc gp psTypes pst) ps psTypes
in foldr ($) w' fs
updateSpot :: World -> PlacementSpot -> (World, PSType)
updateSpot w ps = case _psType ps of
PutButton bt -> undefined
PutCrit cr -> placeUpdateCr cr p rot w
where
p = _psPos ps
rot = _psRot ps
placeSpot :: PlacementSpot -> World -> World
placeSpot ps w = case _psType ps of
PutButton bt -> placeBt bt p rot w
PutFlIt itm -> placeFlIt itm p rot w
PutCrit cr -> placeCr cr p rot w
PutLS ls dec -> placeLS ls dec p rot w
PutPressPlate pp -> placePressPlate pp p rot w
RandPS rgen -> placeSpot (set psType evaluatedType ps) (set randGen g w)
where
(evaluatedType, g) = runState rgen (_randGen w)
PutDoor col f pss -> putDoor col f (map (mapBoth $ shiftPointBy (p,rot)) pss) w
where
mapBoth fn (x,y) = (fn x, fn y)
PutDoubleDoor col f a b -> putDoubleDoor col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutAutoDoor a b -> addAutoDoor (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutBlock (hp:hps) col ps -> putBlock (map (shiftPointBy (p,rot)) ps) hp col False hps w
PutBtDoor c bp f a b -> addButtonDoor c (shiftPointBy (p,rot) bp) (f + rot)
(shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutSwitchDoor c bp f a b -> addSwitchDoor c (shiftPointBy (p,rot) bp) (f + rot)
(shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutLineBlock wl width depth a b
-> putLineBlock wl width depth (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutWall { _pwPoly = ps, _pwWall = wl } -> rmCrossPaths $ over walls (addWalls (q:qs) wl) w
where
(q:qs) = map (shiftPointBy (p,rot)) ps
rmCrossPaths w = foldr (uncurry removePathsCrossing) w $ zip (q:qs) (qs++[q])
_ -> w
where
p = _psPos ps
rot = _psRot ps
-- TODO: remove this typeclass
class Shiftable a where
translateS :: Point2 -> a -> a
rotateS :: Float -> a -> a
instance {-# OVERLAPPING #-} Shiftable Point2 where
translateS = (+.+)
rotateS = rotateV
instance (Shiftable a,Shiftable b) => Shiftable (a, b) where
translateS p (x,y) = (translateS p x,translateS p y)
rotateS r (x,y) = ( rotateS r x, rotateS r y)
instance (Shiftable a) => Shiftable [a] where
translateS p x = map (translateS p) x
rotateS r x = map (rotateS r) x
instance Shiftable PlacementSpot where
translateS p' (PS p r x) = PS (p +.+ p') r x
rotateS r' (PS p r x) = PS (rotateV r' p) (r + r') x
shiftPointBy (pos,rot) p = pos +.+ rotateV rot p
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 (p0,p1) wls = IM.insert (newKey wls) (wl
{ _wlLine = (p0,p1)
, _wlID = newKey wls
})
wls
placeBt bt p rot w = over buttons addBT w
where
addBT bts = IM.insert (newKey bts) (bt {_btPos = p, _btRot = rot, _btID = newKey bts}) bts
{- Creates a floor item at a given point.
Assigns an id correctly. -}
placeFlIt
:: Item
-> Point2 -- ^ Position
-> Float -- ^ Rotation
-> World
-> World
placeFlIt itm p rot = floorItems %~
\ fis -> IM.insert (newKey fis)
(FlIt
{ _flItPos = p
, _flItRot = rot
, _flItID = newKey fis
, _flIt = itm
}
) fis
placePressPlate pp p rot w = over pressPlates addPP w
where
addPP pps = IM.insert (newKey pps) (pp {_ppPos = p,_ppRot = rot}) pps
placeUpdateCr :: Creature -> Point2 -> Float -> World -> (World, PSType)
placeUpdateCr scr p rot w = (w & creatures %~ IM.insert cid cr, PutCrit cr)
where
cid = newKey (_creatures w)
cr = scr {_crPos = p,_crOldPos = p,_crDir = rot,_crID = cid}
placeCr :: Creature -> Point2 -> Float -> World -> World
placeCr crF p rot w = over creatures addCr w
where
addCr crs = IM.insert (newKey crs)
(crF {_crPos = p,_crOldPos = p,_crDir = rot,_crID = newKey crs})
crs
placeLS :: LightSource -> Picture -> Point2 -> Float -> World -> World
placeLS ls dec p rot w = over lightSources addLS
$ over decorations addDec w
where addLS lss = IM.insert (newKey lss)
(ls {_lsPos = p,_lsDir = rot,_lsID = newKey lss})
lss
addDec decs = IM.insert (newKey decs)
(uncurry translate p $ rotate (0 - rot) dec)
decs