74c02291c1
Before windows drew even on black backgrounds
224 lines
8.1 KiB
Haskell
224 lines
8.1 KiB
Haskell
--{-# LANGUAGE LambdaCase #-}
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--{-# OPTIONS_GHC -Wno-incomplete-uni-patterns #-}
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{- | deals with placement of objects within the world
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after they have had their coordinates set by the layout
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-}
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module Dodge.Placement.PlaceSpot (placeSpot) where
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import Control.Monad.State
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import Data.Bifunctor
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import Data.Foldable
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import qualified Data.IntSet as IS
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import Data.Maybe
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import qualified Data.Set as S
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import Dodge.Base.NewID
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import Dodge.Data.GenWorld
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import Dodge.Default.Wall
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import Dodge.Path
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import Dodge.Placement.PlaceSpot.Block
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import Dodge.Placement.PlaceSpot.TriggerDoor
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import Dodge.Placement.Shift
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import Dodge.ShiftPoint
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import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import Linear
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import NewInt
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--import System.Random
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-- when placing a placement, we update the world and the room and assign an id
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-- to the placement. This id should be associated with the type of placement and
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-- match up with the created id for the object (creature id, flitid id, etc)
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placeSpot :: Int -> GenWorld -> Placement -> GenWorld
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placeSpot rid w plmnt = case plmnt ^. plSpot of
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PSRoomRand i f -> placeSpotRoomRand rid i f plmnt w
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PSPos extract eff fallback -> placeSpotUsingLink w rid plmnt extract eff fallback
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_ -> placePlainPSSpot w rid plmnt shift
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where
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shift = _rmShift $ w ^?! genRooms . ix rid
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placePlainPSSpot :: GenWorld -> Int -> Placement -> Point2A -> GenWorld
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placePlainPSSpot w rid plmnt shift = case plmnt ^. plType of
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RandPS rgn ->
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let (x, g) = runState rgn (w ^. gwWorld . randGen)
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in placePlainPSSpot (w & gwWorld . randGen .~ g) rid (plmnt & plType .~ x) shift
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_ ->
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let (i, w') = placeSpotID rid (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
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newplmnt = plmnt & plMID ?~ i
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gw =
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maybe
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(w' & genRooms . ix rid . rmPmnts .:~ newplmnt)
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(recrPlace newplmnt w')
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(_plIDCont plmnt w' newplmnt)
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in f newplmnt gw
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where
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f x gw = fromMaybe gw $ do
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j <- x ^. plExternalID
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return $ gw & genPmnt . at j ?~ x
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recrPlace newplmnt w' pl =
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placeSpot
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rid
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(w' & genRooms . ix rid . rmPmnts .:~ newplmnt)
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pl
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-- this should be tidied up
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placeSpotUsingLink ::
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GenWorld ->
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Int ->
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Placement ->
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(RoomPos -> Room -> Maybe (PlacementSpot, RoomPos)) ->
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(RoomPos -> Room -> Room) ->
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Maybe Placement ->
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GenWorld
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placeSpotUsingLink w rid plmnt extract eff fallback =
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case searchedPoss (w ^?! genRooms . ix rid . rmPos) of
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Just (ps, rmposs) ->
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placeSpot
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rid
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(w & genRooms . ix rid %~ eff (head rmposs) . (rmPos .~ rmposs))
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(plmnt & plSpot .~ ps)
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Nothing -> maybe w (placeSpot rid w) fallback
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where
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searchedPoss [] = Nothing
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searchedPoss (pos : poss) = case extract pos (w ^?! genRooms . ix rid) of
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Nothing -> second (pos :) <$> searchedPoss poss
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Just (ps, rmpos) -> Just (ps, rmpos : poss)
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placeSpotRoomRand ::
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Int ->
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Int ->
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(Point2A -> PlacementSpot) ->
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Placement ->
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GenWorld ->
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GenWorld
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placeSpotRoomRand rid i f plmnt w =
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let (ps, g) =
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runState
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(_rmRandPSs (w ^?! genRooms . ix rid) !! i)
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$ w ^. gwWorld . randGen
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in placeSpot rid (w & gwWorld . randGen .~ g) (plmnt & plSpot .~ f ps)
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-- the Int here is some id that is assigned when the placement is placed
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placeSpotID :: Int -> PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld)
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placeSpotID rid ps pt w = case pt of
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PutTrigger cnd -> plNewID (gwWorld . cWorld . lWorld . triggers) cnd w
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PutMod mdi -> plNewUpID (gwWorld . cWorld . lWorld . modifications) mdID mdi w
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PutProp prp -> plNewUpID (gwWorld . cWorld . lWorld . props) prID (mvProp p rot prp) w
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PutButton bt ->
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plNewUpID
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(gwWorld . cWorld . lWorld . buttons)
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btID
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(mvButton p rot bt)
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w
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PutTerminal tm -> plNewUpID (gwWorld . cWorld . lWorld . terminals) tmID tm w
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PutFlIt itm ->
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let i = IM.newKey (w ^. gwWorld . cWorld . lWorld . items)
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in ( i
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, w
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& gwWorld . cWorld . lWorld . floorItems . at i ?~ FlIt p rot
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& gwWorld . cWorld . lWorld . items . at i
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?~ ( itm & itID .~ NInt i
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& itLocation .~ OnFloor
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)
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)
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PutCrit cr -> plNewUpID (gwWorld . cWorld . lWorld . creatures) crID (mvCr p rot cr) w
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PutForeground fs ->
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(0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs)
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PutMachine pps mc mitm -> plMachine (map doShift pps) mc mitm p rot w
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PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p' rot ls) w
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RandPS _ -> error "RandPS should not be reachable here" --evaluateRandPS rid rgn ps w
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PutDoor dr wl -> plDoor (dr & drZeroPos %~ pashift & drOnePos %~ pashift) wl w
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PutCoord cp -> plNewID (gwWorld . coordinates) (doShift cp) w
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PutBlock bl wl ps' ->
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plBlock
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(map doShift ps')
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(bl & blPos %~ doShift & blDir .~ rot)
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wl
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w
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PutLineBlock wl wdth a b -> plLineBlock wl wdth (doShift a) (doShift b) w
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PutWall qs wl -> (0, over gwWorld (placeWallPoly (map doShift qs) wl) w)
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PutNothing -> (0, w)
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PutID i -> (i, w)
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PutWorldUpdate f -> (0, w & f rid ps)
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PutChasm ps' -> (0, placeChasm w rid ps' $ map doShift ps')
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PutLabel{} -> (0, w)
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where
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p@(V2 px py) = _psPos ps
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p' = V3 px py 0
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rot = _psRot ps
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doShift = shiftPointBy (p, rot)
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pashift = compP2A (p, rot)
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placeChasm :: GenWorld -> Int -> [Point2] -> [Point2] -> GenWorld
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placeChasm gw rid ps shiftps =
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gw & gwWorld . cWorld . chasms .:~ shiftps
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& genRooms . ix rid . rmPos %~ filter (\rp -> not $ pointInPoly (_rpPos rp) ps)
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& gwWorld %~ f
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where
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f w = foldl' g w (loopPairs shiftps)
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g w (x, y) = obstructPathsCrossing (S.singleton ChasmObstacle) x y w
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placeWallPoly :: [Point2] -> Wall -> World -> World
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placeWallPoly qs wl w
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| (p : ps) <- orderPolygon qs = foldl' (addPane wl) w $ zip (ps ++ [p]) (p : ps)
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| otherwise = error "tried to place wall poly with too few points"
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addPane :: Wall -> World -> (Point2, Point2) -> World
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addPane wl w l = insertWall (wl & wlLine .~ l & wlID .~ i) w
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where
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i = IM.newKey $ w ^. cWorld . lWorld . walls
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mvProp :: Point2 -> Float -> Prop -> Prop
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mvProp p a = (prRot +~ a) . (prPos %~ ((p +.+) . rotateV a))
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mvButton :: Point2 -> Float -> Button -> Button
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mvButton p a = (btRot +~ a) . (btPos %~ ((p +.+) . rotateV a))
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mvCr :: Point2 -> Float -> Creature -> Creature
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mvCr p rot =
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(crPos . _xy .~ p)
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. (crOldPos . _xy .~ p)
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. (crDir .~ rot)
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mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
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mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +.+) . rotateV a))
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plMachine ::
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[Point2] ->
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Machine ->
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Maybe Item ->
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Point2 ->
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Float ->
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GenWorld ->
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(Int, GenWorld)
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plMachine wallpoly mc mitm p rot gw =
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( mcid
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, gw & tolw . machines . at mcid ?~ themc
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& gwWorld %~ placeMachineWalls wallpoly mcid wlid
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& tolw %~ maybe id placeturretitm mitm
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)
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where
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tolw = gwWorld . cWorld . lWorld
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mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
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wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls
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wlids = IS.fromList $ take (length wallpoly) [wlid ..]
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themc = mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
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placeturretitm itm =
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(items . at itid ?~ itm')
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. (machines . ix mcid . mcType . mctTurret . tuWeapon .~ itid)
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where
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itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items
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itm' = itm & itID .~ NInt itid & itLocation .~ OnTurret mcid
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placeMachineWalls :: [Point2] -> Int -> Int -> World -> World
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placeMachineWalls poly mcid = insertStructureWalls MachinePart baseWall poly mcid
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where
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baseWall = defaultMachineWall & wlStructure . wsMachine .~ mcid
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mvLS :: Point3 -> Float -> LightSource -> LightSource
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mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z + startPos
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where
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startPos = onXY (rotateV rot) $ _lsPos (_lsParam ls)
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