Files
loop/src/Dodge/Placement/PlaceSpot.hs
T
justin 74c02291c1 Quick hack to make window rendering passable
Before windows drew even on black backgrounds
2025-11-23 00:24:14 +00:00

224 lines
8.1 KiB
Haskell

--{-# 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 Data.Bifunctor
import Data.Foldable
import qualified Data.IntSet as IS
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
--import System.Random
-- 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 -> placeSpotUsingLink 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' pl =
placeSpot
rid
(w' & genRooms . ix rid . rmPmnts .:~ newplmnt)
pl
-- this should be tidied up
placeSpotUsingLink ::
GenWorld ->
Int ->
Placement ->
(RoomPos -> Room -> Maybe (PlacementSpot, RoomPos)) ->
(RoomPos -> Room -> Room) ->
Maybe Placement ->
GenWorld
placeSpotUsingLink 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
(_rmRandPSs (w ^?! genRooms . ix rid) !! 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 pps mc mitm -> plMachine (map doShift pps) mc mitm p rot 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' -> (0, placeChasm w rid ps' $ map doShift ps')
PutLabel{} -> (0, w)
where
p@(V2 px py) = _psPos ps
p' = V3 px py 0
rot = _psRot ps
doShift = shiftPointBy (p, rot)
pashift = compP2A (p, rot)
placeChasm :: GenWorld -> Int -> [Point2] -> [Point2] -> GenWorld
placeChasm gw rid ps shiftps =
gw & gwWorld . cWorld . chasms .:~ shiftps
& genRooms . ix rid . rmPos %~ filter (\rp -> not $ pointInPoly (_rpPos rp) ps)
& gwWorld %~ f
where
f w = foldl' g w (loopPairs shiftps)
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 ::
[Point2] ->
Machine ->
Maybe Item ->
Point2 ->
Float ->
GenWorld ->
(Int, GenWorld)
plMachine wallpoly mc mitm p rot gw =
( mcid
, gw & tolw . machines . at mcid ?~ themc
& gwWorld %~ placeMachineWalls wallpoly mcid wlid
& tolw %~ maybe id placeturretitm mitm
)
where
tolw = gwWorld . cWorld . lWorld
mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls
wlids = IS.fromList $ take (length wallpoly) [wlid ..]
themc = mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
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
placeMachineWalls :: [Point2] -> Int -> Int -> World -> World
placeMachineWalls poly mcid = insertStructureWalls MachinePart baseWall poly mcid
where
baseWall = defaultMachineWall & wlStructure . wsMachine .~ mcid
mvLS :: Point3 -> Float -> LightSource -> LightSource
mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z + startPos
where
startPos = onXY (rotateV rot) $ _lsPos (_lsParam ls)