Files
loop/src/Dodge/LevelGen/Block.hs
T

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Haskell

{- | Creation, update and destruction of destructible walls. -}
module Dodge.LevelGen.Block where
import Dodge.Data
import Dodge.Data.SoundOrigin
import Dodge.Base
import Dodge.Zone
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.WorldEvent.Sound
import Dodge.LevelGen.Pathing
import Dodge.RandomHelp
import Geometry
import qualified IntMapHelp as IM
import Color
import Control.Lens
import Control.Monad.State
import Data.List
import Data.Maybe
import Data.Function
import System.Random
updateBlocks :: World -> World
updateBlocks w
= (\w' -> seq (_wallsZone w') w')
$ flip (foldl' $ flip removeFromZone) deadPanes
$ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls) degradeBlocks
where
degradeBlocks = deadBlocks `seq` foldl' (flip killBlock) w deadBlocks
removeFromZone :: Wall -> World -> World
removeFromZone bl = over (wallsZone . znObjects . ix x . ix y) (IM.delete (_wlID bl))
where
(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine bl)
deadPanes = filter blockIsDead (IM.elems $ _walls w)
deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
blockIsDead wl = case wl ^? blHP of
Just x -> x <= 0
Nothing -> False
{- | Destroy a block.
Plays destruction sound and sets to be displayed other walls that were shadowed by this wall. -}
killBlock :: Wall -> World -> World
killBlock bl w = f bl . flip (foldl' $ flip unshadow) (_blShadows bl) $ w
where
f :: Wall -> World -> World
f bl'
| isJust (bl ^? blDegrades . ix 0) = degradeBlock bl' . breakHitSound bl
| otherwise = hitSound' bl'
pos = fst $ _wlLine bl
breakHitSound bl'
| _wlIsSeeThrough bl' = mkSoundBreakGlass pos
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
hitSound' bl'
| _wlIsSeeThrough bl' = mkSoundSplinterGlass pos
| otherwise = soundMultiFrom sos (fst $ _wlLine bl') impactSound Nothing
sos = [BlockDegradeSound 0,BlockDegradeSound 1]
impactSound = evalState (takeOne [impact1S,impact2S,impact3S,impact4S]) $ _randGen w
unshadow :: Int -> World -> World
unshadow bid w' = case w' ^? walls . ix bid of
Just b ->
let (x,y) = zoneOfPoint $ uncurry pHalf (_wlLine b)
in w & wallsZone . znObjects . ix x . ix y . ix bid . blVisible %~ const True
& walls . ix bid . blVisible %~ const True
Nothing -> w
degradeBlock :: Wall -> World -> World
degradeBlock bl w =
let blid = _wlID bl
bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid)
ps = reverse $ orderPolygon $ nub $ concatMap ((\(a,b) -> [a,b]) . _wlLine) bls
(newPs,g) = runState (shrinkPolygon 0.5 ps) $ _randGen w
(x:xs) = _blDegrades bl
in addBlock newPs (x + _blHP bl) (_wlColor bl) (_wlIsSeeThrough bl) xs $ set randGen g w
{-
This does not have clear behaviour in my mind, and should probably be replaced with something more obvious...
-}
pushPointTowardsBy
:: RandomGen g
=> Float
-> Point2
-> [Point2]
-> State g Point2
pushPointTowardsBy x p ps = do
xs <- replicateM (length ps) $ state $ randomR (0, x / fromIntegral (length ps))
let toAdd p' y = y *.* (p' -.- p)
return $ p +.+ foldl1' (+.+) (zipWith toAdd ps xs)
shrinkPolygon
:: RandomGen g
=> Float -- ^ Shrink parameter
-> [Point2]
-> State g [Point2]
shrinkPolygon x ps = mapM (flip (pushPointTowardsBy x) ps) ps
addBlock
:: [Point2] -- ^ Block polygon
-> Int -- ^ First layer of health
-> Color
-> Bool -- ^ Is the block see through?
-> [Int] -- ^ Extra layers of health
-> World
-> World
addBlock (p:ps) hp col isSeeThrough degradability w
| hp <= 0 && null degradability = w
| hp <= 0 = addBlock (p:ps) (head degradability + hp) col isSeeThrough (tail degradability) w
| otherwise = w
& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
& walls %~ IM.union panes
where
lns = zip (p:ps) (ps ++ [p])
i = IM.newKey $ _walls w
is = [i.. i + length lns-1]
panes = IM.fromList $ zip is $ zipWith
(\j (a,b) -> Block
{ _wlLine = (a,b)
, _wlID = j
, _wlColor = col
, _wlSeen = False
, _blIDs = is
, _blHP = hp
, _wlIsSeeThrough = isSeeThrough
, _blVisible = True
, _blShadows = []
, _blDegrades = degradability
}
) is lns
wallInZone wl
| uncurry dist (_wlLine wl) <= 2*zoneSize
= insertIMInZone x y wlid wl
| otherwise = flip (foldl' $ flip (\(a,b) -> insertIMInZone a b wlid wl)) ips
where
(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine wl)
wlid = _wlID wl
ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
-- TODO add block list to world
putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> (Int,World)
putBlock (p:ps) i c b is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
where
pairs = zip (p:ps) (ps ++ [p])
wWithBlock = addBlock (p:ps) i c b is w
putBlock _ _ _ _ _ _ = error "Trying to put a block with incomplete polygon"