186 lines
7.4 KiB
Haskell
186 lines
7.4 KiB
Haskell
{- |
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Module : Dodge.Update
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Description : Simulation update
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-}
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module Dodge.Update
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( update
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) where
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import Dodge.Data
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import Dodge.Base
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import Dodge.WallCreatureCollisions
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import Dodge.LevelGen.Block
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import Dodge.Update.Camera
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import Dodge.Update.UsingInput
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import Dodge.SoundLogic
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import Dodge.Inventory
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import Geometry
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import Data.List
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import Data.Maybe
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import Data.Function
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import Control.Lens
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update = update' . pushSideEffects
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pushSideEffects :: World -> World
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pushSideEffects w = w
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& sideEffects .~ []
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& doneSideEffects .~ _sideEffects w
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{- | The update step.
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If '_menuLayers' is not empty, or the saving screen, this is the identity.
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In such menus, the only way to change the world is using event handling.
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-}
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update' :: World -> World
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update' w = case _menuLayers w of
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(ConfigSaveScreen : ls) -> w & menuLayers .~ ls
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(_ : _) -> w
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[] -> let w1 = updateParticles' . updateProjectiles
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. updateLightSources
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. zoneClouds
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. updateClouds
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. updateCreatures
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. updateBlocks -- . zoning
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. updateSeenWalls
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. updateSoundQueue
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$ updateCloseObjects w
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in checkEndGame . ppEvents
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. updateCamera
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. colCrsWalls
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. simpleCrSprings
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. zoneCreatures
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. wallEvents
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. set worldEvents id
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$ _worldEvents w1 w1
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where
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zoneCreatures = set creaturesZone (IM.foldr creatureInZone IM.empty (_creatures w))
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creatureInZone cr = insertIMInZone x y cid cr
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where (x,y) = zoneOfPoint $ _crPos cr
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cid = _crID cr
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zoneClouds = set cloudsZone (IM.foldr cloudInZone IM.empty (_clouds w))
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cloudInZone cr = insertIMInZone x y cid cr
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where (x,y) = zoneOfPoint $ _clPos cr
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cid = _clID cr
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updateSoundQueue = set soundQueue []
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. set sounds M.empty
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updateLightSources w = set tempLightSources (catMaybes tlss) w'
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where (w',tlss) = mapAccumR (\a b -> _tlsUpdate b a b) w $ _tempLightSources w
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updateProjectiles w = IM.foldr' _pjUpdate w $ _projectiles w
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updateParticles' :: World -> World
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updateParticles' w =
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set particles' (catMaybes ps) w'
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where
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(w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles' w
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updateCreatures :: World -> World
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updateCreatures w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w
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where
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((f,newG),crs) = IM.mapAccum (\g' cr -> _crUpdate cr w g' (setOldPos cr)) (id,_randGen w)
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$ _creatures w
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setOldPos cr = cr & crOldPos .~ _crPos cr
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wallEvents :: World -> World
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wallEvents w = IM.foldr (_doorMech) w ( IM.filter (\d -> case d of
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Door {} -> True
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BlockAutoDoor {} -> True
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_ -> False) ( _walls w))
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ppEvents :: World -> World
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ppEvents w = IM.foldr' (\pp w -> _ppEvent pp pp w) w $ _pressPlates w
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updateSeenWalls :: World -> World
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updateSeenWalls w = foldr markSeen w wallsToUpdate
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where yPos = _crPos $ _creatures w IM.! 0
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wallsToUpdate = map _wlID $ IM.elems $ wallsNearPoint yPos w
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-- wallsToUpdate = concatMap (\p -> collidePointFindWalls yPos (yPos +.+p) $ wallsAlongLine yPos (yPos +.+ p) w)
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-- $ nRays 60
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markSeen i = set (walls . ix i . wlSeen) True
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setTestStringIO :: IO World -> IO World
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setTestStringIO = fmap (\ w -> set testString (show $ s w) w)
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where s w = (-.-) <$> (w ^? creatures . ix 0 . crPos) <*> (w ^? creatures . ix 0 . crOldPos)
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checkEndGame :: World -> World
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checkEndGame w | _crHP (you w) < 1 = haltSound $ w {_menuLayers = [GameOverMenu]}
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| otherwise = w
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updateClouds :: World -> World
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updateClouds w = IM.foldr' updateCloud w $ _clouds w
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updateCloud :: Cloud -> World -> World
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updateCloud c w | _clTimer c < 1 = w & clouds %~ IM.delete (_clID c)
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| otherwise = moveCloud c w
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moveCloud :: Cloud -> World -> World
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moveCloud c w = _clEffect c c . theUpdate $ w
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where newVel = 0.95 *.* springVels
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springVels = IM.foldr' (clClSpringVel c w) (_clVel c) (cloudsNearPoint oldPos w)
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oldPos = _clPos c
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newPos = oldPos +.+ newVel
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hitWl = collideCircWalls' oldPos newPos 5 $ wallsNearPoint newPos w
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finalPos = fromMaybe newPos (fmap fst hitWl)
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finalVel = fromMaybe newVel (fmap snd hitWl)
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theUpdate w' = w' & clouds . ix (_clID c) . clTimer %~ (\t -> t - 1)
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& clouds . ix (_clID c) . clVel .~ finalVel
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& clouds . ix (_clID c) . clPos .~ finalPos
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clClSpringVel :: Cloud -> World -> Cloud -> Point2 -> Point2
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clClSpringVel a w b v
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| ida == idb = v
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| dist pa pb < radDist = v +.+ 0.1 *.* (safeNormalizeV (pa -.- pb))
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| otherwise = v
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where ida = _clID a
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idb = _clID b
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pa = _clPos a
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pb = _clPos b
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radDist = (_clRad a + _clRad b) / 2
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simpleCrSprings :: World -> World
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simpleCrSprings w = IM.foldr' crSpring w $ _creatures w
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crSpring :: Creature -> World -> World
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crSpring c w = IM.foldr' (crCrSpring c) w $ cs
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where cs = creaturesNearPoint (_crPos c) w
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crCrSpring :: Creature -> Creature -> World -> World
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crCrSpring c1 c2 w
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| id1 == id2 = w
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| vec == (0,0) = w
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| diff < comRad = over (creatures . ix id1 . crPos) (+.+ overlap1)
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$ over (creatures . ix id2 . crPos) (-.- overlap2) w
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| otherwise = w
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where id1 = _crID c1
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id2 = _crID c2
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vec = _crPos c1 -.- _crPos c2
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diff = magV $ vec
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comRad = _crRad c1 + _crRad c2
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overlap1 = ((comRad - diff) * _crMass c2 * 0.5 / massT) *.* errorNormalizeV 55 vec
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overlap2 = ((comRad - diff) * _crMass c1 * 0.5 / massT) *.* errorNormalizeV 56 vec
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massT = _crMass c1 + _crMass c2
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collidePointFindWall :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Int
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collidePointFindWall p1 p2 ws = fmap fst $ listToMaybe $ sortBy f
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$ IM.toList
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$ IM.mapMaybe ((\(x:y:_) -> intersectSegSeg' p1 p2 x y) . _wlLine) ws
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where f (_,a) (_,b) = compare (magV (p1 -.- a)) (magV (p1 -.- b))
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collidePointFindWalls :: Point2 -> Point2 -> IM.IntMap Wall -> [Int]
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collidePointFindWalls p1 p2 ws
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-- = map fst . takeWhileAnd g . map snd . sortBy (compare `on` (dist p1 . fst . fromJust)) . filter ((/=) Nothing . fst) . map f $ IM.toList ws
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= map fst . takeWhileAnd g . map snd . sortBy (compare `on` (dist p1 . fromJust . fst)) . filter ((/=) Nothing . fst) . map f $ IM.toList ws
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where f (i,wl) = (intersectSegSeg' (_wlLine wl !! 0) (_wlLine wl !! 1) p1 p2, (i,wl))
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g (_,wl) = _wlIsSeeThrough wl
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takeWhileAnd h xs = let (ys,zs) = span h xs
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in ys ++ tf zs
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where tf (x:_) = [x]
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tf _ = []
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