Files
loop/src/Dodge/Render/ShapePicture.hs
T

393 lines
14 KiB
Haskell

module Dodge.Render.ShapePicture
( worldSPic
) where
import Dodge.Creature.Picture.Awareness
import Dodge.ShortShow
import Dodge.Config.Data
import Dodge.Render.InfoBox
import Dodge.Debug.Picture
import Dodge.Picture.SizeInvariant
import Dodge.Data
import Dodge.Zone
import Dodge.Base
--import Dodge.Base.Window
import Dodge.SoundLogic.LoadSound
import Dodge.Graph
import Dodge.GameRoom
import Dodge.Update.Camera
import Dodge.Item.Draw
import Dodge.Render.List
import Dodge.Path
--import Dodge.Zone
import Geometry
import Geometry.Zone
import ShapePicture
import Picture
import Sound.Data
import Geometry.ConvexPoly
--import Dodge.Base.Collide
--import Data.Foldable
import qualified Data.IntMap.Strict as IM -- Lazy?
import qualified Data.Map.Strict as M
--import qualified Data.Set as Set
import Control.Lens
import Data.Maybe
import qualified Streaming.Prelude as S
import qualified Data.Graph.Inductive as FGL
import qualified Data.Set as Set
-- TODO only filter out shapes outside the range of the furthest shown light source
worldSPic :: Configuration -> World -> SPic
worldSPic cfig w = (mempty, extraPics cfig w)
<> foldMap (dbArg _prDraw) (filtOn _prPos _props)
<> foldMap (shiftDraw _blPos _blDir _blDraw) (filtOn _blPos _blocks)
<> foldMap (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn _fsPos _shapes)
<> foldMap (dbArg _cpPict) (filtOn _cpPos _corpses)
<> foldMap (dbArg _crPict) (filtOn _crPos _creatures)
<> foldMap floorItemSPic (filtOn _flItPos _floorItems)
<> foldMap btSPic (filtOn _btPos _buttons)
<> foldMap mcSPic (filtOn _mcPos _machines)
<> anyTargeting cfig w
where
filtOn f g = IM.filter (pointIsClose . f) (g w)
pointIsClose = cullPoint cfig w
anyTargeting :: Configuration -> World -> SPic
anyTargeting cfig w = (mempty,pictures $ IM.elems $ IM.mapMaybe f $ _crInv cr)
where
cr = you w
f it = fmap (\g -> g it cr cfig w) (it ^? itTargeting . tgDraw)
shiftDraw :: (a -> Point2) -> (a -> Float) -> (a -> a -> SPic) -> a -> SPic
shiftDraw fpos fdir fdraw x = uncurryV translateSPf (fpos x)
. rotateSP (fdir x)
$ fdraw x x
cullPoint :: Configuration -> World -> Point2 -> Bool
cullPoint cfig w p
| debugOn Close_shape_culling cfig = pointInPolygon p (_boundBox w)
| otherwise = dist (_cameraCenter w) p < _viewDistance w
extraPics :: Configuration -> World -> Picture
extraPics cfig w = pictures (_decorations w)
<> concatMapPic (dbArg _ptDraw) (_particles w)
<> concatMapPic (dbArg _bmDraw) (_positronBeams $ _beams w)
<> concatMapPic (dbArg _bmDraw) (_electronBeams $ _beams w)
<> concatMapPic (dbArg _lsPict) (_lightSources w)
<> testPic cfig w
<> concatMapPic clDraw (_clouds w )
<> concatMapPic ppDraw (_pressPlates w )
<> viewClipBounds cfig w
<> debugDraw cfig w
debugDraw :: Configuration -> World -> Picture
{-# INLINE debugDraw #-}
debugDraw cfig w =
pic
<>
setLayer FixedCoordLayer (listPicturesAt (0.5*halfWidth cfig) 0 cfig $ map text ts)
where
(ts, pic) = foldMap (debugDraw' cfig w) (_debug_booleans cfig)
debugDraw' :: Configuration -> World -> DebugBool -> ([String],Picture)
{-# INLINE debugDraw' #-}
debugDraw' cfig w bl = case bl of
Noclip -> lstring "Noclip"
Remove_LOS -> lstring "No line of sight"
Cull_more_lights -> lstring "Cull more lights"
Close_shape_culling -> lstring "Close shape culling"
Bound_box_screen -> lstring "bound box screen, this should be moved"
Show_ms_frame -> rdraw mempty
View_boundaries -> rdraw $ viewBoundaries w
Show_bound_box -> rdraw $ drawBoundingBox w
Show_wall_search_rays -> rdraw $ drawWallSearchRays w
Show_dda_test -> rdraw $ drawDDATest w
Show_far_wall_detect -> rdraw $ drawFarWallDetect w
Show_select -> rdraw $ drawWorldSelect w
Inspect_wall -> rdraw $ drawInspectWalls w
Cr_awareness -> rdraw $ drawCreatureDisplayTexts w
Show_sound -> rdraw $ pictures $ M.map (soundPic cfig w) $ _playingSounds w
Cr_status -> rdraw $ drawCrInfo cfig w
Mouse_position -> rdraw $ drawMousePosition cfig w
Walls_info -> rdraw $ drawWlIDs cfig w
Pathing -> rdraw $ drawPathing cfig w
Show_nodes_near_select -> rdraw $ drawNodesNearSelect w
Show_path_between -> rdraw $ drawPathBetween w
where
lstring str = ([str],mempty)
rdraw pic = (mempty,pic)
drawCreatureDisplayTexts :: World -> Picture
drawCreatureDisplayTexts w = foldMap (creatureDisplayText w) (_creatures w)
drawPathBetween :: World -> Picture
drawPathBetween w = setLayer DebugLayer
$ color yellow (foldMap (arrowPath . mapMaybe nodepos) nodelist)
<> foldMap (color green . arrow sp) (nodepos =<< walkableNodeNear w sp)
<> foldMap (color cyan . flip arrow ep) (nodepos =<< walkableNodeNear w ep)
where
nodepos = (`getNodePos` w)
nodelist = makePathBetween sp ep w
sp = _lSelect w
ep = _rSelect w
drawNodesNearSelect :: World -> Picture
drawNodesNearSelect w = setLayer DebugLayer $
runIdentity (S.foldMap_ (drawZone pnZoneSize) (zoneAroundPoint pnZoneSize sp))
-- <> color red (foldMap (drawCross . snd) $ nodesNearL sp w)
<> color green (drawCross sp)
-- <> color cyan (foldMap (drawCross . snd) $ walkableNodeNear sp w)
where
sp = _lSelect w
drawInspectWalls :: World -> Picture
drawInspectWalls w = foldMap (drawInspectWall w)
$ filter (isJust . uncurry (intersectSegSeg a b) . _wlLine)
$ IM.elems $ _walls w
where
(a,b) = _lLine w
drawInspectWall :: World -> Wall -> Picture
drawInspectWall w wl = setLayer DebugLayer $
color rose (thickLine 3 [a,b])
-- <> foldMap (drawZone wlZoneSize)
-- (runIdentity $ S.toList_ $ zoneOfWall wlZoneSize wl) -- this won't work if wlZoneSize is not consistent
<> foldMap (drawDoorPaths w) (wl ^? wlStructure . wsDoor)
where
(a,b) = _wlLine wl
drawDoorPaths :: World -> Int -> Picture
drawDoorPaths w drid = fromMaybe mempty $ do
paths <- w ^? doors . ix drid . drObstructs
-- path <- listToMaybe paths
-- undefined
return $ foldMap (drawPathEdge . (^. _3)) paths
-- return $ (drawPathEdge . (^. _3)) path
drawPathEdge :: PathEdge -> Picture
drawPathEdge pe = setLayer DebugLayer $ color col $ arrow (_peStart pe) (_peEnd pe)
where
col = case _peObstacles pe of
pos | WallObstacle `Set.member` pos -> blue
| True -> red
drawWorldSelect :: World -> Picture
drawWorldSelect w = setLayer DebugLayer
$ color cyan (line [a,b])
<> color magenta (line [c,d])
where
(a,b) = _lLine w
(c,d) = _rLine w
drawFarWallDetect :: World -> Picture
drawFarWallDetect w = setLayer DebugLayer
. color yellow
. concatMap (\q -> line
[ p
, fst $ collidePoint p q $ S.filter wlIsOpaque $ wlsNearSeg p q w
] )
$ runIdentity $ S.toList_ $ streamViewpoints p w
where
p = _cameraViewFrom w
drawDDATest :: World -> Picture
drawDDATest w = runIdentity (S.foldMap_ (drawZone 50) ps)
<> runIdentity (S.foldMap_ (drawZone' 50) ps')
<> runIdentity (S.foldMap_ drawCross qs)
<> color blue (runIdentity (S.foldMap_ drawCross qs'))
<> setLayer DebugLayer (color yellow (line [cvf,mwp]))
where
cvf = _cameraViewFrom w
mwp = mouseWorldPos w
ps = ddaStreamX 50 cvf mwp
ps' = ddaStreamY 50 (_cameraViewFrom w) (mouseWorldPos w)
qs = xIntercepts 50 (_cameraViewFrom w) (mouseWorldPos w)
qs' = yIntercepts 50 (_cameraViewFrom w) (mouseWorldPos w)
drawCross :: Point2 -> Picture
drawCross p = setLayer DebugLayer . color red . uncurryV translate p $ crossPic 5
crossPic :: Float -> Picture
crossPic x = line [V2 x x,V2 (-x) (-x)] <> line [V2 (-x) x,V2 x (-x)]
drawZone :: Float -> V2 Int -> Picture
drawZone s (V2 x y) = setLayer DebugLayer . color orange $ thickLine 2 (p:ps ++ [p])
where
(p:ps) = zipWith (+.+) innerSquare $ map ((s*.*) . (each %~ fromIntegral)) [V2 x y, V2 (x+1) y, V2 (x+1) (y+1), V2 x (y+1)]
drawZone' :: Float -> V2 Int -> Picture
drawZone' s (V2 x y) = setLayer DebugLayer . color green $ line (p:ps ++ [p])
where
(p:ps) = zipWith (+.+) (map (2*.*) innerSquare) $ map ((s*.*) . (each %~ fromIntegral)) [V2 x y, V2 (x+1) y, V2 (x+1) (y+1), V2 x (y+1)]
innerSquare :: [Point2]
innerSquare = [V2 1 1, V2 (-1) 1, V2 (-1) (-1), V2 1 (-1)]
drawWallSearchRays :: World -> Picture
drawWallSearchRays w = runIdentity $ S.foldMap_ f $ S.map fst $ allVisibleWalls w
where
f p = setLayer DebugLayer $ color yellow $ uncurryV translate p (circle 5)
<> line [_cameraViewFrom w, p]
testPic :: Configuration -> World -> Picture
testPic _ _ = mempty
drawBoundingBox :: World -> Picture
drawBoundingBox w = setLayer DebugLayer $ color green $ line $ (x:xs) ++ [x]
where
(x:xs) = _boundBox w
clDraw :: Cloud -> Picture
clDraw c = translate3 (_clPos c) (_clPict c c)
ppDraw :: PressPlate -> Picture
ppDraw c = uncurryV translate (_ppPos c) $ rotate (_ppRot c) (_ppPict c)
floorItemSPic :: FloorItem -> SPic
floorItemSPic flit = uncurryV translateSPf (_flItPos flit)
$ rotateSP (_flItRot flit) (itSPic (_flIt flit))
btSPic :: Button -> SPic
btSPic bt = uncurryV translateSPf (_btPos bt)
$ rotateSP (_btRot bt) (_btPict bt bt)
mcSPic :: Machine -> SPic
mcSPic bt = uncurryV translateSPf (_mcPos bt)
$ rotateSP (_mcDir bt) (_mcDraw bt bt)
soundPic :: Configuration -> World -> Sound -> Picture
soundPic cfig w s = fixedSizePicClampArrow 50 50 thePic p cfig w
where
p = _soundPos s
thePic
= rotate (_cameraRot w)
. scale theScale theScale
. centerText
. soundToOnomato
$ _soundChunkID s
theScale = 0.15 * f (_soundVolume s * 0.0001)
f x = 1 - 0.5 * (1 - x)
drawMousePosition :: Configuration -> World -> Picture
drawMousePosition cfig w = setLayer FixedCoordLayer . winScale cfig
. uncurryV translate p
. scale 0.1 0.1
. text
$ shortPoint2 mwp
where
p = worldPosToScreen w mwp
mwp = mouseWorldPos w
drawWlIDs :: Configuration -> World -> Picture
drawWlIDs cfig w = setLayer FixedCoordLayer $ foldMap f (_walls w)
where
f wl
| dist (_crPos $ you w) (fst (_wlLine wl)) > 200 = mempty -- this should be improved with a better "on screen test"
| otherwise = winScale cfig
. uncurryV translate p
. scale 0.1 0.1
. text
$ show $ _wlID wl
where
p = worldPosToScreen w $ 0.5 *.* uncurry (+.+) (_wlLine wl)
edgeToPic :: [Point2] -> PathEdge -> Picture
edgeToPic poly pe
| not (pointInPolygon sp poly) && not (pointInPolygon ep poly) = mempty
| null $ _peObstacles pe
= anarrow green
| hasobstacle BlockObstacle
= anarrow red
| hasobstacle AutoDoorObstacle = anarrow yellow
| otherwise = anarrow cyan
where
hasobstacle = (`Set.member` _peObstacles pe)
anarrow col = color col $ arrow sp ep
sp = _peStart pe
ep = _peEnd pe
drawPathing :: Configuration -> World -> Picture
drawPathing cfig w = setLayer DebugLayer
$ foldMap (edgeToPic (screenPolygon cfig w) . (^?! _3)) (FGL.labEdges gr)
<> concatMap dispInc (graphToIncidence gr)
where
dispInc (p,n) = setDepth 2 . uncurryV translate p . scale 0.1 0.1 $ text $ show n
gr = _pathGraph w
crDisplayInfo :: Configuration -> World -> Creature -> Maybe (Point2,[String])
crDisplayInfo cfig w cr
-- | _crID cr == 0 = Nothing
| crOnScreen = Just (_crPos cr, catMaybes
-- [fmap show $ ap ^? crGoal
[ fmap show $ cr ^? crHP
, fmap show $ ap ^? crStrategy
, fmap show $ cr ^? crPos
, fmap show $ cr ^? crPerception . cpVigilance
-- , fmap show $ cr ^? crOldPos
, fmap show $ ap ^? crAction
, fmap show $ ap ^? crImpulse
]
)
| otherwise = Nothing
where
ap = _crActionPlan cr
crOnScreen = pointOnScreen cfig w $ _crPos cr
drawCrInfo :: Configuration -> World -> Picture
drawCrInfo cfig w = setLayer FixedCoordLayer
$ renderInfoListsAt (2*hw - 400) 0 cfig w
$ mapMaybe (crDisplayInfo cfig w) $ IM.elems $ _creatures w
where
hw = halfWidth cfig
viewBoundaries :: World -> Picture
viewBoundaries w = setLayer DebugLayer $ color green (concatMap (polygonWire . _grBound) grs)
<> color yellow (concatMap (\q -> line [p,q]) $ farWallPoints p w)
where
p = _crPos $ you w
grs = filter (pointInOrOnPolygon p . _grBound) (_gameRooms w)
viewClipBounds :: Configuration -> World -> Picture
viewClipBounds cfig w
| _debug_view_clip_bounds cfig == AllRoomClipBoundaries
= setLayer DebugLayer $ color green $ concatMap (polygonWire . _cpPoints) (_roomClipping w)
| _debug_view_clip_bounds cfig == IntersectingRoomClipBoundaries
= setLayer DebugLayer $ f (_roomClipping w)
| otherwise = []
where
f (x:xs) = g x xs <> f xs
f [] = mempty
g x (y:ys) | convexPolysOverlap x y = color green (polygonWire $ _cpPoints x)
<> color yellow (polygonWire $ _cpPoints y)
<> g x ys
| otherwise = g x ys
g _ [] = mempty
--wallFloorsToDraw :: World -> [Wall]
--wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
-- where
-- onScreen wall = uncurry (lineOnScreen w) $ _wlLine wall
-- isVisible wl
-- | wl ^? wlDraw == Just False = False
-- | otherwise = onScreen wl
--
--lineOnScreen :: World -> Point2 -> Point2 -> Bool
--lineOnScreen w p1 p2 = pointInPolygon p1 sp
-- || pointInPolygon p2 sp
-- || any (isJust . uncurry (intersectSegSeg p1 p2)) sps
-- where
-- sp = screenPolygon w
-- sps = zip sp (tail sp ++ [head sp])
--
--drawWallFloor :: Wall -> Picture
--drawWallFloor wl = if _wlOpacity wl == SeeThrough
-- then setDepth 0.9 . color c $ polygon [x,x +.+ n2,y+.+n2, y]
-- else blank
-- where
-- (x,y) = _wlLine wl
-- c = _wlColor wl
-- n2 = 15 *.* (vNormal . errorNormalizeVDR $ y -.- x)
--
--errorNormalizeVDR :: Point2 -> Point2
--errorNormalizeVDR (V2 0 0) = error "problem with function: errorNormalizeVDR in DodgeRendering"
--errorNormalizeVDR p = normalizeV p