299 lines
11 KiB
Haskell
299 lines
11 KiB
Haskell
{-# LANGUAGE TupleSections #-}
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{- | Basic collision detection for a moving point -}
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module Dodge.Base.Collide
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( hasLOS
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, collidePointWallsWall
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, hasButtonLOS
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, reflectPointWalls
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, reflectPointWallsDamp
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, ssfold
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, collidePointUpToIndirectMinDist
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, canSeeIndirect
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, isWalkable
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, canSee
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, hasLOSIndirect
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) where
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import Dodge.Data
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import Dodge.Zone
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import Dodge.Wall.Reflect
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import Geometry
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import FoldableHelp
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--import Data.List
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import qualified FoldlHelp as L
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hasLOS :: Point2 -> Point2 -> World -> Bool
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{-# INLINE hasLOS #-}
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hasLOS p1 p2 = not . pointHitsWalls p1 p2 . wallsAlongLine p1 p2
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hasButtonLOS :: Point2 -> Point2 -> World -> Bool
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{-# INLINE hasButtonLOS #-}
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hasButtonLOS p1 p2 = not . pointHitsWalls p1 p2
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. IM.filter (not . _wlTouchThrough)
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. wallsAlongLine p1 p2
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--hitPointLines
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-- :: Point2
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-- -> Point2
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-- -> [(Point2,Point2)]
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-- -> Maybe (Point2,(Point2,Point2))
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--hitPointLines p1 p2
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-- = safeMinimumOn (dist p1 . fst)
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-- . mapMaybe
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-- (\(x,y) -> (, (x,y)) <$> intersectSegSeg p1 p2 x y)
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reflectPointWallsDamp :: Float -> Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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reflectPointWallsDamp x p1 p2 = fmap (f p1 p2) . collidePointWallsWall p1 p2
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where
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f a b (p,wl) = ( p +.+ errorNormalizeV 139 (vNormal (uncurry (-.-) $ _wlLine wl))
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, reflVelWallDamp x wl (b-.-a)
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)
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-- | Looks for first collision of a point with walls.
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-- If found, gives point and wall.
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-- (This can probably be improved, eg by folding over the walls and on finding a
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-- wall moving the end point to the collision point, but the returns in speed
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-- are probably minimal)
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collidePointWallsWall :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Wall)
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collidePointWallsWall p1 p2
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= safeMinimumOn (dist p1 . fst)
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. IM.mapMaybe ( \wl -> uncurry (intersectSegSeg p1 p2) (_wlLine wl) <&> ( , wl ) )
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-- | looks for first collision of a point with walls
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-- if found, gives point and reflection velocity
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reflectPointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
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reflectPointWalls p1 p2
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= safeMinimumOn (dist p1 . fst)
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. IM.mapMaybe
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(( \(x,y) ->
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fmap ( (, reflectIn (x -.- y) (p2 -.- p1))
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. (+.+ errorNormalizeV 39 (vNormal (x -.- y)))
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)
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(intersectSegSeg p1 p2 x y)
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)
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. _wlLine)
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---- | Looks for first collision of a point with walls.
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---- If found, gives point and reflection velocity, reflection damped in normal.
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--reflectPointWallsDamped
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-- :: Float -- ^ Damping factor, probably should be in (0,1)
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-- -> Point2
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-- -> Point2
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-- -> IM.IntMap Wall
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-- -> Maybe (Point2,Point2)
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--reflectPointWallsDamped dfact p1 p2 ws
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-- = safeMinimumOn (dist p1 . fst)
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-- $ IM.mapMaybe
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-- (( \(x,y) -> fmap ((, reflectInParam dfact (x -.- y) (p2 -.- p1))
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-- . (+.+ errorNormalizeV 40 (vNormal (x -.- y))))
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-- (intersectSegSeg p1 p2 x y))
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-- . _wlLine
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-- ) ws
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-- | Test if a point collides with walls
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pointHitsWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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pointHitsWalls p1 p2
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= any $ isJust . uncurry (intersectSegSeg p1 p2) . _wlLine
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-- | Test if there something blocking a walk
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collidePointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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collidePointWalkable p1 p2 ws
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= any (isJust . uncurry (intersectSegSeg p1 p2) . _wlLine)
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$ IM.filter (not . fromMaybe True . (^? wlPathable)) ws
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--furthestPointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
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--furthestPointWalkable p1 p2 ws
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-- = fromMaybe p2
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-- . safeMinimumOn (dist p1)
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-- $ IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine) ws
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--collideDirectionIndirect
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-- :: Float -- ^max distance to look
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-- -> Point2 -- ^start point
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-- -> Point2 -- ^point in direction
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-- -> IM.IntMap Wall
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-- -> Float
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--{-# INLINE collideDirectionIndirect #-}
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--collideDirectionIndirect d p1 p2 wls
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-- = fromMaybe d
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-- $
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-- ( L.fold
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-- . L.prefilter wlIsOpaque
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-- . L.premapMaybe (fmap (dist p1) . uncurry (intersectSegSeg p1 p3) . _wlLine)
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-- ) L.minimum
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-- wls
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-- where
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-- p3 = p1 +.+ d *.* safeNormalizeV (p2 -.- p1)
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wlIsOpaque :: Wall -> Bool
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wlIsOpaque wl = _wlOpacity wl == Opaque
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--collidePointUpToIndirect
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-- :: Point2 -- ^start point
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-- -> Point2 -- ^end point
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-- -> IM.IntMap Wall
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-- -> Point2
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--{-# INLINE collidePointUpToIndirect #-}
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--collidePointUpToIndirect p1 p2 = foldr f p2 . IM.filter wlIsOpaque
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-- where
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-- f wl x = fromMaybe x . uncurry (intersectSegSeg p1 x) $ _wlLine wl
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collidePointUpToIndirectMinDist
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:: Point2 -- ^start point
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-> Point2 -- ^end point
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-> Float -- ^minimal possible distance
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-> IM.IntMap Wall
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-> Point2
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{-# INLINE collidePointUpToIndirectMinDist #-}
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collidePointUpToIndirectMinDist p1 p2 md = ssfold prop f p2 . IM.filter wlIsOpaque
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where
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f x wl = fromMaybe x . uncurry (intersectSegSeg p1 x) $ _wlLine wl
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prop p3 = dist p1 p3 < md
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-- from haskell-cafe
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-- short circuit a fold when a given property is satisfied
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-- the fold builds a function that is then called on a0
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ssfold :: Foldable t => (a -> Bool) -> (a -> b -> a) -> a -> t b -> a
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{-# INLINABLE ssfold #-}
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ssfold p f a0 xs = foldr (\x g a -> if p a then a else g (f a x)) id xs a0
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collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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{-# INLINE collidePointIndirect #-}
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collidePointIndirect p1 p2 = test . foldr f p2 . IM.filter wlIsOpaque
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where
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f wl p = fromMaybe p $ uncurry (intersectSegSeg p1 p) $ _wlLine wl
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test p | p == p2 = Nothing
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| otherwise = Just p
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collidePointIndirect' :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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{-# INLINE collidePointIndirect' #-}
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collidePointIndirect' p1 p2
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= L.fold
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. L.prefilter wlIsOpaque
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. L.premapMaybe (uncurry (intersectSegSeg p1 p2) . _wlLine)
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$ L.minimumOn (dist p1)
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--{- | Checks to see whether someone can fire bullets effectively between two points.
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-- - Not sure if this needs vision as well, need to make this uniform. -}
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--collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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--collidePointFire p1 p2 ws
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-- = safeMinimumOn (dist p1)
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-- . IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine )
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-- $ IM.filter (\wl -> not (_wlFireThrough wl) || wlIsOpaque wl) ws
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--{- | Checks to see whether someone can fire bullets effectively between two points.
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-- - Not sure if this needs vision as well, need to make this uniform. -}
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--collidePointFireVision :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
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--collidePointFireVision p1 p2 ws
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-- = any ( isJust . uncurry (intersectSegSeg p1 p2) . _wlLine)
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-- $ IM.filter theTest ws
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-- where
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-- theTest wl = not (_wlFireThrough wl) || wlIsOpaque wl
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-- the reason for using the dashed version is the hope that this will short
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-- circuit
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hasLOSIndirect :: Point2 -> Point2 -> World -> Bool
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hasLOSIndirect p1 p2 w = case collidePointIndirect' p1 p2 $ wallsAlongLine p1 p2 w of
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Just _ -> False
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Nothing -> True
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isWalkable :: Point2 -> Point2 -> World -> Bool
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isWalkable p1 p2 w = not
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$ collidePointWalkable p1 p2
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$ _walls w
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-- $ wallsAlongLine p1 p2 w
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canSee :: Int -> Int -> World -> Bool
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canSee i j w = hasLOS p1 p2 w
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where
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p1 = _crPos (_creatures w IM.! i)
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p2 = _crPos (_creatures w IM.! j)
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--canSeePoint :: Int -> Point2 -> World -> Bool
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--canSeePoint i p w = hasLOS p1 p w
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-- where
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-- p1 = _crPos (_creatures w IM.! i)
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--pathToPointFireable :: Int -> Point2 -> World -> Bool
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--pathToPointFireable i p w
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-- = not
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-- . pointHitsWalls (_crPos $ _creatures w IM.! i) p
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-- $ IM.filter (not . _wlFireThrough ) $ wallsAlongLine p1 p w
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-- where
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-- p1 = _crPos (_creatures w IM.! i)
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--canSeePointAll :: Int -> Point2 -> World -> Bool
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--canSeePointAll i targPos w
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-- = all (flip (canSeePoint i) w . (\p -> targPos +.+ radius *.* p) . toV2) [(1,0),(0,1),(-1,0),(0,-1)]
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-- where
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-- cr = _creatures w IM.! i
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-- radius = _crRad cr
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--canSeeAny :: Int -> Int -> World -> Bool
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--canSeeAny fromID toID w
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-- = any (flip (canSeePoint fromID) w . (\p -> cpos +.+ radius *.* p) . toV2) [(1,0),(0,1),(-1,0),(0,-1)]
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-- where
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-- cr = _creatures w IM.! toID
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-- cpos = _crPos cr
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-- radius = _crRad cr
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--canSeeAll :: Int -> Int -> World -> Bool
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--canSeeAll fromID toID w
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-- = all (flip (canSeePoint fromID) w . (\p -> cpos +.+ radius *.* p) . toV2) [(1,0),(0,1),(-1,0),(0,-1)]
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-- where
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-- cr = _creatures w IM.! toID
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-- cpos = _crPos cr
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-- radius = _crRad cr
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--canWalk :: Int -> Int -> World -> Bool
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--canWalk i j w = not $ collidePointWalkable ipos jpos $ wallsAlongLine ipos jpos w
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-- where
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-- ipos = _crPos (_creatures w IM.! i)
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-- jpos = _crPos (_creatures w IM.! j)
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canSeeIndirect :: Int -> Int -> World -> Bool
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canSeeIndirect i j w = isNothing . collidePointIndirect ipos jpos $ wallsAlongLine ipos jpos w
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where
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ipos = _crPos (_creatures w IM.! i)
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jpos = _crPos (_creatures w IM.! j)
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--canSeeFire :: Point2 -> Point2 -> World -> Bool
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--canSeeFire p p' w = not $ collidePointFireVision p p' $ wallsAlongLine p p' w
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--canSeeFireVision :: Int -> Int -> World -> Bool
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--canSeeFireVision i j w = canSeeFire ipos jpos w
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-- where
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-- ipos = _crPos (_creatures w IM.! i)
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-- jpos = _crPos (_creatures w IM.! j)
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--{- | Test whether both of the outside lines between two creatures are blocked -}
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--canSeeFireVisionAny :: Int -> Int -> World -> Bool
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--canSeeFireVisionAny i j w
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-- = not
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-- $ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
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-- (wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
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-- && collidePointFireVision (ipos -.- ni) (jpos -.- nj)
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-- (wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
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-- where
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-- icr = _creatures w IM.! i
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-- jcr = _creatures w IM.! j
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-- ipos = _crPos icr
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-- jpos = _crPos jcr
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-- n = normalizeV $ vNormal $ ipos -.- jpos
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-- ni = _crRad icr *.* n
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-- nj = _crRad jcr *.* n
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--{- | Test whether either of the outside lines between two creatures are blocked -}
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--canSeeFireVisionAll :: Int -> Int -> World -> Bool
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--canSeeFireVisionAll i j w
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-- = not
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-- $ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
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-- (wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
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-- || collidePointFireVision (ipos -.- ni) (jpos -.- nj)
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-- (wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
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-- where
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-- icr = _creatures w IM.! i
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-- jcr = _creatures w IM.! j
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-- ipos = _crPos icr
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-- jpos = _crPos jcr
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-- n = normalizeV $ vNormal $ ipos -.- jpos
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-- ni = _crRad icr *.* n
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-- nj = _crRad jcr *.* n
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