Files
loop/src/Dodge/WallCreatureCollisions.hs
T
2026-03-26 12:53:56 +00:00

122 lines
4.2 KiB
Haskell

-- | Deals with moving creature wall collisions.
module Dodge.WallCreatureCollisions (
colCrsWalls,
colCrWall,
pushCreatureOutFromWalls,
crOnWall,
) where
import qualified Data.IntSet as IS
import Data.Foldable
import Linear
import Dodge.Creature.Radius
import Control.Lens
import Data.Monoid
import Dodge.Base
import Dodge.Data.Universe
import Dodge.Zoning.Wall
import Geometry
colCrsWalls :: Universe -> Universe
colCrsWalls uv = uv & uvWorld . cWorld . lWorld . creatures %~ fmap (noclipCheck (_uvConfig uv) (_uvWorld uv))
noclipCheck :: Config -> World -> Creature -> Creature
noclipCheck cfig w c
| debugOn Noclip cfig && _crID c == 0 = c -- for noclip
| otherwise = colCrWall w c
colCrWall :: World -> Creature -> Creature
colCrWall w c = cornpush . wallpush $ pushthrough c
where
cornpush = crPos . _xy %~ pushOutFromCorners r ls'
wallpush = pushCr' wls
pushthrough = crPos . _xy %~ fst . flip (collidePoint p1) wls -- check push throughs
r = crRad (c ^. crType) + wallBuffer
p1 = c ^. crOldPos . _xy
p2 = c ^. crPos . _xy
ls = _wlLine <$> wls
ls' = filter (uncurry $ isLHS p1) ls
wls = filter notff $ wlsNearCirc p2 r w
notff x = x ^. wlMaterial /= ForceField
pushCr' :: [Wall] -> Creature -> Creature
pushCr' wls cr
| dist ep sp > r
&& dist ep ap > r = ecr & crDamage <>~ [Crushing 1000 0]
& crPos . _xy .~ ap
| otherwise = ecr
where
ep = ecr ^. crPos . _xy
ap = cr ^. crOldPos . _xy
sp = cr ^. crPos . _xy
ecr = foldl' f (cr & crWallTouch .~ mempty) wls
r = crRad (cr ^. crType)
f acr wl = case pushOutFromWall r (acr ^. crPos . _xy) (wl ^. wlLine) of
Just p -> acr & crPos . _xy .~ p & crWallTouch %~ IS.insert (wl ^. wlID)
Nothing -> acr
-- the amount to push creatures out from walls, extra to their radius
wallBuffer :: Float
wallBuffer = 0
pushCreatureOutFromWalls :: [(Point2, Point2)] -> Creature -> Creature
pushCreatureOutFromWalls ls cr = cr & crPos . _xy
%~ pushOutFromWalls (crRad (cr ^. crType)) ls
-- the following tests whether or not a point is on a wall, and if so pushes it
-- out from the wall
-- this is then repeated if the point ends up on a new wall
pushOutFromWalls :: Float -> [(Point2, Point2)] -> Point2 -> Point2
pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall rad p1)) wls of
Nothing -> p1
Just p2 -> pushOutFromWalls rad (tail wls) p2
--wallPushList :: Float -> [Wall] -> Point2 -> [(Point2, Wall)]
--wallPushList rad wls p1 = mapMaybe f wls
-- where
-- f :: Wall -> Maybe (Point2,Wall)
-- f wl = case pushOutFromWall rad p1 (wl ^. wlLine) of
-- Nothing -> Nothing
-- Just p -> Just (p,wl)
-- possible improvement: choose between the closer of p2 and "p3" to p1
--pushOutFromWalls' :: Float -> [(Point2,Point2)] -> Point2 -> Point2
--pushOutFromWalls' rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall' rad p1)) wls of
-- Nothing -> p1
-- Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall' rad p2)) wls
-- -- possible improvement: choose between the closer of p2 and "p3" to p1
-- note the inclusion of endpoints in circOnSeg
crOnWall :: Creature -> World -> Bool
crOnWall cr =
any (uncurry (circOnSeg p r) . _wlLine)
. filter notff
. wlsNearCirc p r
where
notff x = x ^. wlMaterial /= ForceField
p = cr ^. crPos . _xy
r = crRad (cr ^. crType)
-- assumes that the wall is orientated
-- assumes wall points are different
pushOutFromWall :: Float -> Point2 -> (Point2, Point2) -> Maybe Point2
pushOutFromWall rad cp2 (wp1, wp2)
| isOnWall = Just newP
| otherwise = Nothing
where
n = errorNormalizeV 61 $ vNormal (wp1 - wp2)
wp1' = wp1 + rad *^ n
wp2' = wp2 + rad *^ n
newP = errorClosestPointOnLine 5 wp1' wp2' cp2
isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
pushOutFromCorners :: Float -> [(Point2, Point2)] -> Point2 -> Point2
--pushOutFromCorners r ls p = foldr (squashIntersectCirclePoint r . fst) p ls
pushOutFromCorners r = flip $ foldr (squashIntersectCirclePoint r . fst)
squashIntersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
squashIntersectCirclePoint rad p cCen
| dist cCen p > rad = cCen
| otherwise = p + (rad *^ squashNormalizeV (cCen - p))