Files
loop/src/Dodge/Placement/PlaceSpot.hs
T

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7.9 KiB
Haskell

{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE RankNTypes #-}
-- | deals with placement of objects within the world
-- after they have had their coordinates set by the layout
module Dodge.Placement.PlaceSpot
( shiftPlacement
, shiftPointBy
, invShiftPointBy
, placeSpot
) where
import Dodge.Data
import Dodge.Path
import Dodge.Placement.PlaceSpot.Block
import Dodge.Placement.PlaceSpot.TriggerDoor
import Dodge.LevelGen.Data
import Dodge.Default.Wall
import Dodge.ShiftPoint
--import Dodge.RandomHelp
--import Dodge.Placements.Spot
import Geometry
import Geometry.Vector3D
import Shape
import qualified IntMapHelp as IM
import Color
import System.Random
import Control.Monad.State
import Control.Lens
import qualified Data.IntSet as IS
import Data.Bifunctor
-- when placing a placement, we update the world and the room and assign an id
-- to the placement
placeSpot :: (World,Room) -> Placement -> ( (World,Room), [Placement] )
placeSpot (w,rm) plmnt = case plmnt of
Placement{_plSpot = PSRoomRand i} -> placeSpotRoomRand rm i plmnt w
Placement{_plSpot = PSPos extract eff fallback} -> placeSpotUsingLink w rm plmnt extract eff fallback
Placement{} ->
let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
newplmnt = plmnt & plMID ?~ i
in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt newplmnt)
where
recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
in (wr,newplmnt:newplmnts)
-- (placeSpot (w',rm)) (_plIDCont plmnt i)
PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p))
RandomPlacement rplmnt -> placeSpot (w & randGen .~ g,rm) plmnt'
where
(plmnt', g) = runState rplmnt (_randGen w)
where
shift = _rmShift rm
-- this should be tidied up
placeSpotUsingLink :: World -> Room -> Placement
-> (RoomPos -> Maybe (PlacementSpot,RoomPos))
-> (RoomPos -> Room -> Room)
-> Maybe Placement
-> ((World, Room), [Placement])
placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos rm) of
Just (ps,rmposs) -> placeSpot (w, eff (head rmposs) $ rm & rmPos .~ rmposs) (plmnt & plSpot .~ ps)
Nothing -> case fallback of
Nothing -> ((w,rm),[plmnt])
Just plmnt' -> placeSpot (w,rm) plmnt'
where
searchedPoss [] = Nothing
searchedPoss (pos:poss) = case extract pos of
Nothing -> second (pos:) <$> searchedPoss poss
Just (ps,rmpos) -> Just ( ps,rmpos:poss)
placeSpotRoomRand :: Room -> Int -> Placement -> World -> ((World,Room),[Placement])
placeSpotRoomRand rm i plmnt w =
let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ uncurry PS ps)
shiftPlacement :: (Point2,Float) -> Placement -> Placement
shiftPlacement shift plmnt = case plmnt of
Placement {} -> plmnt & plSpot %~ shiftPSBy shift
& plIDCont %~ fmap (fmap $ shiftPlacement shift)
PlacementUsingPos p f -> PlacementUsingPos (shiftPoint3By shift p)
(fmap (shiftPlacement shift) f)
RandomPlacement rpl -> RandomPlacement $ fmap (shiftPlacement shift) rpl
shiftPSBy :: (Point2,Float) -> PlacementSpot -> PlacementSpot
shiftPSBy (pos,rot) ps = ps
& psPos %~ shiftPointBy (pos,rot)
& psRot %~ (+ rot)
-- the Int here is some id that is assigned when the placement is placed
placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
placeSpotID ps pt w = case pt of
PutTrigger cond -> placeNewInto triggers cond w
PutMod modi -> plNewUpID modifications mdID modi w
PutProp prop -> plNewUpID props pjID (mvProp p rot prop) w
PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
PutMachine col wallpoly mc -> placeMachine col (map doShift wallpoly) mc p rot w
PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
PutPressPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
RandPS rgen -> evaluateRandPS rgen ps w
PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
PutCoordinate coordp -> placeNewInto coordinates (doShift coordp) w
PutSlideDoor pathing col f a b spd -> placeSlideDoor pathing col f (doShift a) (doShift b) spd w
PutBlock bm (hp:hps) wl ps' -> placeBlock (map doShift ps') hp wl hps bm w
PutBlock{} -> error "messed up block placement somehow"
PutLineBlock wl bm wdth dpth a b -> placeLineBlock wl bm wdth dpth (doShift a) (doShift b) w
PutWall { _pwPoly = ps', _pwWall = wl } -> (0,placeWallPoly (map doShift ps') wl w)
PutForeground sh -> (0,w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
PutNothing -> (0,w)
PutID i -> (i, w)
PutWorldUpdate f -> (0,f ps w)
where
p@(V2 px py) = _psPos ps
p' = V3 px py 0
rot = _psRot ps
doShift = shiftPointBy (p,rot)
evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
where
(evaluatedType, g) = runState rgen (_randGen w)
placeWallPoly :: [Point2] -> Wall -> World -> World
placeWallPoly ps wl = rmCrossPaths . over walls (addWalls ps wl)
where
rmCrossPaths w = foldr (uncurry removePathsCrossing) w $ loopPairs ps
addWalls :: [Point2] -> Wall -> IM.IntMap Wall -> IM.IntMap Wall
addWalls qs wl wls = foldr (addPane wl) wls pairs
where
(p:ps) = orderPolygon qs
pairs = zip (ps ++ [p]) (p:ps)
addPane :: Wall -> (Point2,Point2) -> IM.IntMap Wall -> IM.IntMap Wall
addPane wl l wls = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
where
wlid = IM.newKey wls
-- | generalised way of putting a new item into a lensed intmap, returning the
-- new index as well
placeNewInto :: ALens' World (IM.IntMap a)
-> a
-> World
-> (Int,World)
placeNewInto l x w = (i,w & l #%~ IM.insert i x)
where
i = IM.newKey $ w ^# l
-- | place an new object into an intmap and update its id
plNewUpID :: ALens' World (IM.IntMap a)
-> ALens' a Int
-> a
-> World
-> (Int,World)
plNewUpID l li x w = (i,w & l #%~ IM.insert i (x & li #~ i))
where
i = IM.newKey $ w ^# l
mvProp :: Point2 -> Float -> Prop -> Prop
mvProp p a = (pjRot +~ a) . (pjPos %~ ( (p +.+) . rotateV a ))
mvButton :: Point2 -> Float -> Button -> Button
mvButton p a = (btRot +~ a) . (btPos %~ ( (p +.+) . rotateV a ))
{- Creates a floor item at a given point.-}
createFlIt :: Point2 -> Float -> Item -> FloorItem
createFlIt p rot itm = FlIt { _flItPos = p , _flItRot = rot , _flItID = 0 , _flIt = itm }
mvPP :: Point2 -> Float -> PressPlate -> PressPlate
mvPP p rot pp = pp {_ppPos = p,_ppRot = rot}
mvCr :: Point2 -> Float -> Creature -> Creature
mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot}
placeMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> World -> (Int,World)
placeMachine color wallpoly mc p rot w = (mcid
, w & machines %~ addMc
& walls %~ placeMachineWalls color wallpoly mcid wlid
)
where
mcid = IM.newKey $ _machines w
wlid = IM.newKey $ _walls w
wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
addMc mcs = IM.insert mcid (mc {_mcPos = p,_mcDir = rot,_mcID = mcid, _mcWallIDs = wlids}) mcs
-- TODO correctly remove/shift pathfinding lines (removePathsCrossing)
placeMachineWalls :: Color -> [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
placeMachineWalls col poly mcid wlid = flip (foldr f) $ zip [wlid..] $ loopPairs poly
where
f (wid,l) = IM.insert wid baseWall{_wlID = wid, _wlLine = l}
baseWall = defaultMachineWall
& wlColor .~ col
& wlStructure . wlStMachine .~ mcid
mvLS :: Point3 -> Float -> LightSource -> LightSource
mvLS (V3 x y z) rot ls = ls {_lsPos = V3 x y z +.+.+ startPos,_lsDir = rot}
where
startPos = onXY (rotateV rot) $ _lsPos ls