254 lines
8.6 KiB
Haskell
254 lines
8.6 KiB
Haskell
--{-# LANGUAGE TupleSections #-}
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module Dodge.Layout
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( generateLevelFromRoomList
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) where
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import Data.Tile
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import Dodge.Data
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import Dodge.Path
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import Dodge.ShiftPoint
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import Dodge.Placement.PlaceSpot
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--import Dodge.LevelGen.Data
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import Dodge.LevelGen.StaticWalls
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import Dodge.LevelGen.LevelStructure
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import Dodge.Wall.Zone
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import Dodge.GameRoom
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import Dodge.Default.Wall
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import Dodge.Room.Link
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import Dodge.Randify
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import Geometry
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--import Geometry.ConvexPoly
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import qualified IntMapHelp as IM
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import Tile
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import RandomHelp
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import Data.List (nubBy)
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import Data.Traversable
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import Control.Lens
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import Data.Foldable
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import qualified Control.Foldl as L
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import Data.Maybe
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import Data.Function
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generateLevelFromRoomList :: IM.IntMap Room -> World -> World
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generateLevelFromRoomList gr' w = initWallZoning
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. randomCompass
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. setupWorldBounds
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. doAfterPlacements
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. doInPlacements
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. doOutPlacements
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. doIndividualPlacements
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. setFloors
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. worldToGenWorld rs'
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$ w { _walls = wallsFromRooms rs
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, _gameRooms = gameRoomsFromRooms (IM.elems rs')
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, _pathGraph = path
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, _pathGraphP = pairPath
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}
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where
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path = pairsToGraph pairPath
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pairPath = foldMap _rmPath rs
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rs = map doRoomShift $ IM.elems rs'
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rs'= mapM shuffleRoomPos gr' & evalState $ _randGen w
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randomCompass :: World -> World
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randomCompass w = w & cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w)
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putFloorTiles :: World -> World
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putFloorTiles gw = gw & floorTiles .~ floorsFromGenWorld gw
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setFloors :: World -> World
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setFloors = putFloorTiles . setTiles
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-- note the order of traversal of the rooms is important
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-- hence the reverse
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-- this is not ideal: should do this in some more sensible way
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setTiles :: World -> World
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setTiles gw = foldr setTile gw . reverse . IM.elems $ _genRooms gw
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setTile :: Room -> World -> World
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setTile r gw = case _rmFloor r of
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Tiled {} -> gw
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InheritFloor -> gw & genRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly]
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where
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t = case _rmMParent r of
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Nothing -> Tile poly (V2 0 0) (V2 1 0) 16
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Just pid -> head $ _tiles $ _rmFloor $ _genRooms gw IM.! pid
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poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat $ _rmPolys r
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shuffleRoomPos :: RandomGen g => Room -> State g Room
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shuffleRoomPos rm = do
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newPos <- shuffle $ _rmPos rm
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return $ rm & rmPos .~ newPos
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doAfterPlacements :: World -> World
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doAfterPlacements gw = foldr doAfterPlacement gw (_genPlacements gw)
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doAfterPlacement :: [(Placement,Int)] -> World -> World
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doAfterPlacement pmntis gw = gRandify gw $ do
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(pmnt,i) <- takeOne pmntis
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let (newgw,rm) = fst $ placeSpot (gw,_genRooms gw IM.! i) pmnt
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return $ newgw & genRooms . ix i .~ rm
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doInPlacements :: ( IM.IntMap [Placement],World) -> World
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doInPlacements (im,w) =
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let (gw,rms) = mapAccumR (doRoomInPlacements im) w (_genRooms w)
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in gw & genRooms .~ rms
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doRoomInPlacements :: IM.IntMap [Placement] -> World -> Room -> (World, Room)
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doRoomInPlacements im w rm = foldr f (w,rm) $ _rmInPmnt rm
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where
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f (InPlacement plf i) (w',r') = fst $ placeSpot (w',r') (plf $ im IM.! i)
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doOutPlacements :: World -> ( IM.IntMap [Placement], World)
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doOutPlacements w = let ((pmnts,gw),rms) = mapAccumR doRoomOutPlacements (IM.empty,w) (_genRooms w)
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in (pmnts,gw & genRooms .~ rms)
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doRoomOutPlacements :: (IM.IntMap [Placement], World)
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-> Room
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-> ( (IM.IntMap [Placement], World) , Room )
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doRoomOutPlacements imw r = foldr f ( imw, r ) $ _rmOutPmnt r
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where
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f (OutPlacement pl i) ( (im,w) , rm ) =
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let ((neww,newrm),plmnts) = placeSpot (w,rm) pl
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in ((IM.insert i plmnts im, neww) , newrm )
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doIndividualPlacements :: World -> World
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doIndividualPlacements gw = let (gw', rms) = mapAccumR doRoomPlacements gw (_genRooms gw)
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in gw' & genRooms .~ rms
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doRoomPlacements :: World -> Room -> (World, Room)
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doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w,rm) $ _rmPmnts rm
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setupWorldBounds :: World -> World
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setupWorldBounds w = w & worldBounds %~
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( (bdMinX .~ f minx)
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. (bdMaxX .~ f maxx)
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. (bdMinY .~ f miny)
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. (bdMaxY .~ f maxy)
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)
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where
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f = fromMaybe 0
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ps = IM.map (fst . _wlLine) $ _walls w
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(minx,maxx,miny,maxy) = L.fold ((,,,)
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<$> L.premap fstV2 L.minimum
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<*> L.premap fstV2 L.maximum
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<*> L.premap sndV2 L.minimum
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<*> L.premap sndV2 L.maximum
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) ps
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--polyhedrasToEdges :: [Polyhedra] -> [Point3]
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--polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges
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initWallZoning :: World -> World
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initWallZoning w = foldl' (flip insertWallInZones) (w & wlZoning . znObjects .~ IM.empty) (_walls w)
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--makePath :: Tree Room -> [(Point2,Point2)]
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--makePath = concatMap _rmPath . flatten
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wallsFromRooms :: [Room] -> IM.IntMap Wall
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wallsFromRooms = -- divideWalls .
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IM.fromAscList
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. zipWith f [0..]
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. removeInverseWalls
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. foldl' (flip cutWalls) []
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. concatMap _rmPolys
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where
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f i (x,y) = (i, defaultWall {_wlLine = (x,y) , _wlID = i})
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-- TODO sort out shifting before or after etc
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gameRoomsFromRooms :: [Room] -> [GameRoom]
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gameRoomsFromRooms = fmap gameRoomFromRoom
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gameRoomFromRoom :: Room -> GameRoom
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gameRoomFromRoom rm = GameRoom
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{ _grViewpoints = map doshift $ _rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
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++ mapMaybe filterUnusedLinks (_rmPos rm)
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, _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm)
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, _grBound = map doshift $ expandPolyCorners 50 . convexHullSafe . nubBy closePoints
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. concat $ _rmBound rm ++ _rmPolys rm
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, _grDir = getDir $ _rmPos rm
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, _grLinkDirs = mapMaybe undir $ _rmPos rm
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, _grName = _rmName rm
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}
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where
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doshift = shiftPointBy (_rmShift rm)
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doubleShift p a = map doshift
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[p +.+ 10 *.* unitVectorAtAngle a
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,p -.- 10 *.* unitVectorAtAngle a
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]
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filterUnusedLinks rp = case _rpLinkStatus rp of
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UnusedLink{} -> Just $ _rpPos rp
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_ -> Nothing
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filterUsedLinks rp = case _rpLinkStatus rp of
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UsedOutLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
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UsedInLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
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_ -> []
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undir rp = case _rpLinkStatus rp of
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UsedOutLink{} -> ma
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UsedInLink{} -> ma
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_ -> Nothing
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where
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ma = Just $ 0.5*pi + _rpDir rp + snd (_rmShift rm)
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closePoints x y = roundPoint2 x == roundPoint2 y
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getDir (rp:xs) = case _rpLinkStatus rp of
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UsedInLink {} -> _rpDir rp + snd (_rmShift rm)
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_ -> getDir xs
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getDir _ = 0 -- fallback
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floorsFromRooms :: [Room] -> [(Point3,Point3)]
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floorsFromRooms = concatMap (concatMap tileToRenderList . getTiles . _rmFloor . doRoomShift)
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floorsFromGenWorld :: World -> [(Point3,Point3)]
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floorsFromGenWorld = floorsFromRooms . IM.elems . _genRooms
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getTiles :: Floor -> [Tile]
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getTiles fl = case fl of
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Tiled xs -> xs
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_ -> error "tiles not correctly set for some room"
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--divideWall :: Wall -> [Wall]
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--divideWall wl
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-- = let (a,b) = _wlLine wl
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-- ps = divideLine (zoneSize * 2) a b
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-- in zipWith (\ x y -> wl & wlLine .~ (x,y) ) (init ps) (tail ps)
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--divideWallIn :: Wall -> IM.IntMap Wall -> IM.IntMap Wall
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--divideWallIn wl wls =
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-- let (wl':newWls) = divideWall wl
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-- k = IM.newKey wls
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-- newWls' = zipWith (\i w -> w {_wlID = i}) [k..] newWls
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-- in foldl' (flip $ \w -> IM.insert (_wlID w) w) wls (wl':newWls')
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--
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--divideWalls :: IM.IntMap Wall -> IM.IntMap Wall
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--divideWalls wls = foldl' (flip divideWallIn) wls wls
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--insertInZone :: Int -> Int -> a -> IM.IntMap (IM.IntMap a) -> IM.IntMap (IM.IntMap a)
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--insertInZone x y obj = IM.insertWith f x $ IM.singleton y obj
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-- where f _ = IM.insert y obj
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--shiftRoomTree :: Tree Room -> Tree Room
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--shiftRoomTree (Node t []) = Node t []
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--shiftRoomTree (Node t ts) = Node t
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-- $ zipWith (\l -> shiftRoomTree . applyToRoot (shiftRoomToLink l))
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-- (_rmLinks t)
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-- ts
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--shiftRoomTreeConstruction :: Tree Room -> [Tree Room]
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--shiftRoomTreeConstruction (Node t []) = [Node t []]
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--shiftRoomTreeConstruction (Node t ts) = (Node t [] :) $ concat $
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-- zipWith (\l -> shiftRoomTreeConstruction . applyToRoot (shiftRoomBy l . f))
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-- (_rmLinks t)
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-- ts
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-- where
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-- f r = shiftRoomBy ( V2 0 0 -.- rotateV (pi-a) p , 0) $ shiftRoomBy (V2 0 0,pi-a) r
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-- where
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-- (p,a) = last $ _rmLinks r
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--addTile :: Float -> Room -> Room
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--addTile z r
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-- | not (null (_rmFloor r)) || null rp = r
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-- | otherwise = r & rmFloor .~ [makeTileFromPoly poly z]
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-- where
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-- rp = _rmPolys r
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-- poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat rp
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