157 lines
6.1 KiB
Haskell
157 lines
6.1 KiB
Haskell
--{-# LANGUAGE BangPatterns #-}
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module Dodge.LevelGen.TriggerDoor
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( putDoor
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, putSingleDoor
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, addButtonDoor
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, insertDoubleDoor
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) where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Default.Wall
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import Dodge.LevelGen.Switch
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import Dodge.LevelGen.Pathing
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import Dodge.LevelGen.MoveDoor
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import Dodge.LevelGen.DoorPane
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import Picture
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import Geometry
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import qualified IntMapHelp as IM
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import Dodge.SoundLogic
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import Dodge.SoundLogic.LoadSound
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import Dodge.Data.SoundOrigin
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import Data.List
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import Data.Maybe
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import Control.Lens
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import Data.Graph.Inductive hiding ((&))
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-- probably don't have to rebuild the entire graph, oh well
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addButtonDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> Float -> World -> (Int, World)
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addButtonDoor c btp btr a b speed w
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= (,) 0
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. over buttons (IM.insert bid bt)
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$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
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$ set pathGraph newGraph
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$ set pathGraphP newGraphPairs
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$ snd (putSingleDoor False c cond a b speed w)
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where
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bid = IM.newKey $ _buttons w
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cond w' = BtNoLabel == _btState (_buttons w' IM.! bid)
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bt = (makeButton c eff) {_btPos = btp, _btRot = btr, _btID = bid}
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(newGraphPairs,removedPairs) = partition (isNothing . uncurry (intersectSegSeg a b))
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$ _pathGraphP w
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newGraph = pairsToGraph dist newGraphPairs
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insertPoint pp@(_,V2 x y) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
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eff w' = over pathGraphP (removedPairs ++)
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. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
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f (x,y) = (x,y,dist x y)
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putDoor
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:: Color
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-> (World -> Bool) -- ^ Opening condition
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-> [(Point2,Point2)] -- ^ Door positions, closed to open.
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-- Bumped out up and down by 9, not widened
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-> World
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-> (Int,World)
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putDoor col cond pss w = (drid, addWalls w & doors %~ addDoor)
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where
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drid = IM.newKey $ _doors w
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addDoor = IM.insert drid $ Door
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{ _drID = drid
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, _drWallIDs = wlids
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, _drStatus = DoorInt 0
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, _drTrigger = cond
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, _drMech = doorMechanismStepwise nsteps drid wlids pss
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}
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nsteps = length pss - 1
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wlids = take 4 [IM.newKey $ _walls w ..]
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wlps' = uncurry (rectanglePairs 9) $ head pss
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addWalls w' = foldl' addWall w' $ zip wlids wlps'
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addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid defaultWall
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _wlPathable = False
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}
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-- TODO use vector instead of list, perhaps also memoisation of rectanglePairs
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-- perhaps also remove use of DoorInt in favour of DoorOpen/DoorClosed
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doorMechanismStepwise :: Int -> Int -> [Int] -> [(Point2,Point2)] -> Door -> World -> World
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doorMechanismStepwise nsteps drid wlids pss dr w
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| toOpen = case _drStatus dr of
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DoorInt x | x == nsteps -> w
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DoorInt x -> setWalls (x+1)
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_ -> w
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| otherwise = case _drStatus dr of
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DoorInt 0 -> w
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DoorInt x -> setWalls (x-1)
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_ -> w
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where
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playSound = soundContinue (WallSound drid) (fst $ head pss) slideDoorS (Just 1)
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toOpen = _drTrigger dr w
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cpss = uncurry (rectanglePairs 9) (head pss)
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setWalls n = playSound (foldl' setWall w (zip3 wlids newps cpss))
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& doors . ix drid . drStatus .~ DoorInt n
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where
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newps = uncurry (rectanglePairs 9) (pss !! n)
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setWall w' (wlid,ps,cps) = w' & walls . ix wlid . wlLine .~ ps
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& (\w'' -> foldr (changeZonedWall (wlLine .~ ps) wlid) w'' (zoneps cps))
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-- it is not at all clear that the zoning selects the correct walls
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-- TODO think about wall zoning, simplify!
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doorMechanism :: Int -> Float -> [(Int,(Point2,Point2),(Point2,Point2))] -> Door -> World -> World
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doorMechanism drid speed wlidOpCps dr w
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| toOpen && dstatus /= DoorOpen = moveUpdate $ foldl' doOpen w wlidOpCps
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| not toOpen && dstatus /= DoorClosed = moveUpdate $ foldl' doClose w wlidOpCps
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| otherwise = w
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where
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moveUpdate = playSound . setStatus
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playSound = soundContinue (WallSound drid) (fst cpos) slideDoorS (Just 1)
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setStatus
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| dist (fst wlpos) (fst opos) < 1 = doors . ix drid . drStatus .~ DoorOpen
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| dist (fst wlpos) (fst cpos) < 1 = doors . ix drid . drStatus .~ DoorClosed
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| otherwise = doors . ix drid . drStatus .~ DoorHalfway
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(wlid',opos,cpos) = head wlidOpCps
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wlpos = _wlLine $ _walls w IM.! wlid'
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toOpen = _drTrigger dr w
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dstatus = _drStatus dr
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doOpen w' (wlid,openpos,cp) = mvDoorWithZone w' wlid openpos cp
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doClose w' (wlid,_,cp) = mvDoorWithZone w' wlid cp cp
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mvDoorWithZone w' wlid p zp = w'
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& walls . ix wlid %~ moveDoorToward speed p
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& (\w'' -> foldr (changeZonedWall (moveDoorToward speed p) wlid) w'' (zoneps zp))
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insertDoubleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World
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-> World
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insertDoubleDoor isPathable col cond a b speed
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= snd . putSingleDoor isPathable col cond a (0.5 *.* (a +.+ b)) speed
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. snd . putSingleDoor isPathable col cond b (0.5 *.* (a +.+ b)) speed
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putSingleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World
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-> (Int, World)
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putSingleDoor isPathable col cond a b speed w = (drid, addWalls w
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& doors %~ addDoor)
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where
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drid = IM.newKey $ _doors w
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addDoor = IM.insert drid $ Door
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{ _drID = drid
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, _drWallIDs = wlids
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, _drStatus = DoorClosed
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, _drTrigger = cond
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, _drMech = doorMechanism drid speed (zip3 wlids shiftedPairs pairs)
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}
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addWalls w' = foldl' addWall w' $ zip wlids pairs
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addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid defaultWall
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _wlPathable = isPathable
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}
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pairs = rectanglePairs 9 a b
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shiftedPairs = map (bimap shiftLeft shiftLeft) pairs
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shiftLeft = (+.+ (a -.- b))
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wlids = take 4 [IM.newKey $ _walls w ..]
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