Files
loop/src/Dodge/WallCreatureCollisions.hs
T
2021-05-17 22:39:18 +02:00

115 lines
4.1 KiB
Haskell

{- |
Deals with moving creature wall collisions.
-}
module Dodge.WallCreatureCollisions where
import Dodge.Data
import Dodge.Creature.State.Data
import Dodge.Base
import Geometry
import Data.List
import Data.Maybe
import Data.Function
import Control.Lens
import qualified Data.IntMap.Strict as IM
colCrsWalls :: World -> World
colCrsWalls w = over creatures (fmap (colCrWall w)) w
colCrWall :: World -> Creature -> Creature
colCrWall w c
| p1 == p2 = pushOrCrush ls c
| otherwise = c & crPos %~
collideCorners rad wallPoints
. collideWalls rad p1 ls
. checkPushThroughs p1 ls
where
rad = _crRad c + wallBuffer
p1 = _crOldPos c
p2 = _crPos c
ls = IM.elems $ _wlLine <$> wallsNearPoint p2 w
wallPoints = nub $ concatMap (\(x,y) -> [x,y]) ls
-- colCrPushThrough :: World -> Creature -> Creature
-- colCrPushThrough w cr = set crPos (checkPushThroughs rad p1 p2 ls) cr
-- where rad = _crRad cr + wallBuffer
-- p1 = _crOldPos cr
-- p2 = _crPos cr
-- ls = IM.elems $ fmap _wlLine $ wallsNearPoint p2 w
-- -- probably best to push check pushing through walls before creature springs
-- the amount to push creatures out from walls, extra to their radius
wallBuffer :: Float
wallBuffer = 0
-- 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
collideWalls :: Float -> Point2 -> [(Point2,Point2)] -> Point2 -> Point2
collideWalls rad cp1 wls cp2 = case (listToMaybe.mapMaybe (pushOutFromWall rad cp2)) wls of
Nothing -> cp2
Just cp3 -> case (listToMaybe.reverse.mapMaybe (pushOutFromWall rad cp3)) wls of
Nothing -> cp3
Just cp4 -> 0.5 *.* (cp4 +.+ cp1)
-- pushes a point out from a list of walls
-- if multiple new points occur, chooses the one closest to the orignal point
pushOutFromWalls :: Float -> [(Point2,Point2)] -> Point2 -> Point2
pushOutFromWalls rad wls p =
fromMaybe p
. listToMaybe
. sortBy (compare `on` dist p)
$ mapMaybe (pushOutFromWall rad p)
wls
pushOrCrush :: [(Point2,Point2)] -> Creature -> Creature
pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
[] -> cr
[p] -> cr & crPos .~ p
_ -> cr & crState . crDamage %~ ( Blunt 50 cpos cpos cpos : )
where
cpos = _crPos cr
-- 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 -- +.+ (1 *.* norm))
| otherwise = Nothing
where
norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
wp1' = (rad *.* norm) +.+ wp1
wp2' = (rad *.* norm) +.+ wp2
newP = errorClosestPointOnLine 5 wp1' wp2' cp2
isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
pushOutFromCorners :: World -> Creature -> Creature
pushOutFromCorners w cr = cr & crPos .~ newPos
where
newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls
ls = nub . concatMap (\(x,y) -> [x,y]) . IM.elems $ _wlLine <$> wallsNearPoint (_crPos cr) w
collideCorners :: Float -> [Point2] -> Point2 -> Point2
collideCorners rad ps p2 = foldr (intersectCirclePoint rad) p2 ps
-- collide circles with points (outer corners)
intersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
intersectCirclePoint rad p cCen
| dist cCen p > rad = cCen
| otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))
checkPushThroughs :: Point2 -> [(Point2,Point2)] -> Point2 -> Point2
checkPushThroughs cp1 wls cp2
= fromMaybe cp2 $ (listToMaybe.mapMaybe (checkPushThrough cp1 cp2)) wls
checkPushThrough :: Point2 -> Point2 -> (Point2,Point2) -> Maybe Point2
checkPushThrough cp1 cp2 (wp1,wp2)
| isPushedThrough = intersectSegSeg' cp1 cp2 wp1 wp2
| otherwise = Nothing
where
--norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
--wp1' = (rad *.* norm) +.+ wp1
--wp2' = (rad *.* norm) +.+ wp2
--newP = errorClosestPointOnLine 5 wp1' wp2' cp2
isPushedThrough = isRHS wp1 wp2 cp2 && isJust (intersectSegSeg' cp1 cp2 wp1 wp2)