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loop/src/Dodge/Placement/PlaceSpot/Block.hs
T
2022-06-16 02:46:18 +01:00

115 lines
4.3 KiB
Haskell

{- | Creation, update and destruction of destructible walls. -}
module Dodge.Placement.PlaceSpot.Block
( placeBlock
, placeLineBlock
)
where
import Dodge.Data
import Dodge.Path
import Dodge.Block.Debris
--import Dodge.LevelGen.LevelStructure
import Dodge.Base
import Dodge.Zone
import Geometry
import qualified IntMapHelp as IM
import Control.Lens
import Data.List
import qualified Data.IntSet as IS
addBlock
:: [Point2] -- ^ Block polygon
-> Wall -- ^ Base Pane
-> Int -- ^ First layer of health
-> [Int] -- ^ Extra layers of health
-> BlockMaterial
-> World
-> World
addBlock (p:ps) wl hp hps bm w
| hp <= 0 && null hps = w
| hp <= 0 = addBlock (p:ps) wl (head hps + hp) (tail hps) bm w
| otherwise = w
& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
& walls %~ IM.union panes
& blocks %~ IM.insert blid Block
{_blID = blid,_blWallIDs = IS.fromList is, _blHPs = hp:hps, _blShadows=[], _blMaterial = bm
, _blFootprint = p:ps, _blPos = centroid (p:ps), _blDraw = const mempty
, _blDeath = makeBlockDebris bm}
where
blid = IM.newKey $ _blocks w
lns = zip (p:ps) (ps ++ [p])
i = IM.newKey $ _walls w
is = [i.. i + length lns-1]
panes = IM.fromList $ zipWith
(\j (a,b) -> (,) j wl
{ _wlLine = (a,b)
, _wlID = j
, _wlStructure = BlockPart blid
}
) is lns
wallInZone wl'
| uncurry dist (_wlLine wl') <= 2*zoneSize
= insertIMInZone x y wlid wl'
| otherwise = flip (foldl' $ flip (\(a,b) -> insertIMInZone a b wlid wl')) ips
where
(x,y) = zoneOfPoint $ uncurry pHalf (_wlLine wl)
wlid = _wlID wl
ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
placeBlock :: [Point2] -> Int -> Wall -> [Int] -> BlockMaterial -> World -> (Int,World)
placeBlock poly i wl is bm w
= (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
where
pairs = loopPairs poly
wWithBlock = addBlock poly wl i is bm w
{- | Splits a line into many four cornered blocks. -}
placeLineBlock
:: Wall -- ^ Base pane
-> BlockMaterial
-> Float -- ^ Block width
-> Float -- ^ Block depth
-> Point2 -- ^ Start point (symmetric)
-> Point2 -- ^ End point (symmetric)
-> World
-> (Int, World)
placeLineBlock basePane bm blockWidth depth a b gw = ( 0
, removePathsCrossing a b (foldr insertWall (insertBlocks gw) listWalls)
)
where
psOnLine = divideLineOddNumPoints blockWidth a b
halfBlockWidth = dist a b / fromIntegral (length psOnLine - 1)
blockCenPs = snd $ evenOddSplit psOnLine
numBlocks = length blockCenPs
is = [0.. numBlocks - 1]
cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
cornersAt p = fmap ( (p +.+) . rotateV (argV (b -.- a)) ) cornerPoints
linesAt p = loopPairs $ cornersAt p
wlid = IM.newKey $ _walls gw
blid = IM.newKey $ _blocks gw
insertBlock (i,p) = over blocks $ IM.insert (i+blid) Block
{ _blID = i + blid, _blWallIDs = IS.fromList $ ksAtI i
, _blHPs = [5,5], _blShadows = shadowsAt i, _blMaterial = bm
, _blFootprint = cornersAt p -- TODO check winding (clockwise, anticlockwise)
, _blPos = p, _blDraw = const mempty , _blDeath = makeBlockDebris bm}
insertBlocks = flip (foldr insertBlock) $ zip is blockCenPs
ksAtI i = map ( + (wlid + i*4) ) [0,1,2,3]
visibilityAt i
| i == 0 = [False,True,True ,True]
| i == numBlocks - 1 = [True ,True,False,True]
| otherwise = [False,True,False,True]
shadowsAt i
| i == 0 = ksAtI 1
| i == numBlocks - 1 = ksAtI $ numBlocks - 2
| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
makeWallAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
makePane i visStatus k ps = basePane
{_wlID = k
,_wlStructure = BlockPart $ i + blid
,_wlLine = ps
,_wlDraw = visStatus
}
listWalls = concat $ zipWith makeWallAt blockCenPs is
insertWall wl = over walls $ IM.insert (_wlID wl) wl