Files
loop/src/Dodge/Base.hs
T

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Haskell

{-# LANGUAGE TupleSections #-}
{-# LANGUAGE BangPatterns #-}
{- |
Basic helpers.
Consider splitting. -}
module Dodge.Base
where
import Dodge.Data
import Dodge.Zone
import Dodge.Zone.Data
import Dodge.Base.Window
import Geometry
--import Picture
import qualified IntMapHelp as IM
import FoldableHelp
import Control.Lens
import qualified Control.Foldl as L
import Data.Monoid
import Data.Maybe
--import Data.Bifunctor
--import qualified Data.IntSet as IS
--import qualified Data.Set as S
{- | Implementation copied from
- https://hackage.haskell.org/package/utility-ht-0.0.16/docs/src/Data.List.HT.Private.html#takeUntil
-}
takeUntil :: Foldable t => (a -> Bool) -> t a -> [a]
takeUntil p = foldr (\x xs -> x : if p x then [] else xs) []
you :: World -> Creature
you w = _creatures w IM.! _yourID w
aCrPos :: Int -> World -> Point2
aCrPos i w = _crPos $ _creatures w IM.! i
yourItem :: World -> Item
yourItem w = _crInv (you w) IM.! _crInvSel (you w)
crItem :: World -> Int -> Item
crItem w cid = _crInv cr IM.! _crInvSel cr
where
cr = _creatures w IM.! cid
yourItemRef
:: Applicative f
=> World
-> (Item -> f Item)
-> World
-> f World
yourItemRef w = creatures . ix (_yourID w) . crInv . ix (_crInvSel (you w))
wallNormal :: Wall -> Point2
wallNormal wl = normalizeV . vNormal $ a -.- b
where
(a,b) = _wlLine wl
wallsOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
wallsOnLine p1 p2 ws = hitWalls
where
hitPoint w = uncurry (intersectSegSeg p1 p2) (_wlLine w)
hitWalls = filter (isJust . hitPoint) (IM.elems ws)
wallsOnCirc :: Point2 -> Float -> IM.IntMap Wall -> IM.IntMap Wall
wallsOnCirc p r = IM.filter f
where
f wl = uncurry circOnSeg (_wlLine wl) p r
allWalls :: World -> IM.IntMap Wall
allWalls w = IM.unions $ concatMap IM.elems $ IM.elems $ _znObjects $ _wallsZone w
creaturesNearPoint :: Point2 -> World -> IM.IntMap Creature
creaturesNearPoint p w = IM.unions [f b $ f a $ _znObjects $ _creaturesZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
where
(x,y) = crZoneOfPoint p
f i m = case IM.lookup i m of
Just val -> val
_ -> IM.empty
creaturesNearPointI :: Int -> Point2 -> World -> IM.IntMap Creature
creaturesNearPointI n p w = IM.unions [f b $ f a $ _znObjects $ _creaturesZone w | a<-[x-n..x+n] , b<-[y-n..y+n]]
where
(x,y) = crZoneOfPoint p
f i m = case IM.lookup i m of
Just val -> val
_ -> IM.empty
-- possible BUG, occurs when used in thingsHitLongLine
creaturesAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
--creaturesAlongLine a b w = IM.unions [f y $ f x $ _creaturesZone w | (x,y) <- zoneOfLine a b]
-- where f i m = case IM.lookup i m of Just val -> val
-- _ -> IM.empty
creaturesAlongLine a b w = IM.foldrWithKey' g IM.empty kps
where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _znObjects $ _creaturesZone w) s))
kps = zoneOfLineIntMap a b
f i m = case IM.lookup i m of Just val -> val
_ -> IM.empty
{- | Expands a line out to a given thickness. -}
lineGeom :: Float -> Point2 -> Point2 -> [Point2]
lineGeom t x y
| x == y = []
| otherwise = [x +.+ n x y, x -.- n x y, y +.+ n x y, y -.- n x y]
where
n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
{- | A triangular wedge thick at the first point and
- tapering off to the second. -}
wedgeGeom
:: Float -- Thickness
-> Point2
-> Point2
-> [Point2]
wedgeGeom t x y
| x == y = []
| otherwise = [x +.+ n x y, x -.- n x y, y]
where
n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
insertInZoneWith
:: Int -- ^ First Key
-> Int -- ^ Second Key
-> (a -> a -> a) -- ^ Combining function
-> a -- ^ Value to insert
-> IM.IntMap (IM.IntMap a)
-> IM.IntMap (IM.IntMap a)
insertInZoneWith x y fun obj = IM.insertWith f x $ IM.singleton y obj
where
f _ = IM.insertWith fun y obj
{- | I believe this overwrites the value if it already exists, but not sure. -}
insertIMInZone
:: Int -- ^ First key
-> Int -- ^ Second key
-> Int -- ^ Third key
-> a -- ^ Item to insert
-> IM.IntMap (IM.IntMap (IM.IntMap a))
-> IM.IntMap (IM.IntMap (IM.IntMap a))
insertIMInZone x y obid obj = IM.insertWith f x $ IM.singleton y $ IM.singleton obid obj
where
f _ = IM.insertWith g y $ IM.singleton obid obj
g _ = IM.insert obid obj
adjustIMZone
:: (a -> a) -- ^ Update function
-> Int -- ^ First key
-> Int -- ^ Second key
-> Int -- ^ Third key
-> IM.IntMap (IM.IntMap (IM.IntMap a))
-> IM.IntMap (IM.IntMap (IM.IntMap a))
adjustIMZone f x y n = IM.adjust f' x
where
f' = IM.adjust f'' y
f'' = IM.adjust f n
{- | Finds unused projectile key. -}
newProjectileKey :: World -> Int
newProjectileKey = IM.newKey . _projectiles
{- | Finds unused creature key. -}
newCrKey :: World -> Int
newCrKey = IM.newKey . _creatures
{- | TODO: determine precisely what this does. -}
reflectPointCreature :: Point2 -> Point2 -> Creature -> Maybe (Point2, Point2, Int)
reflectPointCreature p1 p2 cr = case collidePointCirc p1 p2 (_crRad cr) (_crPos cr) of
Nothing -> Nothing
Just _ -> Just
( p1
, errorNormalizeV 35 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
+.+ (_crPos cr -.- _crOldPos cr)
, _crID cr)
{- | TODO: determine precisely what this does. -}
reflectPointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
reflectPointCreatures p1 p2 cs
= safeMinimumOn f
$ IM.mapMaybe (reflectPointCreature p1 p2) cs
where
f (a,_,_) = magV (a -.- p1)
{- | TODO: determine precisely what this does. -}
reflectCircCreature
:: Float -- ^ Radius
-> Point2 -- ^ Start point
-> Point2 -- ^ End point
-> Creature
-> Maybe (Point2, Point2, Int)
reflectCircCreature rad p1 p2 cr = case collidePointCirc p1 p2 (rad + _crRad cr) (_crPos cr) of
Nothing -> Nothing
Just _ -> Just
( p1
, errorNormalizeV 37 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
+.+ (_crPos cr -.- _crOldPos cr)
, _crID cr
)
{- | TODO: determine precisely what this does. -}
reflectCircCreatures
:: Float -- ^ Radius
-> Point2 -- ^ Start point
-> Point2 -- ^ End point
-> IM.IntMap Creature
-> Maybe (Point2,Point2,Int)
reflectCircCreatures rad p1 p2 cs
= safeMinimumOn f
$ IM.mapMaybe (reflectCircCreature rad p1 p2) cs
where
f (a,_,_) = magV (a -.- p1)
-- | collides a point with forcefields
-- if found, returns point of collision, deflection if required, and the id
collidePointFFs :: a
collidePointFFs = undefined
collidePointFF :: a
collidePointFF = undefined
--
-- | Looks for overlap of a circle with walls.
-- If found, gives wall
overlapCircWallsReturnWall :: Point2 -> Float -> IM.IntMap Wall -> Maybe Wall
overlapCircWallsReturnWall p rad
= L.fold (safeMinimumOnMaybeL (fmap (dist p) . f . _wlLine))
where
f (a,b) = intersectSegSeg p (p -.- rad *.* vNormal (normalizeV (a -.- b))) a b
-- | Looks for any collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
-- note that in this version the circle can overlap the wall
collidePointAnyWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
collidePointAnyWalls p1 p2
= getFirst
. foldMap (First . findPoint . _wlLine)
where
findPoint (x,y) = case intersectSegSeg p1 p2 x y of
Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
Nothing -> Nothing
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
-- note that the "intersection" point is the center of the circle flush against the wall
collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
collideCircWalls' p1 p2 rad = either (const Nothing) Just . foldr findPoint (Left p2)
where
findPoint wl eip = maybe eip Right $ doReflection (getp eip) $ shiftByRad $ _wlLine wl
getp (Left p) = p
getp (Right (p,_)) = p
doReflection p (x,y) = case intersectSegSeg p1 p x y of
Nothing -> Nothing
Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
shiftByRad (a,b) =
(g $ a +.+ rad *.* normalizeV (a -.-b)
,g $ b +.+ rad *.* normalizeV (b -.-a)
)
where
g = ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
collideCircWalls'' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
collideCircWalls'' p1 p2 rad ws
= safeMinimumOn (dist p1 . fst)
$ IM.mapMaybe
(( \(x:y:_) -> fmap
((, reflectInParam 0.5 (x -.- y) (p2 -.- p1))
. (+.+ normalizeV (vNormal (x -.- y)))
)
(intersectSegSeg p1 p2 x y)
)
. shiftByRad . _wlLine
) ws
where
shiftByRad (a,b) = map ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
[a +.+ rad *.* normalizeV (a -.-b)
,b +.+ rad *.* normalizeV (b -.-a)
]
-- this shifts the wall out, and for outer corners extends the wall
-- not sure what this does for inner corners, hopefully won't cause a problem
-- the alternative would be to separately bounce off corner points...
-- unfortunately, doesn't allow for collisions when the circle spawns on the
-- wall
-- | Looks for first collision of a point with a list of lines.
-- If found, gives point and normal of wall.
collidePointLines :: Point2 -> Point2 -> [Wall'] -> Maybe (Point2,Point2)
collidePointLines p1 p2 ws
= safeMinimumOn f
$ mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
. _wlLine') ws
where
f (a,_) = magV (p1 -.- a)
-- | Looks for first collision of a point with walls.
-- If found, gives point and normal of wall.
collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
collidePointWallsNorm p1 p2 ws
= safeMinimumOn f
$ IM.mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
. _wlLine) ws
where
f (a,_) = magV (p1 -.- a)
-- | Returns the first creature, if any, that a point intersects with.
collidePointCreatures :: Point2 -> Point2 -> World -> Maybe Int
collidePointCreatures p1 p2 w
= fmap fst
. safeMinimumOn snd
. IM.toList
. IM.mapMaybe (\x -> collidePointCirc' p1 p2 (_crRad x) (_crPos x))
$_creatures w
-- | As for 'collidePointCreatures', only increases the radius of creatures by a
--fixed amount, thus collides a moving circle with creaures.
collideCircCreatures :: Point2 -> Point2 -> Float -> World -> Maybe Int
collideCircCreatures p1 p2 rad w
= fmap fst
. safeMinimumOn snd
. IM.toList
. IM.mapMaybe (\x -> collidePointCirc' p1 p2 (rad + _crRad x) (_crPos x))
$ _creatures w
-- | Returns the first creature id, if any, that a point intersects with, gives point
--in creature on line.
collidePointCrsPoint :: Point2 -> Point2 -> World -> Maybe (Point2,Int)
collidePointCrsPoint p1 p2 w
= fmap f
. safeMinimumOn (snd . snd)
. IM.toList
. IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
$ _creatures w
where
f (cID,(p,_)) = (p,cID)
{- | Finds the first creature hit on a line.
Maybe evaluates the creature id and hit point. -}
collideCircCrsPoint :: Point2 -> Point2 -> Float -> World -> Maybe (Point2,Int)
collideCircCrsPoint p1 p2 rad w
= fmap f
. safeMinimumOn (snd . snd)
. IM.toList
. IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (rad + _crRad x) (_crPos x))
$ _creatures w
where
f (cID,(p,_)) = (p,cID)
-- | Makes a creature not hittable.
collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
collidePointCrsWithoutPoint cid p1 p2 w
= fmap f
. safeMinimumOn (snd . snd)
. IM.toList
. IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
. IM.delete cid
$ _creatures w
where
f (cID,(p,_)) = (p,cID)
{- | Test if a circle collides with any wall. -}
circOnSomeWall :: Point2 -> Float -> World -> Bool
circOnSomeWall p rad w
= any (\(x,y) -> circOnSeg x y p rad)
. fmap _wlLine
. IM.elems
$ wallsNearPoint p w
{- | Test whether there is a creature of weight 4 or greater near a line. -}
isHeavyCrNearLine
:: Float
-> [Point2]
-> World
-> Bool
isHeavyCrNearLine d (p1:p2:_) w
= any (\c -> circOnSeg p1 p2 (_crPos c) (d + _crRad c))
. IM.filter (\cr -> _crMass cr > 4)
$ _creatures w
isHeavyCrNearLine _ _ _ = error "Testing whether creature is near empty line"
{- | Adds the distance to the creature radius, tests whether the center is in
the circle of this size centered at the point -}
crsNearPoint :: Float -> Point2 -> World -> Bool
crsNearPoint d p w = any (\c -> dist (_crPos c) p < (d + _crRad c)) (_creatures w)
{- | Produce an unordered list of creatures on a line. -}
crsOnLine :: Point2 -> Point2 -> World -> [Creature]
crsOnLine p1 p2 w
= IM.elems
. IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr))
$ _creatures w
{- | Produce an unordered list of creatures on a wide line. -}
crsOnThickLine :: Float -> Point2 -> Point2 -> World -> [Creature]
crsOnThickLine thickness p1 p2 w
= IM.elems
. IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr + thickness))
$ _creatures w
{- | Find 'Maybe' the closest creature to a point, within a circle.
-}
nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
nearestCrInRad p r w
= safeMinimumOn (dist p . _crPos)
$ IM.filter (\cr -> dist p (_crPos cr) < r) $ _creatures w
{- | Find 'Maybe' the closest creature in front of a point in a right-angle-triangle shape. -}
nearestCrInTri
:: Point2
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
-> Float -- ^ Distance.
-> World -> Maybe Creature
nearestCrInTri p dir x w
= safeMinimumOn (dist p . _crPos)
$ IM.filter (\cr -> pointInPolygon (_crPos cr) tri) $ _creatures w
where
tri =
[p
,p +.+ rotateV (dir-pi/4) (V2 x 0)
,p +.+ rotateV (dir+pi/4) (V2 x 0)
]
{- | Find 'Maybe' the closes creature in front of a point in a given direction for
a given distance.
The shapes within which creatures are searched are a triangle then rectangle. -}
nearestCrInFront
:: Point2
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
-> Float -- ^ Distance.
-> World -> Maybe Creature
nearestCrInFront p dir x w
= safeMinimumOn (dist p . _crPos)
$ IM.filter (\cr -> pointInPolygon (_crPos cr) rec) $ _creatures w
where
rec = [p, pR, pR1, pL1, pL ]
pR = p +.+ rotateV (dir - pi*(3/8)) (V2 (x/2) 0)
pL = p +.+ rotateV (dir + pi*(3/8)) (V2 (x/2) 0)
pR1 = pR +.+ rotateV dir (V2 (x/2) 0)
pL1 = pL +.+ rotateV dir (V2 (x/2) 0)
{- | Test whether a creature is in a polygon. -}
crInPolygon :: Creature -> [Point2] -> Bool
crInPolygon cr = pointInPolygon (_crPos cr)
{- | Transform coordinates from world position to screen coordinates. -}
worldPosToScreenNorm :: World -> Point2 -> Point2
worldPosToScreenNorm w = doWindowScale . doRotate . doZoom . doTranslate
where
doTranslate p = p -.- _cameraCenter w
doZoom p = _cameraZoom w *.* p
doRotate p = rotateV (negate $ _cameraRot w) p
doWindowScale (V2 x y) = V2
( x * 2 / getWindowX w)
( y * 2 / getWindowY w)
{- | Transform world coordinates to scaled screen coordinates.
- These have to be according to the size of the window to get actual screen positions.
- This allows for line thicknesses etc to correspond to pixel sizes.-}
worldPosToScreen :: World -> Point2 -> Point2
worldPosToScreen w = doRotate . doZoom . doTranslate
where
doTranslate p = p -.- _cameraCenter w
doZoom p = _cameraZoom w *.* p
doRotate p = rotateV (negate $ _cameraRot w) p
{- | Transform coordinates from the map position to screen
coordinates. -}
cartePosToScreen :: World -> Point2 -> Point2
cartePosToScreen w = doWindowScale . doRotate . doZoom . doTranslate
where
doTranslate p = p -.- _carteCenter w
doZoom p = _carteZoom w *.* p
doRotate p = rotateV (negate $ _carteRot w) p
doWindowScale (V2 x y) = V2
( x * 2 / getWindowX w)
( y * 2 / getWindowY w)
{- | The mouse position in world coordinates. -}
mouseWorldPos :: World -> Point2
mouseWorldPos w = _cameraCenter w +.+ (1/_cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
{- | The mouse position in map coordinates -}
mouseCartePos :: World -> Point2
mouseCartePos w = _carteCenter w +.+ (1/_carteZoom w) *.* rotateV (_carteRot w) (_mousePos w)
{- | Create a logistic function given three parameters. -}
logistic :: Float -> Float -> Float -> (Float -> Float)
logistic x0 l k x = l / (1 + exp (k*(x0 - x)))
{- | given a target and a start point, shift toward the end point by a given
amount.
If close enough, end up on the end point -}
mvPointTowardAtSpeed
:: Float -- ^ Speed.
-> Point2 -- ^ End point.
-> Point2 -- ^ Start point.
-> Point2
mvPointTowardAtSpeed !speed !ep !p
| dist p ep < speed = ep
| otherwise = p +.+ speed *.* normalizeV (ep -.- p)
{- | given a target and a start point, shift toward the end point by 1.
If close enough, end up on the end point -}
mvPointToward
:: Point2 -- ^ End point.
-> Point2 -- ^ Start point.
-> Point2
mvPointToward !ep !p
| dist p ep < 1 = ep
| otherwise = p +.+ normalizeV (ep -.- p)
isAnimate :: Creature -> Bool
{-# INLINE isAnimate #-}
isAnimate cr = case _crActionPlan cr of
Inanimate -> False
_ -> True
sigmoid :: Floating a => a -> a
sigmoid x = x/sqrt(1+x^(2::Int))
normalizeAnglePi :: Float -> Float
normalizeAnglePi angle
| normalizeAngle angle > pi = normalizeAngle angle - 2*pi
| otherwise = normalizeAngle angle
-- | Taken from online, splits a list into its even and odd elements
evenOddSplit :: [a] -> ([a],[a])
evenOddSplit = foldr f ([],[])
where
f a (ls,rs) = (rs, a : ls)
dbArg :: (a -> a -> b) -> a -> b
{-# INLINE dbArg #-}
dbArg f x = f x x