178 lines
6.3 KiB
Haskell
178 lines
6.3 KiB
Haskell
-- | Rooms containing long doors, probably with a big reveal behind them.
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module Dodge.Room.LongDoor where
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import Dodge.LevelGen.Switch
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import Data.Maybe
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import qualified Data.Set as S
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import Dodge.Cleat
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import Dodge.Creature
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import Dodge.Data.GenWorld
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import Dodge.Default.Door
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import Dodge.Default.Room
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import Dodge.LevelGen.PlacementHelper
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import Dodge.LightSource
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import Dodge.Placement.Instance
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import Dodge.PlacementSpot
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import Dodge.Room.Door
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import Dodge.Room.Link
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import Dodge.Room.Procedural
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import Dodge.RoomLink
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import Dodge.Terminal
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import Dodge.Tree
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import Geometry
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import LensHelp
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import Picture
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import RandomHelp
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twinSlowDoorRoom ::
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-- | Half width
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Float ->
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-- | Half height
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Float ->
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-- | Inner width
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Float ->
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Room
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twinSlowDoorRoom w h x =
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defaultRoom
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{ _rmPolys = ps
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, _rmLinks =
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map
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(uncurry outLink)
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[ (V2 w (h / 2), negate $ pi / 2)
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, (V2 (- w) (h / 2), pi / 2)
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]
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++ [uncurry inLink (V2 0 (- h), pi)]
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, _rmPath = mempty
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, _rmPmnts =
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[ pContID (PS (V2 0 (h -5)) pi) (PutButton $ makeButton col NoWorldEffect) $
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\btid -> jsps0J (PutSlideDr (thedoor btid) thewall DoorObstacle 1 (V2 x 1) (V2 x h)) $
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ps0 (PutSlideDr (thedoor btid) thewall DoorObstacle 1 (V2 (- x) 1) (V2 (- x) h)) $
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\did -> jps0' (PutLS (lsColPos (V3 0.75 0 0) (V3 0 (h -1) lampheight))) $
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\lspl -> jsps0 $ PutProp $ addColorChange (fromJust $ _plMID lspl) did $ lampCoverWhen (WdBlDoorMoving did) (V2 0 (h -1)) lampheight
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]
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, _rmBound = ps
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, _rmName = "twinSlowDoorRoom"
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, _rmViewpoints = [V2 0 h]
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}
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where
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thewall = switchWallCol red
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wlSpeed = 0.5
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addColorChange lsid drid =
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over prUpdate $
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PropUpdateAnd $
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PropUpdateIf
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(WdBlDoorMoving drid)
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(PropUpdateLS lsid (PrWdLsSetColor (V3 8 0 0)))
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(PropUpdateLS lsid (PrWdLsSetColor 0.7))
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lampheight = 41
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ps =
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[ rectNSWE h 0 (- w) w
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, rectNSWE 20 (- h) (negate x) x
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]
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thedoor btid =
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defaultDoor
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& drSpeed .~ wlSpeed
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& drTrigger .~ WdBlBtNotOff btid
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col = dim $ dim $ bright red
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twinSlowDoorChasers :: RandomGen g => State g Room
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twinSlowDoorChasers = do
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ps <- takeN 4 $ [V2 x y | x <- [-65, 65], y <- [20, 40 .. 180]]
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let plmnts = map (\p -> sPS p 0 $ PutCrit chaseCrit) ps
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return $ twinSlowDoorRoom 80 200 40 & rmPmnts %~ (plmnts ++)
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southPillarsRoom :: RandomGen g => Float -> Float -> Float -> State g Room
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southPillarsRoom x y h = addSouthPillars x h (roomRectAutoLinks x y)
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addSouthPillars :: RandomGen g => Float -> Float -> Room -> State g Room
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addSouthPillars x h r = do
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let pillarsa = []
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pillarsb = concat [putBlockRect (i * x / 5 -20) (i * x / 5 + 20) (h / 2 -20) (h / 2 + 20) | i <- [1 .. 4]]
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pillarsc = concat [putBlockRect (i * x / 3 -20) (i * x / 3 + 20) (h / 2 -20) (h / 2 + 20) | i <- [1, 2]]
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pillars <- takeOne [pillarsa, pillarsb, pillarsc]
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return $ r & rmPmnts .++~ pillars
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addButtonSlowDoor :: RandomGen g => Float -> Float -> Room -> State g Room
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addButtonSlowDoor x h rm = do
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shuffleLinks $
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setOutLinksPD aboveH $
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setInLinksPD belowH $
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rm
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& rmPmnts .++~ [butDoor, theterminal]
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& rmBound .:~ openDoorBound
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where
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theterminal =
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putMessageTerminal terminalColor (simpleTermMessage themessage)
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& plSpot .~ rprBoolShift (isUnusedLnkType InLink) (shiftByV2 (V2 0 (-10)))
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themessage =
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[ "WARNING:"
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, "LARGE BIOMASS DETECTED"
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]
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openDoorBound = reverse $ rectNSWE (h + 5) (h - 5) (3 * x / 2) (- x / 2)
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belowH y = (sndV2 . fst) y < h - 40
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aboveH y = (sndV2 . fst) y > h + 40
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amountedlight dr xoff mpl = Just
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. moveLSThen
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(WdP2fDoorPosition (fromJust $ _plMID dr))
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(V3 15 xoff 89)
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(aShape (V2 15 0) (V3 15 xoff 90))
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$ \plls plpr ->
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Just $
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ptCont (PutWorldUpdate (const $ setmount dr plls plpr)) $
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const mpl
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setmount pldr plls plpr =
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cWorld . lWorld . doors . ix (fromJust $ _plMID pldr) . drMounts
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.++~ [MountedLS (fromJust $ _plMID plls), MountedProp (fromJust $ _plMID plpr)]
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-- TODO make the height of this light source and of other mounted lights
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-- be taken from a single consistent source
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thewall = switchWallCol red
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butDoor = putLitButOnPos
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col
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(rprBool (isUnusedLnkType InLink))
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$ \btplmnt -> Just $
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putDoubleDoorThen
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DoorObstacle
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thewall
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(WdBlBtNotOff $ fromJust $ _plMID btplmnt)
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30
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(V2 0 h)
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(V2 x h)
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2
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$ \dr1 dr2 ->
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amountedlight dr1 50 $
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amountedlight dr1 (-50) $
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amountedlight dr2 50 $
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amountedlight
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dr2
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(-50)
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Nothing
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col = dim $ light red
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slowDoorRoom :: RandomGen g => State g Room
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slowDoorRoom = do
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x <- state $ randomR (400, 800)
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y <- state $ randomR (400, 800)
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h <- state $ randomR (200, min (y -100) 500)
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let n = 25
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xs <- replicateM n $ state $ randomR (10, x -10)
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ys <- replicateM n $ state $ randomR (h + 20, y)
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rs <- replicateM n $ state $ randomR (0, 2 * pi)
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let ps = zipWith V2 xs ys
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xs' <- replicateM 5 $ state $ randomR (10, x -10)
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ys' <- replicateM 5 $ state $ randomR (h + 20, y)
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let crits = zipWith (\p r -> sPS p r randC1) ps rs
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barrels = zipWith (\x' y' -> sPS (V2 x' y') 0 $ PutCrit explosiveBarrel) xs' ys'
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proom <- southPillarsRoom x y h
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addButtonSlowDoor x h (proom & rmPmnts %~ (++ (crits ++ barrels)))
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slowDoorRoomRunPast :: RandomGen g => State g (MetaTree Room String)
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slowDoorRoomRunPast = do
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r <- slowDoorRoom
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rToOnward "slowDoorRoomRunPast" $
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treeFromTrunk [door] $
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Node
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r
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[ pure $ cleatOnward door
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, return (cleatLabel 0 $ door & rmConnectsTo .~ S.member InLink)
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]
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