117 lines
4.1 KiB
Haskell
117 lines
4.1 KiB
Haskell
{- | Deals with moving creature wall collisions. -}
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module Dodge.WallCreatureCollisions
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( colCrsWalls
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, colCrWall
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, pushCreatureOutFromWalls
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, crOnWall
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) where
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import Dodge.Data
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--import Dodge.Data.DamageType
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--import Dodge.Creature.State.Data
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import Dodge.Zone
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import Dodge.Base
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import Geometry
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import Data.Monoid
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import Data.Maybe
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import Data.Function
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import Control.Lens
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--import qualified Data.IntMap.Strict as IM
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import qualified Streaming.Prelude as S
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colCrsWalls :: Configuration -> World -> World
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colCrsWalls cfig w = w & creatures %~ fmap (noclipCheck cfig w)
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noclipCheck :: Configuration -> World -> Creature -> Creature
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noclipCheck cfig w c
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| debugOn Noclip cfig && _crID c == 0 = c -- for noclip
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| otherwise = colCrWall w c
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-- no noclip check, so no need for a configuration file
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colCrWall :: World -> Creature -> Creature
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colCrWall w c
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| p1 == p2 = pushOrCrush ls c
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-- | _crPos c' == _crPos c'' = c'
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-- | otherwise = c & crPos .~ _crOldPos c
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| otherwise = c'
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where
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-- c'' = c' & crPos %~ pushOutFromWalls rad ls
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--c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
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c' = c & crPos %~ pushOutFromCorners rad ls'
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. pushOutFromWalls rad ls'
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. fst . flip (collidePoint p1) wls' -- check push throughs
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-- . flip (collidePointWalls' p1) wls -- check push throughs
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rad = _crRad c + wallBuffer
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p1 = _crOldPos c
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p2 = _crPos c
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ls = _wlLine <$> wls
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ls' = filter (uncurry $ isLHS p1) ls
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wls' = S.filter (not . _wlWalkable) $ wlsNearPoint p2 w
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wls = runIdentity . S.toList_ . S.filter (not . _wlWalkable) $ wlsNearPoint p2 w
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--wallPoints = map fst ls
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-- the amount to push creatures out from walls, extra to their radius
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wallBuffer :: Float
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wallBuffer = 0
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pushCreatureOutFromWalls :: [(Point2,Point2)] -> Creature -> Creature
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pushCreatureOutFromWalls ls cr = cr & crPos %~ pushOutFromWalls (_crRad cr) ls
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-- the following tests whether or not a point is on a wall, and if so pushes it
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-- out from the wall
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-- this is then repeated if the point ends up on a new wall
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pushOutFromWalls :: Float -> [(Point2,Point2)] -> Point2 -> Point2
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pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall rad p1)) wls of
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Nothing -> p1
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Just p2 -> pushOutFromWalls rad (tail wls) p2
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-- possible improvement: choose between the closer of p2 and "p3" to p1
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--pushOutFromWalls' :: Float -> [(Point2,Point2)] -> Point2 -> Point2
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--pushOutFromWalls' rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall' rad p1)) wls of
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-- Nothing -> p1
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-- Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall' rad p2)) wls
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-- -- possible improvement: choose between the closer of p2 and "p3" to p1
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pushOrCrush :: [(Point2,Point2)] -> Creature -> Creature
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pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
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[] -> cr
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(p:_) -> cr & crPos .~ p
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-- (_:p:_) -> cr
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-- & crPos .~ p
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-- & crState . crDamage %~ ( Blunt 50 cpos cpos cpos : )
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where
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cpos = _crPos cr
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-- note the inclusion of endpoints in circOnSeg
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crOnWall :: Creature -> World -> Bool
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crOnWall cr = runIdentity
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. S.any_ (uncurry (circOnSeg p r) . _wlLine)
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. S.filter (not . _wlWalkable)
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. wlsNearPoint p
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where
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p = _crPos cr
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r = _crRad cr
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-- assumes that the wall is orientated
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-- assumes wall points are different
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pushOutFromWall :: Float -> Point2 -> (Point2,Point2) -> Maybe Point2
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pushOutFromWall rad cp2 (wp1,wp2)
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| isOnWall = Just newP
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| otherwise = Nothing
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where
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norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
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wp1' = wp1 +.+ rad *.* norm
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wp2' = wp2 +.+ rad *.* norm
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newP = errorClosestPointOnLine 5 wp1' wp2' cp2
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isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
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pushOutFromCorners :: Float -> [(Point2,Point2)] -> Point2 -> Point2
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--pushOutFromCorners r ls p = foldr (squashIntersectCirclePoint r . fst) p ls
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pushOutFromCorners r = flip $ foldr (squashIntersectCirclePoint r . fst)
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squashIntersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
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squashIntersectCirclePoint rad p cCen
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| dist cCen p > rad = cCen
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| otherwise = p +.+ (rad *.* squashNormalizeV (cCen -.- p))
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