252 lines
8.5 KiB
Haskell
252 lines
8.5 KiB
Haskell
{-# LANGUAGE TupleSections #-}
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module Dodge.Layout (
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generateLevelFromRoomList,
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tilesFromRooms,
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shuffleRoomPos,
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) where
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import qualified Data.Vector.Unboxed as UV
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import Dodge.Path.Translate
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import qualified Control.Foldl as L
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import Control.Lens
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import Data.Foldable
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import Data.Function
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import Data.Graph.Inductive (labEdges, labNodes)
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import Data.List (nubBy,sortOn)
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import Data.Maybe
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import Data.Tile
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--import Data.Traversable
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import Dodge.Data.GenWorld
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import Dodge.Default.Wall
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import Dodge.GameRoom
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--import Dodge.Item.Location.Initialize
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import Dodge.LevelGen.LevelStructure
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import Dodge.LevelGen.StaticWalls
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import Dodge.Path
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import Dodge.Placement.PlaceSpot
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import Dodge.Room.Link
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import Dodge.ShiftPoint
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import Dodge.Wall.Zone
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import Dodge.Zoning.Pathing
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import Geometry
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import qualified IntMapHelp as IM
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import RandomHelp
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generateLevelFromRoomList :: IM.IntMap Room -> World -> GenWorld
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generateLevelFromRoomList gr' w =
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over gwWorld initWallZoning
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. over gwWorld randomCompass
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. over gwWorld setupWorldBounds
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-- . over (gwWorld . cWorld . lWorld) initItemLocations
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. doInPlacements
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-- . doOutPlacements
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. doIndividualPlacements
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. setTiles
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. worldToGenWorld rs'
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$ w & cWorld . lWorld . walls .~ wallsFromRooms rs
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& cWorld . cwGen . cwgGameRooms .~ gameRoomsFromRooms (IM.elems rs')
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& cWorld . pathGraph .~ path
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& cWorld . incNode .~ inodes
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& cWorld . incGraph .~ igraph
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& pnZoning .~ foldl' (flip zonePn) mempty (labNodes path)
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& peZoning .~ foldl' (flip zonePe) mempty (map fromEdgeTuple $ labEdges path)
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& incNodeZoning .~ UV.ifoldl' (\m i p -> zonePn (i,p) m) mempty inodes
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& incEdgeZoning .~ foldl' (flip (zoneIncPe inodes)) mempty ipairs
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where
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pairs = snapToGrid $ foldMap _rmPath rs
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(_, path) = pairsToGraph pairs
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(inodes,igraph,ipairs) = pairsToIncGraph pairs
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rs = map doRoomShift $ IM.elems rs'
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rs' = mapM shuffleRoomPos gr' & evalState $ _randGen w
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randomCompass :: World -> World
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randomCompass w = w
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& wCam . camRot .~ (takeOne [0, 0.5 * pi, pi, 1.5 * pi] & evalState $ _randGen w)
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-- note the order of traversal of the rooms is important
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-- hence the reverse
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-- this is not ideal: should do this in some more sensible way
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setTiles :: GenWorld -> GenWorld
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setTiles gw = foldr setTile gw . reverse . IM.elems $ _genRooms gw
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setTile :: Room -> GenWorld -> GenWorld
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setTile r gw = case _rmFloor r of
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Tiled{} -> gw
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InheritFloor -> gw
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& genRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly]
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where
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t = case _rmMParent r of
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Nothing -> Tile poly (V2 0 0) (V2 1 0) 16
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Just pid -> head $ _tiles $ _rmFloor $ _genRooms gw IM.! pid
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poly = orderPolygon . convexHullSafe
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. nubBy ((==) `on` roundPoint2) $ concat $ _rmPolys r
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shuffleRoomPos :: RandomGen g => Room -> State g Room
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shuffleRoomPos rm = do
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newPos <- shuffle $ _rmPos rm
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return $ rm & rmPos .~ newPos
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doInPlacements :: GenWorld -> GenWorld
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doInPlacements w = foldl' (\gw (i,(_,f)) -> placeSpot i gw (f gw)) w
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. sortOn (fst.snd)
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$ foldMap g $ w ^. genRooms
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where
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g rm = (rm^?! rmMID . _Just,) <$> (rm ^. rmInPmnt)
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-- let (gw, rms) = mapAccumR doRoomInPlacements w (_genRooms w)
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-- in gw & genRooms .~ rms
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--doRoomInPlacements :: GenWorld -> Room -> (GenWorld, Room)
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--doRoomInPlacements w rm = foldr f (w, rm) $ _rmInPmnt rm
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-- where
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-- f plf (w', r') = placeSpot (w', r') (plf w')
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doIndividualPlacements :: GenWorld -> GenWorld
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doIndividualPlacements gw = foldl' doRoomPlacements gw (_genRooms gw)
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doRoomPlacements :: GenWorld -> Room -> GenWorld
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doRoomPlacements w rm = foldl' (placeSpot i) (w & genRooms . ix i . rmPmnts .~ mempty)
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$ _rmPmnts rm
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where
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i = rm ^?! rmMID . _Just
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--placeSpot' :: Int -> GenWorld -> Placement -> GenWorld
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--placeSpot' = placeSpot
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--placeSpot' i gw x =
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-- let (gw',r') = placeSpot (gw,(gw ^?! genRooms . ix i)) x
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-- in gw' & genRooms . ix i .~ r'
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setupWorldBounds :: World -> World
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setupWorldBounds w =
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w & cWorld . cwGen . cwgWorldBounds
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%~ ( (bdMinX .~ f minx)
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. (bdMaxX .~ f maxx)
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. (bdMinY .~ f miny)
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. (bdMaxY .~ f maxy)
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)
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where
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f = fromMaybe 0
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ps = IM.map (fst . _wlLine) $ w ^. cWorld . lWorld . walls -- _walls (_cWorld w)
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(minx, maxx, miny, maxy) =
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L.fold
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( (,,,)
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<$> L.premap fstV2 L.minimum
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<*> L.premap fstV2 L.maximum
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<*> L.premap sndV2 L.minimum
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<*> L.premap sndV2 L.maximum
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)
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ps
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wallsFromRooms :: [Room] -> IM.IntMap Wall
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wallsFromRooms =
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-- divideWalls .
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IM.fromDistinctAscList
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. zipWith f [0 ..]
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. removeInverseWalls
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. foldl' (flip cutWalls) []
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. concatMap _rmPolys
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where
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f i (x, y) = (i, defaultWall{_wlLine = (x, y), _wlID = i})
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-- TODO sort out shifting before or after etc
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gameRoomsFromRooms :: [Room] -> [GameRoom]
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gameRoomsFromRooms = fmap gameRoomFromRoom
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gameRoomFromRoom :: Room -> GameRoom
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gameRoomFromRoom rm =
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GameRoom
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{ _grViewpoints =
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map doshift $
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_rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
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++ mapMaybe filterUnusedLinks (_rmPos rm)
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, _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm)
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, _grBound =
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map doshift $
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expandPolyCorners 50 . convexHullSafe . nubBy closePoints
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. concat
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$ _rmBound rm ++ _rmPolys rm
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, _grDir = getDir $ _rmPos rm
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, _grLinkDirs = mapMaybe undir $ _rmPos rm
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, _grName = _rmName rm
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}
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where
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doshift = shiftPointBy (_rmShift rm)
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doubleShift p a =
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map
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doshift
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[ p +.+ 10 *.* unitVectorAtAngle a
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, p -.- 10 *.* unitVectorAtAngle a
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]
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filterUnusedLinks rp = case _rpType rp of
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UnusedLink{} -> Just $ _rpPos rp
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_ -> Nothing
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filterUsedLinks rp = case _rpType rp of
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UsedOutLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
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UsedInLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
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_ -> []
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undir rp = case _rpType rp of
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UsedOutLink{} -> ma
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UsedInLink{} -> ma
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_ -> Nothing
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where
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ma = Just $ 0.5 * pi + _rpDir rp + snd (_rmShift rm)
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closePoints x y = roundPoint2 x == roundPoint2 y
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getDir (rp : xs) = case _rpType rp of
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UsedInLink{} -> _rpDir rp + snd (_rmShift rm)
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_ -> getDir xs
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getDir _ = 0 -- fallback
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tilesFromRooms :: [Room] -> [Tile]
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tilesFromRooms = concatMap (getTiles . _rmFloor . doRoomShift)
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getTiles :: Floor -> [Tile]
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getTiles fl = case fl of
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Tiled xs -> xs
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_ -> error "tiles not correctly set for some room"
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--divideWall :: Wall -> [Wall]
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--divideWall wl
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-- = let (a,b) = _wlLine wl
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-- ps = divideLine (zoneSize * 2) a b
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-- in zipWith (\ x y -> wl & wlLine .~ (x,y) ) (init ps) (tail ps)
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--divideWallIn :: Wall -> IM.IntMap Wall -> IM.IntMap Wall
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--divideWallIn wl wls =
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-- let (wl':newWls) = divideWall wl
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-- k = IM.newKey wls
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-- newWls' = zipWith (\i w -> w {_wlID = i}) [k..] newWls
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-- in foldl' (flip $ \w -> IM.insert (_wlID w) w) wls (wl':newWls')
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--
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--divideWalls :: IM.IntMap Wall -> IM.IntMap Wall
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--divideWalls wls = foldl' (flip divideWallIn) wls wls
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--insertInZone :: Int -> Int -> a -> IM.IntMap (IM.IntMap a) -> IM.IntMap (IM.IntMap a)
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--insertInZone x y obj = IM.insertWith f x $ IM.singleton y obj
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-- where f _ = IM.insert y obj
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--shiftRoomTree :: Tree Room -> Tree Room
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--shiftRoomTree (Node t []) = Node t []
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--shiftRoomTree (Node t ts) = Node t
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-- $ zipWith (\l -> shiftRoomTree . applyToRoot (shiftRoomToLink l))
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-- (_rmLinks t)
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-- ts
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--shiftRoomTreeConstruction :: Tree Room -> [Tree Room]
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--shiftRoomTreeConstruction (Node t []) = [Node t []]
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--shiftRoomTreeConstruction (Node t ts) = (Node t [] :) $ concat $
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-- zipWith (\l -> shiftRoomTreeConstruction . applyToRoot (shiftRoomBy l . f))
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-- (_rmLinks t)
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-- ts
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-- where
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-- f r = shiftRoomBy ( V2 0 0 -.- rotateV (pi-a) p , 0) $ shiftRoomBy (V2 0 0,pi-a) r
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-- where
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-- (p,a) = last $ _rmLinks r
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--addTile :: Float -> Room -> Room
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--addTile z r
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-- | not (null (_rmFloor r)) || null rp = r
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-- | otherwise = r & rmFloor .~ [makeTileFromPoly poly z]
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-- where
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-- rp = _rmPolys r
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-- poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat rp
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