Files
loop/src/Dodge/WallCreatureCollisions.hs
T
2021-11-20 00:01:54 +00:00

126 lines
4.6 KiB
Haskell

{- | Deals with moving creature wall collisions. -}
module Dodge.WallCreatureCollisions
( colCrsWalls
, colCrWall
, pushCreatureOutFromWalls
, crOnWall
) where
import Dodge.Data
--import Dodge.Data.DamageType
--import Dodge.Creature.State.Data
import Dodge.Zone
import Dodge.Base
import Geometry
import Data.Monoid
import Data.Maybe
import Data.Function
import Control.Lens
import qualified Data.IntMap.Strict as IM
colCrsWalls :: World -> World
colCrsWalls w = w & creatures %~ fmap (colCrWall w)
colCrWall :: World -> Creature -> Creature
colCrWall w c
| noclipIsOn && _crID c == 0 = c -- for noclip
| p1 == p2 = pushOrCrush ls c
-- | _crPos c' == _crPos c'' = c'
-- | otherwise = c & crPos .~ _crOldPos c
| otherwise = c'
where
-- c'' = c' & crPos %~ pushOutFromWalls rad ls
--c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
c' = c & crPos %~ pushOutFromCorners rad ls
. pushOutFromWalls rad ls
. flip (collidePointWalls p1) wls -- check push throughs
rad = _crRad c + wallBuffer
p1 = _crOldPos c
p2 = _crPos c
ls = IM.elems $ _wlLine <$> wls
wls = IM.filter (not . _wlWalkable) $ wallsNearPoint p2 w
--wallPoints = map fst ls
noclipIsOn = _debug_noclip $ _config w
-- the amount to push creatures out from walls, extra to their radius
wallBuffer :: Float
wallBuffer = 0
pushCreatureOutFromWalls :: [(Point2,Point2)] -> Creature -> Creature
pushCreatureOutFromWalls ls cr = cr & crPos %~ pushOutFromWalls (_crRad cr) ls
-- the following tests whether or not a point is on a wall, and if so pushes it
-- out from the wall
-- this is then repeated if the point ends up on a new wall
pushOutFromWalls :: Float -> [(Point2,Point2)] -> Point2 -> Point2
pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall rad p1)) wls of
Nothing -> p1
Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall rad p2)) wls
-- possible improvement: choose between the closer of p2 and "p3" to p1
--pushOutFromWalls' :: Float -> [(Point2,Point2)] -> Point2 -> Point2
--pushOutFromWalls' rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall' rad p1)) wls of
-- Nothing -> p1
-- Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall' rad p2)) wls
-- -- possible improvement: choose between the closer of p2 and "p3" to p1
pushOrCrush :: [(Point2,Point2)] -> Creature -> Creature
pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
[] -> cr
(p:_) -> cr & crPos .~ p
-- (_:p:_) -> cr
-- & crPos .~ p
-- & crState . crDamage %~ ( Blunt 50 cpos cpos cpos : )
where
cpos = _crPos cr
-- note the inclusion of endpoints in circOnSeg
crOnWall :: Creature -> World -> Bool
crOnWall cr w = any (\(a,b) -> circOnSeg a b p r) wls
where
p = _crPos cr
r = _crRad cr
wls = fmap _wlLine . IM.filter (not . _wlWalkable) $ wallsNearPoint p w
-- assumes that the wall is orientated
-- assumes wall points are different
pushOutFromWall :: Float -> Point2 -> (Point2,Point2) -> Maybe Point2
pushOutFromWall rad cp2 (wp1,wp2)
| isOnWall = Just newP
| otherwise = Nothing
where
norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
wp1' = wp1 +.+ rad *.* norm
wp2' = wp2 +.+ rad *.* norm
newP = errorClosestPointOnLine 5 wp1' wp2' cp2
isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
--pushOutFromWall' :: Float -> Point2 -> (Point2,Point2) -> Maybe Point2
--pushOutFromWall' rad cp2 (wp1,wp2)
-- | isOnWall = Just newP
-- | otherwise = Nothing
-- where
-- norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
-- wp1' = wp1 +.+ rad *.* norm
-- wp2' = wp2 +.+ rad *.* norm
-- newP = errorClosestPointOnLine 5 wp1' wp2' cp2
-- --isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
-- isOnWall = circOnSeg wp1 wp2 cp2 rad
pushOutFromCorners :: Float -> [(Point2,Point2)] -> Point2 -> Point2
pushOutFromCorners r ls p = foldr (intersectCirclePoint r . fst) p ls
--pushOutFromCorners' :: World -> Creature -> Creature
--pushOutFromCorners' w cr = cr & crPos .~ newPos
-- where
-- newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls
-- ls = nub . concatMap (\(x,y) -> [x,y]) . IM.elems $ _wlLine <$> wallsNearPoint (_crPos cr) w
--collideCorners :: Float -> [Point2] -> Point2 -> Point2
--collideCorners rad ps p2 = foldr (intersectCirclePoint rad) p2 ps
---- collide circles with points (outer corners)
intersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
intersectCirclePoint rad p cCen
| dist cCen p > rad = cCen
| otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))