Files
loop/src/Dodge/Placement/PlaceSpot.hs
T

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Haskell

-- {-# LANGUAGE LambdaCase #-}
-- {-# OPTIONS_GHC -Wno-incomplete-uni-patterns #-}
{- | deals with placement of objects within the world
after they have had their coordinates set by the layout
-}
module Dodge.Placement.PlaceSpot (placeSpot) where
-- import Control.Monad.State
import Control.Monad.Trans.State.Lazy
import Data.Bifunctor
import Data.Foldable
import Data.Maybe
import qualified Data.Set as S
import Dodge.Base.NewID
import Dodge.Data.GenWorld
import Dodge.Default.Wall
import Dodge.Path
import Dodge.Placement.PlaceSpot.Block
import Dodge.Placement.PlaceSpot.TriggerDoor
import Dodge.Placement.Shift
import Dodge.ShiftPoint
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import Linear
import NewInt
-- when placing a placement, we update the world and the room and assign an id
-- to the placement. This id should be associated with the type of placement and
-- match up with the created id for the object (creature id, flitid id, etc)
placeSpot :: Int -> GenWorld -> Placement -> GenWorld
placeSpot rid w plmnt = case plmnt ^. plSpot of
PSRoomRand i f -> placeSpotRoomRand rid i f plmnt w
PSPos extract eff fallback -> placeSpotUsingRoomPos w rid plmnt extract eff fallback
_ -> placePlainPSSpot w rid plmnt shift
where
shift = _rmShift $ w ^?! genRooms . ix rid
placePlainPSSpot :: GenWorld -> Int -> Placement -> Point2A -> GenWorld
placePlainPSSpot w rid plmnt shift = case plmnt ^. plType of
RandPS rgn ->
let (x, g) = runState rgn (w ^. gwWorld . randGen)
in placePlainPSSpot (w & gwWorld . randGen .~ g) rid (plmnt & plType .~ x) shift
_ ->
let (i, w') = placeSpotID rid (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
newplmnt = plmnt & plMID ?~ i
gw =
maybe
(w' & genRooms . ix rid . rmPmnts .:~ newplmnt)
(recrPlace newplmnt w')
(_plIDCont plmnt w' newplmnt)
in f newplmnt gw
where
f x gw = fromMaybe gw $ do
j <- x ^. plExternalID
return $ gw & genPmnt . at j ?~ x
recrPlace newplmnt w' =
placeSpot rid (w' & genRooms . ix rid . rmPmnts .:~ newplmnt)
-- this should be tidied up
placeSpotUsingRoomPos ::
GenWorld ->
Int ->
Placement ->
(RoomPos -> Room -> Maybe (PlacementSpot, RoomPos)) ->
(RoomPos -> Room -> Room) ->
Maybe Placement ->
GenWorld
placeSpotUsingRoomPos w rid plmnt extract eff fallback =
case searchedPoss (w ^?! genRooms . ix rid . rmPos) of
Just (ps, rmposs) ->
placeSpot
rid
(w & genRooms . ix rid %~ eff (head rmposs) . (rmPos .~ rmposs))
(plmnt & plSpot .~ ps)
Nothing -> maybe w (placeSpot rid w) fallback
where
searchedPoss [] = Nothing
searchedPoss (pos : poss) = case extract pos (w ^?! genRooms . ix rid) of
Nothing -> second (pos :) <$> searchedPoss poss
Just (ps, rmpos) -> Just (ps, rmpos : poss)
placeSpotRoomRand ::
Int ->
Int ->
(Point2A -> PlacementSpot) ->
Placement ->
GenWorld ->
GenWorld
placeSpotRoomRand rid i f plmnt w =
let (ps, g) =
runState
(w ^?! genRooms . ix rid . rmRandPSs . ix i)
$ w ^. gwWorld . randGen
in placeSpot rid (w & gwWorld . randGen .~ g) (plmnt & plSpot .~ f ps)
-- the Int here is some id that is assigned when the placement is placed
placeSpotID :: Int -> PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld)
placeSpotID rid ps pt w = case pt of
PutTrigger cnd -> plNewID (gwWorld . cWorld . lWorld . triggers) cnd w
PutMod mdi ->
plNewUpID (gwWorld . cWorld . lWorld . modifications) mdID mdi w
PutProp prp ->
plNewUpID (gwWorld . cWorld . lWorld . props) prID (mvProp p rot prp) w
PutButton bt ->
plNewUpID (gwWorld . cWorld . lWorld . buttons) btID (mvButton p rot bt) w
PutTerminal tm -> plNewUpID (gwWorld . cWorld . lWorld . terminals) tmID tm w
PutFlIt itm ->
let i = IM.newKey (w ^. gwWorld . cWorld . lWorld . items)
in ( i
, w
& gwWorld . cWorld . lWorld . floorItems . at i ?~ FlIt p rot
& gwWorld . cWorld . lWorld . items . at i ?~ (itm & itID .~ NInt i & itLocation .~ OnFloor)
)
PutCrit cr -> plNewUpID (gwWorld . cWorld . lWorld . creatures) crID (mvCr p rot cr) w
PutForeground fs ->
(0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs)
PutMachine mc mitm -> plMachine (mc & mcPos .~ p & mcDir .~ rot) mitm w
PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p rot ls) w
RandPS _ -> error "RandPS should not be reachable here" -- evaluateRandPS rid rgn ps w
PutDoor dr wl -> plDoor (dr & drZeroPos %~ pashift & drOnePos %~ pashift) wl w
PutCoord cp -> plNewID (gwWorld . coordinates) (doShift cp) w
PutBlock bl wl ps' ->
plBlock (map doShift ps') (bl & blPos %~ doShift & blDir .~ rot) wl w
PutLineBlock wl wdth a b -> plLineBlock wl wdth (doShift a) (doShift b) w
PutWall qs wl -> (0, over gwWorld (placeWallPoly (map doShift qs) wl) w)
PutNothing -> (0, w)
PutID i -> (i, w)
PutWorldUpdate f -> (0, w & f rid ps)
PutChasm ps' qs ->
( 0
, placeChasm
rid
ps'
(map (map doShift) ps')
(foldMap (loopPairs . map doShift) qs)
w
)
PutLabel{} -> (0, w)
where
p = _psPos ps
rot = _psRot ps
doShift = shiftPointBy (p, rot)
pashift = compP2A (p, rot)
placeChasm :: Int -> [[Point2]] -> [[Point2]] -> [(Point2, Point2)] -> GenWorld -> GenWorld
placeChasm rid ps shiftps cfs =
(gwWorld . cWorld . chasms <>~ shiftps)
. (gwWorld . cWorld . cliffs <>~ cfs)
. (genRooms . ix rid . rmPos %~ filter (\rp -> not $ any (pointInPoly (_rpPos rp)) ps))
. (gwWorld %~ f)
where
f w = foldl' g w cfs
g w (x, y) = obstructPathsCrossing (S.singleton ChasmObstacle) x y w
placeWallPoly :: [Point2] -> Wall -> World -> World
placeWallPoly qs wl w
| (p : ps) <- orderPolygon qs = foldl' (addPane wl) w $ zip (ps ++ [p]) (p : ps)
| otherwise = error "tried to place wall poly with too few points"
addPane :: Wall -> World -> (Point2, Point2) -> World
addPane wl w l = insertWall (wl & wlLine .~ l & wlID .~ i) w
where
i = IM.newKey $ w ^. cWorld . lWorld . walls
mvProp :: Point2 -> Float -> Prop -> Prop
mvProp p a = (prRot +~ a) . (prPos %~ ((p +) . rotateV a))
mvButton :: Point2 -> Float -> Button -> Button
mvButton p a = (btRot +~ a) . (btPos %~ ((p +) . rotateV a))
mvCr :: Point2 -> Float -> Creature -> Creature
mvCr p rot = (crPos . _xy .~ p) . (crOldPos . _xy .~ p) . (crDir .~ rot)
mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +) . rotateV a))
plMachine :: Machine -> Maybe Item -> GenWorld -> (Int, GenWorld)
plMachine mc mitm gw =
( mcid
, gw
& tolw . machines . at mcid ?~ themc
& tolw %~ maybe id placeturretitm mitm
& gwWorld %~ addwalls
)
where
p = mc ^. mcPos
rot = mc ^. mcDir
addwalls =
insertStructureWalls
MachinePart
wl
(map fst pps & each %~ shiftPointBy (p,rot))
mcid
wlid
pps = IM.elems $ mc ^. mcFootPrint
wl =
defaultMachineWall
& wlStructure . wsMachine .~ mcid
& wlMaterial .~ (mc ^. mcSkin)
tolw = gwWorld . cWorld . lWorld
mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls
themc = mc
& mcID .~ mcid
& mcFootPrint .~ IM.fromDistinctAscList (zip [wlid..] pps)
placeturretitm itm =
(items . at itid ?~ itm')
. (machines . ix mcid . mcType . mctTurret . tuWeapon .~ itid)
where
itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items
itm' = itm & itID .~ NInt itid & itLocation .~ OnTurret mcid
mvLS :: Point2 -> Float -> LightSource -> LightSource
mvLS x rot = lsParam . lsPos . _xy %~ ((+ x) . rotateV rot)