tracer/src/MainGame/WorldMap.hs

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{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE TypeFamilies #-}
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{-# LANGUAGE BangPatterns #-}
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module MainGame.WorldMap where
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import Affection as A
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import Algebra.Graph as AG hiding (Context(..))
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import qualified SDL
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import NanoVG hiding (V2(..))
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import Control.Monad (when, void)
import Control.Monad.IO.Class (liftIO)
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import Control.Monad.State.Strict (evalStateT)
import Control.Concurrent.MVar
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import Control.Concurrent (forkIO)
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import Data.Map.Strict as Map
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import qualified Data.Set as S
import qualified Data.Text as T
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import Data.Matrix as M
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import Data.Ecstasy as E
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import Data.Maybe
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import Data.List as L (sortOn, partition, find)
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import System.Random (randomRIO)
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import Linear hiding (E)
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import Foreign.C.Types (CFloat(..))
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-- internal imports
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import Interior
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import Util
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import Types
import Floorplan
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import MindMap
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import NPC
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-- import Object
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import Animation
import Collision
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loadMap :: Affection UserData ()
loadMap = do
ud <- getAffection
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ad <- get
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let (Subsystems _ m k j t) = subsystems ud
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uu0 <- partSubscribe k emitKbdActionMessage
uu1 <- partSubscribe j emitJoyActionMessage
uu2 <- partSubscribe t movePlayer2
uu3 <- partSubscribe t playerInteract2
uu4 <- partSubscribe t changeMaps2
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future <- liftIO newEmptyMVar
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progress <- liftIO $ newMVar (0, "Ohai!")
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_ <- liftIO $ forkIO $ loadMapFork ud ad future progress
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putAffection ud
{ stateData = None
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, uuid = [ uu0, uu1, uu2, uu3, uu4 ]
, stateMVar = future
, stateProgress = progress
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, state = Main WorldMap
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}
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changeMaps :: KeyboardMessage -> Affection UserData ()
changeMaps (MsgKeyboardEvent _ _ SDL.Pressed False sym)
| SDL.keysymKeycode sym == SDL.KeycodeF1 = do
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ud <- getAffection
case state ud of
Main MindMap ->
putAffection ud
{ state = Main WorldMap
}
Main WorldMap ->
putAffection ud
{ state = Main MindMap
}
_ -> return ()
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| otherwise = return ()
changeMaps _ = return ()
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changeMaps2 :: ActionMessage -> Affection UserData ()
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changeMaps2 (ActionMessage ActSwitchMap _) = do
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ud <- getAffection
case state ud of
Main MindMap ->
putAffection ud
{ state = Main WorldMap
}
Main WorldMap ->
putAffection ud
{ state = Main MindMap
}
_ -> return ()
changeMaps2 _ = return ()
loadMapFork
:: UserData
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-> AffectionData UserData
-> MVar (SystemState Entity (AffectionState (AffectionData UserData) IO), StateData)
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-> MVar (Float, T.Text)
-> IO ()
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loadMapFork ud ad future progress = do
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let loadSteps = 23
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increment = 1 / loadSteps
fc = FloorConfig
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(V2 10 10)
[(V2 5 5), (V2 5 20)]
(50, 50)
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modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Building floor"
)))
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(mat, gr) <- buildHallFloorIO fc progress increment -- 11 increments inside
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modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Converting to images"
)))
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let !imgmat = convertTileToImg mat
!exits = Prelude.foldl
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(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
then ReachPoint RoomExit (V2 r c) NE 0 : acc
else acc
)
[]
((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
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modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Placing furniture"
)))
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(!inter, !rawrps) <- placeInteriorIO mat imgmat exits gr
let !rps = ReachPoint Elevator (fcElevator fc) SE 0 : rawrps
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modifyMVar_ progress (return . (\(p, _) ->
( p + increment
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, "Creating WorldState"
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)))
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(nws, mmimgmat) <- evalStateT (runState (yieldSystemT (worldState ud) $ do
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Registering copiers into WorldState"
)))
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let !copiers = Prelude.filter (\a -> pointType a == Copier) rps
mapM_ (\(ReachPoint _ icoord _ _) -> do
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let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
void $ createEntity $ newEntity
{ pos = Just $ reachCoord - V2 1 0
, obstacle = Just $ Boundaries (10/36, 8/36) (28/36, 30/36)
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, anim = Just $ AnimState (AnimId AnimCopier "open" N) 0 0
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, objAccess = Just (V2 1 0, NW)
, objType = Just ObjCopier
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, objState = Just "idle"
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}
) (A.log A.Debug ("number of copiers: " ++ show (length copiers)) copiers)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Registering computers into WorldState"
)))
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let !computers = Prelude.filter ((Computer ==) . pointType) rps
mapM_ (\(ReachPoint _ icoord dir _) -> do
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let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
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access = case dir of
N -> V2 1 (-1)
NE -> V2 0 (-1)
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NW -> V2 1 0
x -> error ("computer placement " ++ show x ++ " not defined")
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void $ createEntity $ newEntity
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{ pos = Just $ reachCoord - fmap fromIntegral access
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, anim = Just $ AnimState (AnimId AnimComputer "off" dir) 0 0
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, objAccess = Just (access, dir)
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, objType = Just ObjComputer
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, objState = Just "off"
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}
) (A.log A.Debug ("number of computers: " ++ show (length computers)) computers)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Registering toilets into WorldState"
)))
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let !toilets = Prelude.filter (\a -> pointType a == Toilet) rps
mapM_ (\(ReachPoint _ icoord dir _) -> do
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let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
void $ createEntity $ newEntity
{ pos = Just $ reachCoord - V2 0 (-1)
, obstacle = Just $ Boundaries (0, 0) (1, 1)
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, anim = Just $ AnimState (AnimId AnimToilet "free" N) 0 0
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, objAccess = Just (V2 0 (-1), dir)
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, objType = Just ObjToilet
}
) (A.log A.Debug ("number of toilets: " ++ show (length toilets)) toilets)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Preparing MindMap graph"
)))
(mmintmat, mmgraph) <- liftIO $ buildFloorMap . springField <$>
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buildMindMap (length computers) 2
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Unfolding and Converting MindMap to images"
)))
let !mmimgmat = convertTileToImg $ manhattan mmgraph mmintmat
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!pmmpos = (+ 0.5) . (fromIntegral :: Int -> Double) . floor <$> mmPos
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(fromJust $ find (\a -> mmId a == 0) (vertexList mmgraph))
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!delta = (0, 0) :
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Prelude.filter (/= (0,0)) ((,) <$> [-1 .. 1] <*> [-1 .. 1]) :: [(Int, Int)]
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!mmmpos = Prelude.foldl (\acc (dr, dc) ->
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let (V2 pmr pmc) = floor <$> pmmpos
seekpos = (pmr + fromIntegral dr, pmc + fromIntegral dc)
in if isNothing (mmimgmat M.! seekpos) && mmintmat M.! seekpos == 0
&& isNothing acc
then Just (pmmpos + (fromIntegral <$> V2 dr dc))
else acc
) Nothing delta
void $ createEntity $ newEntity
{ pos = Just (V2 10.5 10.5)
, mmpos = mmmpos
, vel = Just (V2 0 0)
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, xyvel = Just (V2 0 0)
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, mmvel = Just (V2 0 0)
, player = Just ()
, rot = Just SE
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, anim = Just $ AnimState (AnimId AnimIntruder "standing" SE) 0 0
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}
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liftIO $ A.logIO A.Debug $ "number of placed NPCs: " ++ show (length computers)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
( p + increment
, "Registering NPCs into WorldState"
)))
mapM_ (\cpr -> do
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fact <- liftIO $ randomRIO (0.5, 1.5)
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-- fut <- liftIO newEmptyMVar
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stats <- liftIO $ NPCStats
<$> (randomRIO (0, 1))
<*> (randomRIO (0, 1))
<*> (randomRIO (0, 1))
<*> (randomRIO (0, 1))
<*> (randomRIO (0, 1))
<*> (randomRIO (0, 1))
let room = head
(Prelude.filter
((inBounds $ pointCoord cpr) . bounds)
(Types.connects (head gr) ++ tail gr)
)
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void $ createEntity $ newEntity
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{ pos = Just (fmap ((+ 0.5) . fromIntegral) (pointCoord cpr))
, vel = Just (V2 0 0)
, velFact = Just fact
, rot = Just SE
, npcMoveState = Just (NPCWalking [pointCoord cpr])
, npcWorkplace = Just cpr
, npcActionState = Just ASWork
, npcStats = Just stats
, clearanceLvl = Just (clearance room)
, anim = Just $ AnimState (AnimId AnimJDoeM "standing" SE) 0 0
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}
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) computers
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
, "Registering doors into WorldState"
)))
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let doors = Prelude.filter ((\t -> t == RoomExit || t == Elevator) . pointType) rps
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mapM_ (\door -> do
let rooms = Prelude.foldl
(\acc coord ->
let rs = Prelude.filter ((inBounds coord) . bounds) graph
in
if not (Prelude.null rs)
then (coord, head rs) : acc
else acc
)
[]
coords
[coord] = Prelude.filter
(\(V2 r c) -> (Door ==) $ (mat M.! (r, c)))
coords
graph = Types.connects (head gr) ++ tail gr
coords = Prelude.map (pointCoord door +) deltas
dcoords = Prelude.map (coord +) deltas
deltas =
[ V2 0 1
, V2 1 0
, V2 (-1) 0
, V2 0 (-1)
]
wall = Prelude.filter
(\delta ->
let V2 r c = coord + delta
in
fromMaybe False (isWall <$> imgmat M.! (r, c)))
deltas
orientation
| head wall == V2 0 1 || head wall == V2 0 (-1) = NE
| head wall == V2 1 0 || head wall == V2 (-1) 0 = NW
| otherwise = error ("strange wall: " ++ show wall)
void $ createEntity $ newEntity
{ pos = Just (fmap ((+ 0.5) . fromIntegral) coord)
, clearanceLvl = Just (maximum $ 0 : Prelude.map clearance (Prelude.map snd rooms))
, anim = Just $ AnimState (AnimId AnimDoor0 "shut" orientation) 0 0
, obstacle = Just $ Boundaries (4/9, 0) (5/9, 1)
, ignoreObstacle = Just ()
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}
) doors
liftIO $ modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
, "Handing over"
)))
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return mmimgmat
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)) ad
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let !retMat = M.fromList (nrows inter) (ncols inter) $
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Prelude.map
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(\a -> if a == Just ImgEmpty || a == Just ImgEmptyNoWalk
then Nothing
else a)
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(M.toList inter)
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putMVar future (nws, MainData
{ mapMat = mat
, imgMat = retMat
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, reachPoints = rps
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, mmImgMat = mmimgmat
, roomGraph = gr
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})
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-- mouseToPlayer :: V2 Int32 -> Affection UserData ()
-- mouseToPlayer mv2 = do
-- ud <- getAffection
-- (V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
-- (nws, _) <- yieldSystemT (worldState ud) $
-- emap allEnts $ do
-- with player
-- return $ unchanged
-- { xyvel = Set $ V2 rx ry
-- }
-- putAffection ud
-- { worldState = nws
-- }
--
-- movePlayer :: MouseMessage -> Affection UserData ()
-- movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] m _) = mouseToPlayer m
-- movePlayer (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonLeft _ m) =
-- mouseToPlayer m
-- movePlayer (MsgMouseButton _ _ SDL.Released _ SDL.ButtonLeft _ _) = do
-- ud <- getAffection
-- (nws, _) <- yieldSystemT (worldState ud) $
-- emap allEnts $ do
-- with player
-- return $ unchanged
-- { xyvel = Set $ V2 0 0
-- }
-- putAffection ud
-- { worldState = nws
-- }
-- movePlayer _ = return ()
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movePlayerKbd :: KeyboardMessage -> Affection UserData ()
movePlayerKbd (MsgKeyboardEvent _ _ press False sym)
| SDL.keysymKeycode sym == SDL.KeycodeW = do
ud <- getAffection
(nws, _) <- yieldSystemT (worldState ud) $
emap allEnts $ do
with player
(V2 vx _) <- query xyvel
let ry = if (press == SDL.Pressed)
then 1
else 0
return $ unchanged
{ xyvel = Set $ V2 vx ry
}
putAffection ud
{ worldState = nws
}
| SDL.keysymKeycode sym == SDL.KeycodeS = do
ud <- getAffection
(nws, _) <- yieldSystemT (worldState ud) $
emap allEnts $ do
with player
(V2 vx _) <- query xyvel
let ry = if (press == SDL.Pressed)
then -1
else 0
return $ unchanged
{ xyvel = Set $ V2 vx ry
}
putAffection ud
{ worldState = nws
}
| SDL.keysymKeycode sym == SDL.KeycodeA = do
ud <- getAffection
(nws, _) <- yieldSystemT (worldState ud) $
emap allEnts $ do
with player
(V2 _ vy) <- query xyvel
let rx = if (press == SDL.Pressed)
then -1
else 0
return $ unchanged
{ xyvel = Set $ V2 rx vy
}
putAffection ud
{ worldState = nws
}
| SDL.keysymKeycode sym == SDL.KeycodeD = do
ud <- getAffection
(nws, _) <- yieldSystemT (worldState ud) $
emap allEnts $ do
with player
(V2 _ vy) <- query xyvel
let rx = if (press == SDL.Pressed)
then 1
else 0
return $ unchanged
{ xyvel = Set $ V2 rx vy
}
putAffection ud
{ worldState = nws
}
| otherwise = return ()
movePlayerKbd _ = return ()
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movePlayer2 :: ActionMessage -> Affection UserData ()
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movePlayer2 (ActionMessage mov _) = do
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ud <- getAffection
(nws, _) <- yieldSystemT (worldState ud) $
emap allEnts $ do
with player
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V2 vx vy <- query xyvel
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return $ unchanged
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{ xyvel = Set $ case mov of
ActUp f -> V2 vx (-f)
ActDown f -> V2 vx f
ActLeft f -> V2 (-f) vy
ActRight f -> V2 f vy
_ -> V2 vx vy
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}
putAffection ud
{ worldState = nws
}
movePlayer2 _ = return ()
playerInteract :: MouseMessage -> Affection UserData ()
playerInteract (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonRight _ m) = do
ud <- getAffection
(V2 rx ry) <- liftIO $ (* V2 640 360) <$> relativizeMouseCoords m
let dr = ((ry / 32) / sin (atan 0.5) / 2) + (rx / 64)
dc = (rx / 64) - ((ry / 32) / sin (atan 0.5) / 2)
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(nws, _) <- yieldSystemT (worldState ud) $ do
emap allEnts $ do
with player
with rot
rot' <- query rot
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let ndir = direction (V2 dr dc)
return $ unchanged
{ rot = Set $ fromMaybe rot' ndir
}
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pdata <- efor allEnts $ do
with player
with pos
with rot
pos' <- query pos
rot' <- query rot
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ent <- queryEnt
return (pos', rot', ent)
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let (ppos, pdir, pent) = head pdata
mrelEnts <- efor allEnts $ do
with pos
with objAccess
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with objType
with objState
(rel, dir) <- query objAccess
pos' <- query pos
otype <- query objType
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ostate <- query objState
ent <- queryEnt
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if ((fmap floor ppos :: V2 Int) == (fmap floor pos' :: V2 Int) ||
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(fmap floor ppos :: V2 Int) == (fmap floor pos' :: V2 Int) + rel) &&
(fmap floor (ppos + V2 dr dc) :: V2 Int) == (fmap floor pos' ::V2 Int) &&
pdir == dir
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then return $ Just (otype, ostate, ent)
else return Nothing
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let relEnts = catMaybes mrelEnts
liftIO $ A.logIO A.Debug ("relEnts: " ++ show relEnts)
-- liftIO $ A.logIO A.Debug ("dV2: " ++ show (V2 dr dc))
mapM_ (\(t, s, e) ->
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setEntity e =<< objectTransition t s True e (Just pent)
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) relEnts
putAffection ud
{ worldState = nws
}
playerInteract _ = return ()
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playerInteract2 :: ActionMessage -> Affection UserData ()
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playerInteract2 (ActionMessage ActActivate _) = do
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ud <- getAffection
(nws, _) <- yieldSystemT (worldState ud) $ do
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pdata <- efor allEnts $ do
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with player
with pos
with rot
pos' <- query pos
rot' <- query rot
ent <- queryEnt
return (pos', rot', ent)
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let (ppos, pdir, pent) = head pdata
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mrelEnts <- efor allEnts $ do
with pos
with objAccess
with objType
with objState
(rel, dir) <- query objAccess
pos' <- query pos
otype <- query objType
ostate <- query objState
ent <- queryEnt
if ((fmap floor ppos :: V2 Int) == (fmap floor pos' :: V2 Int) ||
(fmap floor ppos :: V2 Int) == (fmap floor pos' :: V2 Int) + rel) &&
pdir == dir
then return $ Just (otype, ostate, ent)
else return Nothing
let relEnts = catMaybes mrelEnts
liftIO $ A.logIO A.Debug ("relEnts: " ++ show relEnts)
-- liftIO $ A.logIO A.Debug ("dV2: " ++ show (V2 dr dc))
mapM_ (\(t, s, e) ->
setEntity e =<< objectTransition t s True e (Just pent)
) relEnts
putAffection ud
{ worldState = nws
}
playerInteract2 _ = return ()
drawMap :: Affection UserData ()
drawMap = do
ud <- getAffection
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let ctx = nano ud
case stateData ud of
None -> liftIO $ do
progress <- readMVar (stateProgress ud)
drawLoadScreen ud progress
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_ -> do
dt <- getDelta
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(_, (playerPos, posanims, posActions)) <- yieldSystemT (worldState ud) $ do
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pc <- efor allEnts $ do
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with player
with pos
query pos
posanims <- efor allEnts $ do
with anim
with pos
stat <- query anim
pos' <- query pos
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mbnds <- queryMaybe obstacle
return (pos', stat, mbnds)
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posActions <- efor allEnts $ do
with objType
with objState
with objStateTime
with objPlayerActivated
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with pos
pos' <- query pos
t <- query objType
s <- query objState
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pa <- query objPlayerActivated
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let maxt = actionTime t s
ttl <- query objStateTime
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return (pos', pa, realToFrac (1 - ttl / maxt))
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return (head pc, posanims, posActions)
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let V2 pr pc = playerPos
MainData _ _ _ _ gr = stateData ud
seekGraph = Types.connects (head gr) ++ tail gr
room = Prelude.filter (inBounds (fmap floor playerPos) . bounds) seekGraph
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mat = imgMat (stateData ud)
cols = fromIntegral (ncols mat)
rows = fromIntegral (nrows mat)
tileWidth = 64 :: Double
tileHeight = 32 :: Double
x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
partposanims = M.fromList
(nrows $ mapMat $ stateData ud)
(ncols $ mapMat $ stateData ud)
((reverse . fst)
(Prelude.foldl
(\(done, proc) coord ->
let (ndone, nproc) = processList proc coord
in (ndone : done, nproc)
)
([], posanims)
((,)
<$> [1 .. (nrows $ mapMat $ stateData ud)]
<*> [1 .. (ncols $ mapMat $ stateData ud)]
)
)
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)
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processList
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:: [(V2 Double, AnimState, Maybe (Boundaries Double))]
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-> (Int, Int)
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-> ( [(V2 Double, AnimState, Maybe (Boundaries Double))]
, [(V2 Double, AnimState, Maybe (Boundaries Double))]
)
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processList list (r, c) =
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let delimiter (V2 nr nc, _, _) =
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floor nr == r && floor nc == c
in L.partition delimiter list
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liftIO $ do
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beginPath ctx
moveTo ctx (x + realToFrac tileWidth / 2) y
lineTo ctx
(x + cols * (realToFrac tileWidth / 2))
(y - (realToFrac tileHeight / 2) * (cols - 1))
lineTo ctx
(x + (realToFrac tileWidth / 2) * (cols + rows - 1))
(y + (rows - cols) * (realToFrac tileHeight / 2))
lineTo ctx
(x + (realToFrac tileWidth / 2) * rows)
(y + (realToFrac tileHeight / 2) * (rows - 1))
closePath ctx
fillColor ctx (rgb 255 255 255)
fill ctx
mapM_ (\(i, ls) -> mapM_
(\(j, t) -> drawTile ud ctx (partposanims M.! (i, j)) pr pc i j t)
(reverse $ zip [1..] ls))
(zip [1..] (toLists mat))
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mapM_ (\(V2 sr sc, pa, perc) -> when pa $ do
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let lx = realToFrac $ 640 + ((sc - pc) +
(sr - pr)) * (tileWidth / 2) :: CFloat
ly = realToFrac $ 360 - (tileHeight / 2) + ((sr - pr) -
(sc - pc)) * (tileHeight / 2) :: CFloat
fillColor ctx (rgb 0 255 0)
strokeColor ctx (rgb 0 255 0)
strokeWidth ctx 2
beginPath ctx
rect ctx (lx - 25) (ly - 50) 50 10
stroke ctx
closePath ctx
beginPath ctx
rect ctx (lx - 25 * perc) (ly - 50) (50 * perc) 10
fill ctx
closePath ctx
) posActions
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fontSize ctx 20
fontFace ctx (assetFonts ud Map.! FontBedstead)
textAlign ctx (S.fromList [AlignCenter,AlignTop])
fillColor ctx (rgb 255 128 0)
textBox ctx 0 0 200 (
"FPS: "
<> T.pack (Prelude.take 5 $ show (1/dt))
<> " Clearance: "
<> if not (Prelude.null room) then T.pack (show $ clearance $ head room) else "0"
)
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drawTile
:: UserData
-> Context
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-> [(V2 Double, AnimState, Maybe (Boundaries Double))]
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-> Double
-> Double
-> Int
-> Int
-> Maybe ImgId
-> IO ()
drawTile ud ctx posanims pr pc row col img =
when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
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((realToFrac x :: Double) < 1280 &&
(realToFrac (y - (74 - (realToFrac tileHeight :: CFloat))) :: Double) < 720)) $
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do
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let (bef, beh) = L.partition delimiter sorted
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save ctx
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mapM_ drawAnim beh
maybe (return ()) (draw ud x (y - 42) 64 74 fact)
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((assetImages ud Map.!) <$> case img of
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Just ImgEmpty -> Nothing
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_ -> img
)
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mapM_ drawAnim bef
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restore ctx
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-- when (floor pr == row && floor pc == col) $ do
-- A.logIO A.Debug ("sorted: " ++ show sorted)
-- A.logIO A.Debug ("beh: " ++ show beh)
-- A.logIO A.Debug ("bef: " ++ show bef)
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where
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delimiter (V2 nr nc, as, mbnds) =
animFloats (asId as) ||
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all delimit mb
where
delimit b
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| nnr > fst (matmax b) || nnc < snd (matmin b) =
True
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| nnr > fst (matmin b) && nnr < fst (matmax b) =
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nnc <= snd (matmin b)
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| nnc > snd (matmin b) && nnc < snd (matmax b) =
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nnr >= fst (matmax b)
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| otherwise =
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False
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nnr = case mbnds of
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Just (Boundaries (_, _) (maxr, _)) -> maxr
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Nothing -> nr - fromIntegral ((floor nr) :: Int) :: Double
nnc = case mbnds of
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Just (Boundaries (_, minc) (_, _)) -> minc
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Nothing -> nc - fromIntegral ((floor nc) :: Int) :: Double
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-- any (\m -> nr < fromIntegral (floor nr :: Int) + m) maxrs &&
-- any (\m -> nc > fromIntegral (floor nc :: Int) + m) mincs
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tileWidth = 64 :: Double
tileHeight = 32 :: Double
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sorted = sortOn (\(V2 sr sc, _, mbnds) -> case mbnds of
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Just (Boundaries (_, _) (maxr, maxc)) -> maxr + (1 - maxc) * 10
_ -> (sr - (fromIntegral ((floor sr) :: Int))) +
(1 - (sc - (fromIntegral ((floor sc) :: Int)))) * 10
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) posanims
-- sorted = posanims
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minrs = Prelude.map (fst . matmin) mb
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maxrs = Prelude.map (fst . matmax) mb
mincs = Prelude.map (snd . matmin) mb
maxcs = Prelude.map (snd . matmax) mb
x = realToFrac $ 640 + ((fromIntegral col - pc) +
(fromIntegral row - pr)) * (tileWidth / 2) :: CFloat
y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
(fromIntegral col - pc)) * (tileHeight / 2) :: CFloat
dist = distance (V2 (fromIntegral row) (fromIntegral col))
(V2 (realToFrac pr - 1) (realToFrac pc)) / 4
fact =
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if isWall (fromJust img) &&
(pr <= fromIntegral row + minimum maxrs &&
pc >= fromIntegral col + maximum mincs)
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then min 1 dist
else 1
mb = maybe [] collisionObstacle img
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drawAnim (V2 nr nc, as, _) = do
let ax = realToFrac $ 640 + ((nc - pc) + (nr - pr)) * 32 - 32
ay = realToFrac $ 360 + ((nr - pr) - (nc - pc)) * 16 - 58
draw ud ax ay 64 74 1 as
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updateMap :: Double -> Affection UserData ()
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updateMap dt = do
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ud <- getAffection
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-- empty <- liftIO $ isEmptyMVar (stateMVar ud)
if stateData ud == None -- && empty
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then do
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mstart <- liftIO $ tryTakeMVar (stateMVar ud)
case mstart of
Just (nws, mendat) -> do
putAffection ud
{ worldState = nws
, stateData = mendat
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, state = Main WorldMap
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}
updateMap 0.1
updateMap 0.1
updateMap 0.1
updateMap 19
liftIO $ logIO A.Debug "Loaded game data"
Nothing -> return ()
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else do
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap allEnts $ do
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with player
with xyvel
with vel
V2 rx ry <- query xyvel
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let V2 dr dc = fmap (* 1.5) (V2 rx ry `rotVec` 45)
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return $ unchanged
{ vel = Set $ 2 * V2 dr dc
}
emap allEnts $ do
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with anim
stat <- query anim
let an = assetAnimations ud Map.! asId stat
ntime = asElapsedTime stat + dt
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nstate = if ntime > fromIntegral (asCurrentFrame stat + 1) *
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(animDuration an / fromIntegral (length $ animSprites an))
then
let nframe = asCurrentFrame stat + 1
in case animPlay an of
APLoop ->
let (nnframe, nntime) =
if nframe >= length (animSprites an)
then (0, 0)
else (nframe, ntime)
in stat
{ asCurrentFrame = nnframe
, asElapsedTime = nntime
}
APOnce ->
let nnframe = if nframe >= length (animSprites an)
then nframe - 1
else nframe
in stat
{ asCurrentFrame = nnframe
, asElapsedTime = ntime
}
else
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stat
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{ asElapsedTime = ntime
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}
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return $ unchanged
{ anim = Set nstate
}
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obstacleBounds <- efor allEnts $ do
with obstacle
with pos
b <- query obstacle
pos' <- query pos
return (pos', b)
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emap allEnts $ do
without player
with vel
with velFact
with pos
with rot
with anim
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pos'@(V2 pr pc) <- query pos
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vel' <- query vel
rot' <- query rot
fact' <- query velFact
stat <- query anim
let npos = pos' + fmap (* (dt * fact')) vel'
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dpos@(V2 dpr dpc) = npos - pos'
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aId = asId stat
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lll = (,)
<$> (
if dpr < 0
then [(floor dpr :: Int) .. 0]
else [0 .. (ceiling dpr :: Int)])
<*> (
if dpc < 0
then [(floor dpc :: Int) .. 0]
else [0 .. (ceiling dpc :: Int)])
colldpos = dpos * Prelude.foldl
(\acc a ->
let ret = checkBoundsCollision2 pos' npos dt acc a
in A.log A.Verbose (show ret) ret)
(V2 1 1)
(
concatMap
(\(dr, dc) ->
let bs = (++)
(maybe [] collisionObstacle (fromMaybe Nothing $ M.safeGet
(fromIntegral $ floor pr + dr)
(fromIntegral $ floor pc + dc)
(imgMat (stateData ud))))
(Prelude.map snd $ Prelude.filter
(\((V2 br bc), _) ->
floor pr + dr == floor br &&
floor pc + dc == floor bc
)
obstacleBounds)
in Prelude.map (\(Boundaries (minr, minc) (maxr, maxc))->
Boundaries
(minr + fromIntegral dr, minc + fromIntegral dc)
(maxr + fromIntegral dr, maxc + fromIntegral dc)
) bs
)
lll -- (A.log A.Verbose (show lll ++ " " ++ show len) lll)
)
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nstat = case aiName aId of
"walking"
| sqrt (vel' `dot` vel') > 0 ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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}
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}
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| otherwise ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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, aiName = "standing"
}
, asCurrentFrame = 0
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}
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"standing"
| sqrt (vel' `dot` vel') > 0 ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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, aiName = "walking"
}
, asCurrentFrame = 0
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}
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| otherwise ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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}
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}
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x -> error ("unknown animation name" ++ x)
ent = unchanged
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{ pos = Set $ pos' + colldpos
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, rot = Set $ fromMaybe rot' (direction vel')
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, anim = Set nstat
}
return ent
emap allEnts $ do
with player
with vel
with pos
with rot
with anim
pos'@(V2 pr pc) <- query pos
vel' <- query vel
rot' <- query rot
stat <- query anim
let npos = pos' + fmap (* dt) vel'
dpos@(V2 dpr dpc) = npos - pos'
aId = asId stat
nstat = case aiName aId of
"walking"
| sqrt (colldpos `dot` colldpos) > 0 ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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}
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}
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| otherwise ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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, aiName = "standing"
}
, asCurrentFrame = 0
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}
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"standing"
| sqrt (colldpos `dot` colldpos) > 0 ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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, aiName = "walking"
}
, asCurrentFrame = 0
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}
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| otherwise ->
stat
{ asId = aId
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{ aiDirection = fromMaybe rot' (direction vel')
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}
}
x -> error ("unknown animation name" ++ x)
lll = (,)
<$> (
if dpr < 0
then [(floor dpr :: Int) .. 0]
else [0 .. (ceiling dpr :: Int)])
<*> (
if dpc < 0
then [(floor dpc :: Int) .. 0]
else [0 .. (ceiling dpc :: Int)])
colldpos = dpos * Prelude.foldl
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(\acc a ->
let ret = checkBoundsCollision2 pos' npos dt acc a
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in A.log A.Verbose (show ret) ret)
(V2 1 1)
(
concatMap
(\(dr, dc) ->
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let bs = (++)
(maybe [] collisionObstacle (fromMaybe Nothing $ M.safeGet
(fromIntegral $ floor pr + dr)
(fromIntegral $ floor pc + dc)
(imgMat (stateData ud))))
(Prelude.map snd $ Prelude.filter
(\((V2 br bc), _) ->
floor pr + dr == floor br &&
floor pc + dc == floor bc
)
obstacleBounds)
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in Prelude.map (\(Boundaries (minr, minc) (maxr, maxc))->
Boundaries
(minr + fromIntegral dr, minc + fromIntegral dc)
(maxr + fromIntegral dr, maxc + fromIntegral dc)
) bs
)
lll -- (A.log A.Verbose (show lll ++ " " ++ show len) lll)
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)
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ent = unchanged
{ pos = Set $ pos' + colldpos
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, rot = Set (fromMaybe rot' $ direction vel')
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, anim = Set nstat
}
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-- liftIO $ A.logIO A.Debug ("player position: " ++ show (pos' + colldpos))
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return ent
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tses <- efor allEnts $ do
with objType
with objState
t <- query objType
s <- query objState
e <- queryEnt
return (t, s, e)
mapM_ (\(t, s, e) ->
objectAction dt t s e
) tses
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(nws2, _) <- yieldSystemT nws $ updateNPCs
(imgMat $ stateData ud)
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nws
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(Prelude.filter
(\p -> pointType p /= RoomExit)
(reachPoints $ stateData ud)
)
dt
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putAffection ud
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{ worldState = nws2
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}
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-- checkBoundsCollision2
-- :: V2 Double
-- -> V2 Double
-- -> Double
-- -> V2 Double
-- -> Boundaries Double
-- -> V2 Double
-- checkBoundsCollision2
-- pre@(V2 pr pc) nex dt acc (Boundaries (minr, minc) (maxr, maxc))
-- | colltr < dt && colltc < dt = V2 0 0
-- | colltr < dt = V2 0 0
-- | colltc < dt = V2 0 0
-- | otherwise = acc
-- where
-- V2 vr vc = fmap (/ dt) (nex - pre)
-- colltr
-- | vr > 0 && prr <= maxr && (prc + 0.15 >= minc && prc - 0.15 <= maxc) =
-- ((fromIntegral (floor pr :: Int) + minr - 0.15) - pr) / vr
-- | vr < 0 && prr >= minr && (prc + 0.15 >= minc && prc - 0.15 <= maxc) =
-- ((fromIntegral (floor pr :: Int) + maxr + 0.15) - pr) / vr
-- | otherwise = dt
-- colltc
-- | vc > 0 && prc <= maxc && (prr + 0.15 >= minr && prr - 0.15 <= maxr) =
-- ((fromIntegral (floor pc :: Int) + minc - 0.15) - pc) / vc
-- | vc < 0 && prc >= minc && (prr + 0.15 >= minr && prr - 0.15 <= maxr) =
-- ((fromIntegral (floor pc :: Int) + maxc + 0.15) - pc) / vc
-- | otherwise = dt
-- prr = pr - fromIntegral (floor pr :: Int)
-- prc = pc - fromIntegral (floor pc :: Int)