integrate mind map into game

This commit is contained in:
nek0 2018-06-28 21:07:58 +02:00
parent 39749a8afe
commit 850e9d7a07
8 changed files with 440 additions and 23 deletions

View file

@ -20,7 +20,7 @@ import NanoVG hiding (V2(..))
-- internal imports
import Types
import MainGame
import MainGame.WorldMap
import Util
loadLoad :: Affection UserData ()
@ -157,7 +157,7 @@ updateLoad _ = do
putAffection ud
{ assetImages = loadAssetImages ld
, assetAnimations = loadAssetAnims ld
, state = Main
, state = Main WorldMap
, stateData = None
}
loadMap

324
src/MainGame/MindMap.hs Normal file
View file

@ -0,0 +1,324 @@
module MainGame.MindMap where
import Affection as A
import Linear hiding (E(..))
import qualified Data.Map.Strict as Map
import Data.Matrix as M
import qualified Data.Set as S
import qualified Data.Text as T
import Data.List as L
import Data.Ecstasy as E
import Data.Maybe
import Control.Monad (when)
import NanoVG hiding (V2(..))
import SDL hiding (E(..))
import Foreign.C.Types
-- internal imports
import Types
import MainGame.WorldMap (checkBoundsCollision2)
updateMind :: Double -> Affection UserData ()
updateMind dt = do
ud <- getAffection
let direction :: V2 Double -> Direction -> Direction
direction vel'@(V2 vr _) rot' = if sqrt (vel' `dot` vel') > 0
then
let xuu =
acos ((vel' `dot` V2 0 1) /
sqrt (vel' `dot` vel')) / pi * 180
xu = if vr < 0 then 360 - xuu else xuu
d
| xu < 22.5 = NE
| xu > 22.5 && xu < 67.5 = E
| xu > 67.5 && xu < 112.5 = SE
| xu > 112.5 && xu < 157.5 = S
| xu > 157.5 && xu < 202.5 = SW
| xu > 202.5 && xu < 247.5 = W
| xu > 247.5 && xu < 292.5 = NW
| xu > 292.5 && xu < 337.5 = N
| xu > 337.5 = NE
| otherwise = NE
in d
else rot'
(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
emap allEnts $ do
with anim
with mmpos
stat <- query anim
let an = assetAnimations ud Map.! asId stat
ntime = asElapsedTime stat + dt
nstate = if ntime > fromIntegral (asCurrentFrame stat) *
(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
stat
{ asElapsedTime = ntime
}
return $ unchanged
{ anim = Set nstate
}
emap allEnts $ do
with player
with mmvel
with mmpos
with mmrot
with anim
pos'@(V2 pr pc) <- query mmpos
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
{ aiDirection = direction vel' rot'
}
}
| otherwise ->
stat
{ asId = aId
{ aiDirection = direction vel' rot'
, aiName = "standing"
}
, asCurrentFrame = 0
}
"standing"
| sqrt (colldpos `dot` colldpos) > 0 ->
stat
{ asId = aId
{ aiDirection = direction vel' rot'
, aiName = "walking"
}
, asCurrentFrame = 0
}
| otherwise ->
stat
{ asId = aId
{ aiDirection = direction vel' rot'
}
}
x -> error ("unknown animation name" ++ x)
len = sqrt (dpos `dot` dpos)
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 = fromMaybe [] (imgObstacle <$> M.safeGet
(fromIntegral $ floor pr + dr)
(fromIntegral $ floor pc + dc)
(mmImgMat (stateData ud)))
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)
)
ent = unchanged
{ mmpos = Set $ pos' + colldpos
, rot = Set (direction vel' rot')
, anim = Set nstat
}
return ent
putAffection ud
{ worldState = nws
}
drawMind :: Affection UserData ()
drawMind = do
ud <- getAffection
let ctx = nano ud
dt <- getDelta
(_, (playerPos, posanims)) <- liftIO $ yieldSystemT (worldState ud) $ do
pc <- fmap head $ efor allEnts $ do
with player
with mmpos
query mmpos
posanims <- efor allEnts $ do
with anim
with mmpos
stat <- query anim
pos' <- query mmpos
return (pos', stat)
return (pc, posanims)
let V2 pr pc = playerPos
mat = mmImgMat (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)]
)
)
)
processList
:: [(V2 Double, AnimState)]
-> (Int, Int)
-> ([(V2 Double, AnimState)], [(V2 Double, AnimState)])
processList list coord@(r, c) =
let delimiter (V2 nr nc, _) =
floor nr == r && floor nc == c
in L.partition delimiter list
liftIO $ do -- draw floor
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))
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.append` T.pack (Prelude.take 5 $ show (1/dt)))
drawTile
:: UserData
-> Context
-> [(V2 Double, AnimState)]
-> Double
-> Double
-> Int
-> Int
-> Maybe ImgId
-> IO ()
drawTile ud ctx posanims pr pc row col img =
when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
((realToFrac x :: Double) < 1280 &&
(realToFrac (y - (74 - (realToFrac tileHeight :: CFloat))) :: Double) < 720)) $
do
let (bef, beh) = L.partition delimiter sorted
save ctx
mapM_ drawAnim beh
when (isJust img) drawImage
mapM_ drawAnim bef
restore ctx
where
delimiter (V2 nr nc, _) =
all delimit mb
where
delimit b
| nnr > fst (matmin b) && nnr < fst (matmax b) =
nnc < snd (matmin b)
| nnc > snd (matmin b) && nnc < snd (matmax b) =
nnr > fst (matmax b)
| otherwise =
True
nnr = nr - fromIntegral (floor nr)
nnc = nc - fromIntegral (floor nc)
-- any (\m -> nr < fromIntegral (floor nr :: Int) + m) maxrs &&
-- any (\m -> nc > fromIntegral (floor nc :: Int) + m) mincs
ai = assetImages ud
anims = assetAnimations ud
tileWidth = 64 :: Double
tileHeight = 32 :: Double
sorted = sortOn (\(V2 sr sc, _) -> sc + sr * fromIntegral col) posanims
minrs = Prelude.map (fst . matmin) mb
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 =
if (pr <= fromIntegral row + minimum maxrs &&
pc >= fromIntegral col + maximum mincs) &&
isWall (fromJust img)
then min 1 dist
else 1
mb = imgObstacle img
drawAnim (V2 nr nc, as) = do
let ax = realToFrac $ 640 + ((nc - pc) + (nr - pr)) * 32
ay = realToFrac $ 360 + ((nr - pr) - (nc - pc)) * 16
a = anims Map.! asId as
beginPath ctx
paint <- imagePattern ctx (ax - 32) (ay - 58) 64 74 0
(animSprites a !! asCurrentFrame as) 1
rect ctx (ax - 32) (ay - 58) 64 74
fillPaint ctx paint
fill ctx
drawImage = do
beginPath ctx
paint <- imagePattern
ctx x (y - (74 - realToFrac tileHeight))
(realToFrac tileWidth) 74
0
(ai Map.! fromJust img)
fact
rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
fillPaint ctx paint
fill ctx

View file

@ -1,7 +1,9 @@
module MainGame where
module MainGame.WorldMap where
import Affection as A
import Algebra.Graph as AG
import qualified SDL
import NanoVG hiding (V2(..))
@ -16,7 +18,7 @@ import qualified Data.Text as T
import Data.Matrix as M
import Data.Ecstasy as E
import Data.Maybe
import Data.List as L (sortOn, partition)
import Data.List as L (sortOn, partition, find)
import System.Random (randomRIO)
@ -30,6 +32,7 @@ import Interior
import Util
import Types
import Floorplan
import MindMap
import NPC
loadMap :: Affection UserData ()
@ -37,24 +40,40 @@ loadMap = do
ud <- getAffection
let (Subsystems _ m k) = subsystems ud
ctx = nano ud
uu <- partSubscribe m movePlayer
uu1 <- partSubscribe m movePlayer
uu2 <- partSubscribe k changeMaps
future <- liftIO $ newEmptyMVar
progress <- liftIO $ newMVar 0
_ <- liftIO $ forkIO $ loadMapFork ud future progress
putAffection ud
{ stateData = None
, uuid = [uu]
, uuid = [uu1, uu2]
, stateMVar = future
, stateProgress = progress
}
changeMaps :: KeyboardMessage -> Affection UserData ()
changeMaps (MsgKeyboardEvent _ _ SDL.Pressed False sym)
| SDL.keysymKeycode sym == SDL.KeycodeF1 = do
ud <- getAffection
putAffection ud
{ state = Main WorldMap
}
| SDL.keysymKeycode sym == SDL.KeycodeF2 = do
ud <- getAffection
putAffection ud
{ state = Main MindMap
}
| otherwise = return ()
changeMaps _ = return ()
loadMapFork
:: UserData
-> MVar (SystemState Entity IO, StateData)
-> MVar Float
-> IO ()
loadMapFork ud future progress = do
let loadSteps = 16
let loadSteps = 18
fc = FloorConfig
(10, 10)
[(5, 5), (5, 45)]
@ -78,15 +97,35 @@ loadMapFork ud future progress = do
npcposs <- placeNPCs inter mat rps gr 50 -- (length nnex)
_ <- liftIO $ swapMVar progress (14 / loadSteps)
A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
(mmintmat, mmgraph) <- buildFloorMap <$> springField <$>
buildMindMap (length npcposs) 3
_ <- liftIO $ swapMVar progress (15 / loadSteps)
let mmimgmat = convertTileToImg $ manhattan mmgraph mmintmat
_ <- liftIO $ swapMVar progress (16 / loadSteps)
(nws, _) <- yieldSystemT (worldState ud) $ do
let pmmpos = ((+ 0.5) . fromIntegral . floor) <$> mmPos
(fromJust $ find (\a -> mmId a == 0) (vertexList mmgraph))
delta = [(0, 0)] ++
Prelude.filter (/= (0,0)) ((,) <$> [-1 .. 1] <*> [-1 .. 1]) :: [(Int, Int)]
mmpos = Prelude.foldl (\acc (dr, dc) ->
let (V2 pmr pmc) = floor <$> pmmpos
seekpos = (pmr + fromIntegral dr, pmc + fromIntegral dc)
in if mmimgmat M.! seekpos == Nothing && mmintmat M.! seekpos == 0
&& acc == Nothing
then Just (pmmpos + (fromIntegral <$> V2 dr dc))
else acc
) Nothing delta
void $ createEntity $ newEntity
{ pos = Just (V2 10.5 10.5)
, mmpos = mmpos
, vel = Just (V2 0 0)
, mmvel = Just (V2 0 0)
, player = Just ()
, rot = Just SE
, mmrot = Just SE
, anim = Just $ AnimState (AnimId 0 "standing" SE) 0 0
}
void $ liftIO $ swapMVar progress (15 / loadSteps)
void $ liftIO $ swapMVar progress (17 / loadSteps)
void $ mapM_ (\npcpos@(V2 nr nc) -> do
fact <- liftIO $ randomRIO (0.5, 1.5)
future <- liftIO newEmptyMVar
@ -100,7 +139,7 @@ loadMapFork ud future progress = do
, anim = Just $ AnimState (AnimId 1 "standing" SE) 0 0
}
) npcposs
void $ liftIO $ swapMVar progress (16 / loadSteps)
void $ liftIO $ swapMVar progress (18 / loadSteps)
putMVar future (nws, MainData
{ mapMat = mat
, imgMat = M.fromList (nrows inter) (ncols inter) $
@ -108,6 +147,7 @@ loadMapFork ud future progress = do
(\a -> if a == Just ImgEmpty then Nothing else a)
(M.toList inter)
, reachPoints = rps
, mmImgMat = mmimgmat
})
mouseToPlayer :: V2 Int32 -> Affection UserData ()
@ -338,6 +378,7 @@ updateMap dt = do
(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
emap allEnts $ do
with anim
with pos
stat <- query anim
let an = assetAnimations ud Map.! asId stat
ntime = asElapsedTime stat + dt

View file

@ -72,7 +72,7 @@ springField inGraph =
in (mmId node, fmap (* friction) accel)
calcul graph =
let deltas = map (calculDelta graph) (vertexList graph)
in if any (\(_, v) -> len v > 0.05)
in if any (\(_, v) -> len v > 0.1)
(A.log A.Debug ("deltas: " ++ show deltas) deltas)
-- deltas
then
@ -87,14 +87,16 @@ springField inGraph =
normv v@(V2 0 0) = v
normv v = signorm v
buildFloorMap :: AG.Graph MMNode -> M.Matrix Int
buildFloorMap :: AG.Graph MMNode -> (M.Matrix Int, AG.Graph MMNode)
buildFloorMap inGraph =
foldl
( foldl
(\amat (MMNode (V2 r c) i) -> M.setElem (if i == 0 then -2 else i)
(floor r + 2, floor c + 2) amat
)
emptyFloor
(A.log A.Debug ("floorGraph: " ++ show floorGraph) floorGraph)
, fmap (\n -> n { mmPos = (+ 2) <$> mmPos n} ) floorGraph
)
where
normGraph =
let minVert = V2
@ -109,3 +111,41 @@ buildFloorMap inGraph =
fmap (\n -> n { mmPos = (* 45) <$> mmPos n} )
(A.log A.Verbose ("normGraph: " ++ (show $ vertexList normGraph)) normGraph)
emptyFloor = M.matrix 50 50 (const 0)
manhattan :: AG.Graph MMNode -> M.Matrix Int -> M.Matrix TileState
manhattan graph input =
walls intermediate
where
distance :: (Int, Int) -> (Int, Int) -> Int
distance (r1, c1) (r2, c2) = abs (r1 - r2) + abs (c1 - c2)
dmin = M.nrows input + M.ncols input
calculate (r, c) = foldl (\acc@(accdmin, accind) (MMNode (V2 vr vc) ind) ->
let d = distance (r, c) (floor vr, floor vc)
in if d < accdmin
then (d, ind)
else acc
) (dmin, 0) vertices
vertices = vertexList graph
coords = (,) <$> [1 .. M.nrows input] <*> [1 .. M.ncols input]
intermediate = M.matrix (M.nrows input) (M.ncols input) (snd . calculate)
walls inter = foldl (\accmat (r, c) ->
let neighbNodes d = map (\(rr, cc) -> M.safeGet (r + rr) (c + cc) inter) d
neighbWalls d = map (\(rr, cc) -> M.safeGet (r + rr) (c + cc) accmat) d
cross = [(0, 1), (0, -1), (1, 0), (-1, 0)]
deltas = ((,) <$> [(-1) .. 1] <*> [(-1) .. 1])
in wallnotwall inter accmat r c
) emptyMM coords
emptyMM = M.matrix (M.nrows input) (M.ncols input) (const Offi)
wallnotwall inter mat r c
| M.safeGet (r - 1) (c - 1) mat /= Just Wall &&
M.safeGet r (c - 1) mat == Just Wall &&
M.safeGet (r - 1) c mat == Just Wall = M.setElem Wall (r, c) mat
| (M.safeGet r (c - 1) inter /= M.safeGet r c inter) &&
(M.safeGet r (c - 1) mat /= Just Wall) = M.setElem Wall (r, c) mat
| (M.safeGet (r - 1) c inter /= M.safeGet r c inter) &&
(M.safeGet (r - 1) c mat /= Just Wall) = M.setElem Wall (r, c) mat
| (M.safeGet r (c + 1) inter /= M.safeGet r c inter) &&
(M.safeGet r (c + 1) mat /= Just Wall) = M.setElem Wall (r, c) mat
| (M.safeGet (r + 1) c inter /= M.safeGet r c inter) &&
(M.safeGet (r + 1) c mat /= Just Wall) = M.setElem Wall (r, c) mat
| otherwise = mat

View file

@ -7,18 +7,21 @@ import Affection
import Types
import Load
import MainGame
import MainGame.WorldMap
import MainGame.MindMap
instance StateMachine State UserData where
smLoad Main = loadMap
smLoad (Main _) = loadMap
smLoad Load = loadLoad
smUpdate Main = updateMap
smUpdate (Main WorldMap) = updateMap
smUpdate (Main MindMap) = updateMind
smUpdate Load = updateLoad
smDraw Main = drawMap
smDraw (Main WorldMap) = drawMap
smDraw (Main MindMap) = drawMind
smDraw Load = drawLoad

View file

@ -22,5 +22,6 @@ data StateData
{ mapMat :: Matrix TileState
, imgMat :: Matrix (Maybe ImgId)
, reachPoints :: [ReachPoint]
, mmImgMat :: Matrix (Maybe ImgId)
}
deriving (Eq)

View file

@ -44,15 +44,22 @@ data UserData = UserData
data State
= Load
| Main
| Main SubMain
| Test
data SubMain
= WorldMap
| MindMap
data Entity f = Entity
{ pos :: Component f 'Field (V2 Double)
, mmpos :: Component f 'Field (V2 Double)
, gridPos :: Component f 'Field (V2 Int)
, vel :: Component f 'Field (V2 Double)
, mmvel :: Component f 'Field (V2 Double)
, velFact :: Component f 'Field Double
, rot :: Component f 'Field Direction
, mmrot :: Component f 'Field Direction
, obstacle :: Component f 'Field (Boundaries Double)
, player :: Component f 'Unique ()
, npcMoveState :: Component f 'Field NPCMoveState

View file

@ -33,7 +33,8 @@ executable tracer-game
, Interior
, Init
, Load
, MainGame
, MainGame.WorldMap
, MainGame.MindMap
, Navigation
, MindMap
, NPC