772 lines
26 KiB
Haskell
772 lines
26 KiB
Haskell
{-# LANGUAGE FlexibleContexts #-}
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{-# 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)
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import Control.Monad.IO.Class (liftIO)
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import Control.Monad.State.Strict (evalStateT)
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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
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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
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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
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loadMap :: Affection UserData ()
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loadMap = do
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ud <- getAffection
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ad <- get
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let (Subsystems _ m k) = subsystems ud
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uu1 <- partSubscribe m movePlayer
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uu2 <- partSubscribe k changeMaps
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uu3 <- partSubscribe m playerInteract
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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
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{ stateData = None
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, uuid = [uu1, uu2, uu3]
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, stateMVar = future
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, stateProgress = progress
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}
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changeMaps :: KeyboardMessage -> Affection UserData ()
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changeMaps (MsgKeyboardEvent _ _ SDL.Pressed False sym)
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| SDL.keysymKeycode sym == SDL.KeycodeF1 = do
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ud <- getAffection
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putAffection ud
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{ state = Main WorldMap
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}
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| SDL.keysymKeycode sym == SDL.KeycodeF2 = do
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ud <- getAffection
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putAffection ud
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{ state = Main MindMap
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}
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| otherwise = return ()
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changeMaps _ = return ()
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loadMapFork
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:: UserData
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-> AffectionData UserData
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-> MVar (SystemState Entity (AffectionState (AffectionData UserData) IO), StateData)
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-> MVar (Float, T.Text)
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-> IO ()
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loadMapFork ud ad future progress = do
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let loadSteps = 21
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increment = 1 / loadSteps
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fc = FloorConfig
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(V2 10 10)
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[(V2 5 5), (V2 5 20)]
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(50, 40)
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Building floor"
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)))
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(mat, gr) <- buildHallFloorIO fc progress increment -- 10 increments inside
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Converting to images"
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)))
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let imgmat = convertTileToImg mat
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exits = Prelude.foldl
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(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
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then ReachPoint RoomExit (V2 r c) NE : acc
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else acc
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)
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[]
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((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Placing furniture"
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)))
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(inter, rawrps) <- placeInteriorIO mat imgmat exits gr
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let rps = ReachPoint Elevator (fcElevator fc) SE : rawrps
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modifyMVar_ progress (return . (\(p, _) ->
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( 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, _) ->
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( p + increment
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, "Registering copiers into WorldState"
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)))
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let copiers = Prelude.filter (\a -> pointType a == Copier) rps
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mapM_ (\(ReachPoint _ icoord _) -> do
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let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
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void $ createEntity $ newEntity
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{ pos = Just $ reachCoord - V2 1 0
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, obstacle = Just $ Boundaries (10/36, 8/36) (28/36, 30/36)
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, anim = Just $ AnimState (AnimId "copier" "open" N) 0 0
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, objAccess = Just (V2 1 0, NW)
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, objType = Just ObjCopier
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, objState = Just "idle"
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}
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) (A.log A.Debug ("number of copiers: " ++ show (length copiers)) copiers)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Registering computers into WorldState"
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)))
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let computers = Prelude.filter (\a -> pointType a == Computer) rps
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mapM_ (\(ReachPoint _ icoord dir) -> do
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let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
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void $ createEntity $ newEntity
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{ pos = Just $ reachCoord - case dir of
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N -> V2 1 (-1)
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_ -> error "not yet defined"
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, anim = Just $ AnimState (AnimId "computer" "off" N) 0 0
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, objAccess = Just (V2 1 (-1), dir)
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, objType = Just ObjComputer
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, objState = Just "off"
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}
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) (A.log A.Debug ("number of computers: " ++ show (length computers)) computers)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Registering toilets into WorldState"
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)))
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let toilets = Prelude.filter (\a -> pointType a == Toilet) rps
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mapM_ (\(ReachPoint _ icoord dir) -> do
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let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
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void $ createEntity $ newEntity
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{ pos = Just $ reachCoord - V2 0 (-1)
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, obstacle = Just $ Boundaries (0, 0) (1, 1)
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, anim = Just $ AnimState (AnimId "toilet" "free" N) 0 0
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, objAccess = Just (V2 0 (-1), dir)
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, objType = Just ObjToilet
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}
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) (A.log A.Debug ("number of toilets: " ++ show (length toilets)) toilets)
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Preparing MindMap graph"
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)))
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(mmintmat, mmgraph) <- liftIO $ buildFloorMap . springField <$>
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buildMindMap (length computers) 2
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liftIO $ modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Unfolding and Converting MindMap to images"
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)))
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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
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seekpos = (pmr + fromIntegral dr, pmc + fromIntegral dc)
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in if isNothing (mmimgmat M.! seekpos) && mmintmat M.! seekpos == 0
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&& isNothing acc
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then Just (pmmpos + (fromIntegral <$> V2 dr dc))
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else acc
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) Nothing delta
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void $ createEntity $ newEntity
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{ pos = Just (V2 10.5 10.5)
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, mmpos = mmmpos
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, vel = Just (V2 0 0)
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, mmvel = Just (V2 0 0)
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, player = Just ()
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, rot = Just SE
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, anim = Just $ AnimState (AnimId "intruder" "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, _) ->
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( p + increment
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, "Registering NPCs into WorldState"
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)))
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-- posbounds <- efor allEnts $ do
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-- with pos
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-- with obstacle
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-- pos' <- query pos
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-- bnds <- query obstacle
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-- return (pos', bnds)
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mapM_ (\crp -> 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
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<$> (randomRIO (0, 1))
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<*> (randomRIO (0, 1))
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<*> (randomRIO (0, 1))
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<*> (randomRIO (0, 1))
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<*> (randomRIO (0, 1))
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<*> (randomRIO (0, 1))
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void $ createEntity $ newEntity
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{ pos = Just (fmap ((+ 0.5) . fromIntegral) (pointCoord crp))
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, vel = Just (V2 0 0)
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, velFact = Just fact
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, rot = Just SE
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, npcMoveState = Just (NPCWalking [pointCoord crp])
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, npcWorkplace = Just crp
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, npcActionState = Just ASWork
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, npcStats = Just stats
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, anim = Just $ AnimState (AnimId "jdoem" "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
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, "Handing over"
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)))
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return mmimgmat
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)) ad
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-- nstate <- evalStateT
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-- (runState $ yieldSystemT nws (updateNPCs mmimgmat nws rps 0)) ad
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putMVar future (nws, MainData
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{ mapMat = mat
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, imgMat = M.fromList (nrows inter) (ncols inter) $
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Prelude.map
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(\a -> if a == Just ImgEmpty || a == Just ImgEmptyNoWalk
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then Nothing
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else a)
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(M.toList inter)
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, reachPoints = rps
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, mmImgMat = mmimgmat
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})
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
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mouseToPlayer mv2 = do
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ud <- getAffection
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(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
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let dr = (ry / sin (atan (1/2)) / 2) + rx
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dc = rx - (ry / sin (atan (1/2)) / 2)
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(nws, _) <- yieldSystemT (worldState ud) $
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emap allEnts $ do
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with player
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pure $ unchanged
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{ vel = Set $ 4 * V2 dr dc
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}
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putAffection ud
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{ worldState = nws
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}
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movePlayer :: MouseMessage -> Affection UserData ()
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movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] m _) = mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonLeft _ m) =
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mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Released _ SDL.ButtonLeft _ _) = do
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ud <- getAffection
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(nws, _) <- yieldSystemT (worldState ud) $
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emap allEnts $ do
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with player
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pure $ unchanged
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{ vel = Set $ V2 0 0
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}
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putAffection ud
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{ worldState = nws
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}
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movePlayer _ = return ()
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playerInteract :: MouseMessage -> Affection UserData ()
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playerInteract (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonRight _ m) = do
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ud <- getAffection
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(V2 rx ry) <- liftIO $ (* V2 640 360) <$> relativizeMouseCoords m
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let dr = ((ry / 32) / sin (atan 0.5) / 2) + (rx / 64)
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dc = (rx / 64) - ((ry / 32) / sin (atan 0.5) / 2)
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap allEnts $ do
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with player
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with rot
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rot' <- query rot
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let ndir = direction (V2 dr dc)
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return $ unchanged
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{ rot = Set $ fromMaybe rot' ndir
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}
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[(ppos, pdir, pent)] <- efor allEnts $ do
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with player
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with pos
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with rot
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pos' <- query pos
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rot' <- query rot
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ent <- queryEnt
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return (pos', rot', ent)
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mrelEnts <- efor allEnts $ do
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with pos
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with objAccess
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with objType
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with objState
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(rel, dir) <- query objAccess
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pos' <- query pos
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otype <- query objType
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ostate <- query objState
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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) &&
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(fmap floor (ppos + V2 dr dc) :: V2 Int) == (fmap floor pos' ::V2 Int) &&
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pdir == dir
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then return $ Just (otype, ostate, ent)
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else return Nothing
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let relEnts = catMaybes mrelEnts
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liftIO $ A.logIO A.Debug ("relEnts: " ++ show relEnts)
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-- liftIO $ A.logIO A.Debug ("dV2: " ++ show (V2 dr dc))
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mapM_ (\(t, s, e) ->
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setEntity e =<< objectTransition t s True e (Just pent)
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) relEnts
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putAffection ud
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{ worldState = nws
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}
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playerInteract _ = return ()
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drawMap :: Affection UserData ()
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drawMap = do
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ud <- getAffection
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let ctx = nano ud
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case stateData ud of
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None -> liftIO $ do
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progress <- readMVar (stateProgress ud)
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drawLoadScreen ud progress
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_ -> do
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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
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with pos
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query pos
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posanims <- efor allEnts $ do
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with anim
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with pos
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stat <- query anim
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pos' <- query pos
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mbnds <- queryMaybe obstacle
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return (pos', stat, mbnds)
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posActions <- efor allEnts $ do
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with objType
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with objState
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with objStateTime
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with objPlayerActivated
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with pos
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pos' <- query pos
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t <- query objType
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s <- query objState
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pa <- query objPlayerActivated
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let maxt = actionTime t s
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ttl <- query objStateTime
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return (pos', pa, realToFrac (1 - ttl / maxt))
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return (pc, posanims, posActions)
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let V2 pr pc = playerPos
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mat = imgMat (stateData ud)
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cols = fromIntegral (ncols mat)
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rows = fromIntegral (nrows mat)
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tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
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y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
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partposanims = M.fromList
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(nrows $ mapMat $ stateData ud)
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(ncols $ mapMat $ stateData ud)
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((reverse . fst)
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(Prelude.foldl
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(\(done, proc) coord ->
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let (ndone, nproc) = processList proc coord
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in (ndone : done, nproc)
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)
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([], posanims)
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((,)
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<$> [1 .. (nrows $ mapMat $ stateData ud)]
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<*> [1 .. (ncols $ mapMat $ stateData ud)]
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)
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)
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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))]
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, [(V2 Double, AnimState, Maybe (Boundaries Double))]
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)
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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
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in L.partition delimiter list
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liftIO $ do
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beginPath ctx
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moveTo ctx (x + realToFrac tileWidth / 2) y
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lineTo ctx
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(x + cols * (realToFrac tileWidth / 2))
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(y - (realToFrac tileHeight / 2) * (cols - 1))
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lineTo ctx
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(x + (realToFrac tileWidth / 2) * (cols + rows - 1))
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(y + (rows - cols) * (realToFrac tileHeight / 2))
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lineTo ctx
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(x + (realToFrac tileWidth / 2) * rows)
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(y + (realToFrac tileHeight / 2) * (rows - 1))
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closePath ctx
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fillColor ctx (rgb 255 255 255)
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fill ctx
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mapM_ (\(i, ls) -> mapM_
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(\(j, t) -> drawTile ud ctx (partposanims M.! (i, j)) pr pc i j t)
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(reverse $ zip [1..] ls))
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(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) +
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(sr - pr)) * (tileWidth / 2) :: CFloat
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ly = realToFrac $ 360 - (tileHeight / 2) + ((sr - pr) -
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(sc - pc)) * (tileHeight / 2) :: CFloat
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fillColor ctx (rgb 0 255 0)
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strokeColor ctx (rgb 0 255 0)
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strokeWidth ctx 2
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beginPath ctx
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rect ctx (lx - 25) (ly - 50) 50 10
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stroke ctx
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closePath ctx
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beginPath ctx
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rect ctx (lx - 25 * perc) (ly - 50) (50 * perc) 10
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fill ctx
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closePath ctx
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) posActions
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fontSize ctx 20
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fontFace ctx (assetFonts ud Map.! FontBedstead)
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textAlign ctx (S.fromList [AlignCenter,AlignTop])
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fillColor ctx (rgb 255 128 0)
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textBox ctx 0 0 200 ("FPS: " `T.append` T.pack (Prelude.take 5 $ show (1/dt)))
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drawTile
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:: UserData
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-> Context
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-> [(V2 Double, AnimState, Maybe (Boundaries Double))]
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-> Double
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-> Double
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-> Int
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-> Int
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-> Maybe ImgId
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-> IO ()
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drawTile ud ctx posanims pr pc row col img =
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when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
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((realToFrac x :: Double) < 1280 &&
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(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
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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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)
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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
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-- A.logIO A.Debug ("sorted: " ++ show sorted)
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-- A.logIO A.Debug ("beh: " ++ show beh)
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-- A.logIO A.Debug ("bef: " ++ show bef)
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where
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delimiter (V2 nr nc, as, mbnds) =
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animFloats (asId as) ||
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all delimit mb
|
|
where
|
|
delimit b
|
|
| nnr > fst (matmax b) || nnc < snd (matmin b) =
|
|
True
|
|
| 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 =
|
|
False
|
|
nnr = case mbnds of
|
|
Just (Boundaries (_, _) (maxr, _)) -> maxr
|
|
Nothing -> nr - fromIntegral ((floor nr) :: Int) :: Double
|
|
nnc = case mbnds of
|
|
Just (Boundaries (_, minc) (_, _)) -> minc
|
|
Nothing -> nc - fromIntegral ((floor nc) :: Int) :: Double
|
|
-- any (\m -> nr < fromIntegral (floor nr :: Int) + m) maxrs &&
|
|
-- any (\m -> nc > fromIntegral (floor nc :: Int) + m) mincs
|
|
tileWidth = 64 :: Double
|
|
tileHeight = 32 :: Double
|
|
sorted = sortOn (\(V2 sr sc, _, mbnds) -> case mbnds of
|
|
Just (Boundaries (_, minc) (maxr, _)) -> maxr * 10 + (1 - minc)
|
|
_ -> (sr - (fromIntegral ((floor sr) :: Int))) * 10 +
|
|
(1 - (sc - (fromIntegral ((floor sc) :: Int))))
|
|
) posanims
|
|
-- sorted = 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 isWall (fromJust img) &&
|
|
(pr <= fromIntegral row + minimum maxrs &&
|
|
pc >= fromIntegral col + maximum mincs)
|
|
then min 1 dist
|
|
else 1
|
|
mb = maybe [] collisionObstacle img
|
|
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
|
|
|
|
updateMap :: Double -> Affection UserData ()
|
|
updateMap dt = do
|
|
ud <- getAffection
|
|
isFut <- liftIO $ isEmptyMVar (stateMVar ud)
|
|
if not isFut && stateData ud == None
|
|
then do
|
|
liftIO $ logIO A.Debug "Loaded game data"
|
|
Just (nws, mendat) <- liftIO $ tryTakeMVar (stateMVar ud)
|
|
putAffection ud
|
|
{ worldState = nws
|
|
, stateData = mendat
|
|
}
|
|
else do
|
|
(nws, _) <- yieldSystemT (worldState ud) $ do
|
|
emap allEnts $ do
|
|
with anim
|
|
stat <- query anim
|
|
let an = assetAnimations ud Map.! asId stat
|
|
ntime = asElapsedTime stat + dt
|
|
nstate = if ntime > fromIntegral (asCurrentFrame stat + 1) *
|
|
(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
|
|
without player
|
|
with vel
|
|
with velFact
|
|
with pos
|
|
with rot
|
|
with anim
|
|
pos' <- query pos
|
|
vel' <- query vel
|
|
rot' <- query rot
|
|
fact' <- query velFact
|
|
stat <- query anim
|
|
let npos = pos' + fmap (* (dt * fact')) vel'
|
|
aId = asId stat
|
|
nstat = case aiName aId of
|
|
"walking"
|
|
| sqrt (vel' `dot` vel') > 0 ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
}
|
|
}
|
|
| otherwise ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
, aiName = "standing"
|
|
}
|
|
, asCurrentFrame = 0
|
|
}
|
|
"standing"
|
|
| sqrt (vel' `dot` vel') > 0 ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
, aiName = "walking"
|
|
}
|
|
, asCurrentFrame = 0
|
|
}
|
|
| otherwise ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
}
|
|
}
|
|
x -> error ("unknown animation name" ++ x)
|
|
ent = unchanged
|
|
{ pos = Set npos
|
|
, rot = Set $ fromMaybe rot' (direction vel')
|
|
, anim = Set nstat
|
|
}
|
|
return ent
|
|
obstacleBounds <- efor allEnts $ do
|
|
with obstacle
|
|
with pos
|
|
b <- query obstacle
|
|
pos' <- query pos
|
|
return (pos', b)
|
|
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
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
}
|
|
}
|
|
| otherwise ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
, aiName = "standing"
|
|
}
|
|
, asCurrentFrame = 0
|
|
}
|
|
"standing"
|
|
| sqrt (colldpos `dot` colldpos) > 0 ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
, aiName = "walking"
|
|
}
|
|
, asCurrentFrame = 0
|
|
}
|
|
| otherwise ->
|
|
stat
|
|
{ asId = aId
|
|
{ aiDirection = fromMaybe rot' (direction vel')
|
|
}
|
|
}
|
|
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
|
|
(\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)
|
|
)
|
|
ent = unchanged
|
|
{ pos = Set $ pos' + colldpos
|
|
, rot = Set (fromMaybe rot' $ direction vel')
|
|
, anim = Set nstat
|
|
}
|
|
-- liftIO $ A.logIO A.Debug ("player position: " ++ show (pos' + colldpos))
|
|
return ent
|
|
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
|
|
(nws2, _) <- yieldSystemT nws $ updateNPCs
|
|
(imgMat $ stateData ud)
|
|
nws
|
|
(Prelude.filter
|
|
(\p -> pointType p /= RoomExit)
|
|
(reachPoints $ stateData ud)
|
|
)
|
|
dt
|
|
putAffection ud
|
|
{ worldState = nws2
|
|
}
|
|
|
|
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 && incol = V2 0 1 * acc
|
|
| colltc < dt && inrow = V2 1 0 * acc
|
|
| otherwise = acc
|
|
where
|
|
V2 vr vc = fmap (/ dt) (nex - pre)
|
|
colltr
|
|
| vr > 0 && prr <= maxr =
|
|
((fromIntegral (floor pr :: Int) + minr - 0.15) - pr) / vr
|
|
| vr < 0 && prr >= minr =
|
|
((fromIntegral (floor pr :: Int) + maxr + 0.15) - pr) / vr
|
|
| otherwise = dt
|
|
colltc
|
|
| vc > 0 && prc <= maxc =
|
|
((fromIntegral (floor pc :: Int) + minc - 0.15) - pc) / vc
|
|
| vc < 0 && prc >= minc =
|
|
((fromIntegral (floor pc :: Int) + maxc + 0.15) - pc) / vc
|
|
| otherwise = dt
|
|
inrow = pr > minr && pr < maxr
|
|
incol = pc > minc && pc < maxc
|
|
prr = pr - fromIntegral (floor pr :: Int)
|
|
prc = pc - fromIntegral (floor pc :: Int)
|