tracer/src/MainGame/WorldMap.hs
2018-08-18 05:12:58 +02:00

729 lines
26 KiB
Haskell

{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE BangPatterns #-}
module MainGame.WorldMap where
import Affection as A
import Algebra.Graph as AG
import qualified SDL
import NanoVG hiding (V2(..))
import Control.Monad (when, void)
import Control.Monad.IO.Class (liftIO)
import Control.Monad.State.Strict (evalStateT)
import Control.Concurrent.MVar
import Control.Concurrent (forkIO)
import Data.Map.Strict as Map
import qualified Data.Set as S
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, find)
import System.Random (randomRIO)
import Linear hiding (E)
import Foreign.C.Types (CFloat(..))
-- internal imports
import Interior
import Util
import Types
import Floorplan
import MindMap
import NPC
-- import Object
import Animation
loadMap :: Affection UserData ()
loadMap = do
ud <- getAffection
ad <- get
let (Subsystems _ m k) = subsystems ud
uu1 <- partSubscribe m movePlayer
uu2 <- partSubscribe k changeMaps
uu3 <- partSubscribe m playerInteract
future <- liftIO newEmptyMVar
progress <- liftIO $ newMVar (0, "Ohai!")
_ <- liftIO $ forkIO $ loadMapFork ud ad future progress
putAffection ud
{ stateData = None
, uuid = [uu1, uu2, uu3]
, 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
-> AffectionData UserData
-> MVar (SystemState Entity (AffectionState (AffectionData UserData) IO), StateData)
-> MVar (Float, T.Text)
-> IO ()
loadMapFork ud ad future progress = do
let loadSteps = 20
fc = FloorConfig
(10, 10)
[] -- [(5, 5), (5, 20)]
(40, 40)
_ <- liftIO $ swapMVar progress (1 / loadSteps, "Building floor")
(mat, gr) <- buildHallFloorIO fc progress (1 / loadSteps)
_ <- liftIO $ swapMVar progress (11 / loadSteps, "Converting to images")
let imgmat = convertTileToImg mat
exits = Prelude.foldl
(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
then ReachPoint RoomExit (V2 r c) NE : acc
else acc
)
[]
((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
_ <- liftIO $ swapMVar progress (12 / loadSteps, "Placing furniture")
(inter, rps) <- placeInteriorIO mat imgmat exits gr
_ <- liftIO $ swapMVar progress (13 / loadSteps, "Placing NPCs")
logIO A.Debug ("number of reachpoints: " ++ show (length rps))
let nnex = Prelude.filter (\p -> pointType p /= RoomExit) rps
npcposs <- placeNPCs inter mat rps 40 -- (length $ filter (\a -> pointType a == Table) nnex)
_ <- liftIO $ swapMVar progress (14 / loadSteps, "Preparing MindMap graph")
A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
!(mmintmat, mmgraph) <- buildFloorMap . springField <$>
buildMindMap (length npcposs) 2
_ <- liftIO $ swapMVar progress (15 / loadSteps, "Unfolding and Converting MindMap to images")
let !mmimgmat = convertTileToImg $ manhattan mmgraph mmintmat
_ <- liftIO $ swapMVar progress (16 / loadSteps, "Creating WorldState")
(nws, _) <- evalStateT (runState (yieldSystemT (worldState ud) $ do
let pmmpos = (+ 0.5) . (fromIntegral :: Int -> Double) . floor <$> mmPos
(fromJust $ find (\a -> mmId a == 0) (vertexList mmgraph))
delta = (0, 0) :
Prelude.filter (/= (0,0)) ((,) <$> [-1 .. 1] <*> [-1 .. 1]) :: [(Int, Int)]
mmmpos = Prelude.foldl (\acc (dr, dc) ->
let (V2 pmr pmc) = floor <$> 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)
, mmvel = Just (V2 0 0)
, player = Just ()
, rot = Just SE
, anim = Just $ AnimState (AnimId "intruder" "standing" SE) 0 0
}
void $ liftIO $ swapMVar progress (17 / loadSteps, "Registering copiers into WorldState")
let copiers = Prelude.filter (\a -> pointType a == Copier) rps
mapM_ (\(ReachPoint _ icoord _) -> do
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)
, anim = Just $ AnimState (AnimId "copier" "open" N) 0 0
, objAccess = Just $ (V2 1 0, NW)
, objType = Just ObjCopier
, objState = Just "idle"
}
) (A.log A.Debug ("number of copiers: " ++ show (length copiers)) copiers)
void $ liftIO $ swapMVar progress (18 / loadSteps, "Registering computers into WorldState")
let computers = Prelude.filter (\a -> pointType a == Computer) rps
mapM_ (\(ReachPoint _ icoord dir) -> do
let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
void $ createEntity $ newEntity
{ pos = Just $ reachCoord - case dir of
N -> V2 1 (-1)
_ -> error "not yet defined"
-- , obstacle = Just $ Boundaries (10/36, 8/36) (28/36, 30/36)
, anim = Just $ AnimState (AnimId "computer" "off" N) 0 0
, objAccess = Just $ (V2 1 (-1), dir)
, objType = Just ObjComputer
, objState = Just "off"
}
) (A.log A.Debug ("number of computers: " ++ show (length computers)) computers)
void $ liftIO $ swapMVar progress (18 / loadSteps, "Registering toilets into WorldState")
let toilets = Prelude.filter (\a -> pointType a == Toilet) rps
mapM_ (\(ReachPoint _ icoord dir) -> do
let reachCoord = fmap ((+ 0.5) . fromIntegral) icoord
void $ createEntity $ newEntity
{ pos = Just $ reachCoord - V2 0 (-1)
, obstacle = Just $ Boundaries (0, 0) (1, 1)
, anim = Just $ AnimState (AnimId "toilet" "free" N) 0 0
, objAccess = Just $ (V2 0 (-1), dir)
, objType = Just ObjToilet
}
) (A.log A.Debug ("number of toilets: " ++ show (length toilets)) toilets)
void $ liftIO $ swapMVar progress (19 / loadSteps, "Registering NPCs into WorldState")
posbounds <- efor allEnts $ do
with pos
with obstacle
pos' <- query pos
bnds <- query obstacle
return (pos', bnds)
mapM_ (\npcpos@(V2 nr nc) -> do
fact <- liftIO $ randomRIO (0.5, 1.5)
fut <- liftIO newEmptyMVar
_ <- liftIO $ forkIO $
getPath (fmap floor npcpos) fut nnex inter posbounds
void $ createEntity $ newEntity
{ pos = Just (V2 (nr + 0.5) (nc + 0.5))
, vel = Just (V2 0 0)
, velFact = Just fact
, rot = Just SE
, npcMoveState = Just (NPCStanding 0 fut)
, anim = Just $ AnimState (AnimId "jdoem" "standing" SE) 0 0
}
) npcposs
void $ liftIO $ swapMVar progress (20 / loadSteps, "Handing over")
)) ad
putMVar future (nws, MainData
{ mapMat = mat
, imgMat = M.fromList (nrows inter) (ncols inter) $
Prelude.map
(\a -> if a == Just ImgEmpty || a == Just ImgEmptyNoWalk
then Nothing
else a)
(M.toList inter)
, reachPoints = rps
, mmImgMat = mmimgmat
})
mouseToPlayer :: V2 Int32 -> Affection UserData ()
mouseToPlayer mv2 = do
ud <- getAffection
(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
let dr = (ry / sin (atan (1/2)) / 2) + rx
dc = rx - (ry / sin (atan (1/2)) / 2)
(nws, _) <- yieldSystemT (worldState ud) $
emap allEnts $ do
with player
pure $ unchanged
{ vel = Set $ 4 * V2 dr dc
}
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
pure $ unchanged
{ vel = Set $ V2 0 0
}
putAffection ud
{ worldState = nws
}
movePlayer _ = 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)
(nws, _) <- yieldSystemT (worldState ud) $ do
emap allEnts $ do
with player
with rot
rot' <- query rot
let ndir = direction (V2 dr dc)
return $ unchanged
{ rot = Set $ fromMaybe rot' ndir
}
[(ppos, pdir)] <- efor allEnts $ do
with player
with pos
with rot
pos' <- query pos
rot' <- query rot
return (pos', rot')
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 == fmap floor pos' ||
(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
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
) relEnts
putAffection ud
{ worldState = nws
}
playerInteract _ = return ()
drawMap :: Affection UserData ()
drawMap = do
ud <- getAffection
let ctx = nano ud
case stateData ud of
None -> liftIO $ do
progress <- readMVar (stateProgress ud)
drawLoadScreen ud progress
_ -> do
dt <- getDelta
(_, (playerPos, posanims, posActions)) <- yieldSystemT (worldState ud) $ do
pc <- fmap head $ efor allEnts $ do
with player
with pos
query pos
posanims <- efor allEnts $ do
with anim
with pos
stat <- query anim
pos' <- query pos
mbnds <- queryMaybe obstacle
return (pos', stat, mbnds)
posActions <- efor allEnts $ do
with objType
with objState
with objStateTime
with objPlayerActivated
with pos
pos' <- query pos
t <- query objType
s <- query objState
pa <- query objPlayerActivated
let maxt = actionTime t s
ttl <- query objStateTime
return (pos', pa, realToFrac (1 - ttl / maxt))
return (pc, posanims, posActions)
let V2 pr pc = playerPos
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)]
)
)
)
processList
:: [(V2 Double, AnimState, Maybe (Boundaries Double))]
-> (Int, Int)
-> ( [(V2 Double, AnimState, Maybe (Boundaries Double))]
, [(V2 Double, AnimState, Maybe (Boundaries Double))]
)
processList list (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))
mapM_ (\(V2 sr sc, pa, perc) -> when pa $ do
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
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, Maybe (Boundaries Double))]
-> 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
maybe (return ()) (draw ud x (y - 42) 64 74 fact)
((assetImages ud Map.!) <$> case img of
Just ImgEmpty -> Nothing
_ -> img
)
mapM_ drawAnim bef
restore ctx
-- 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)
where
delimiter (V2 nr nc, as, mbnds) =
animFloats (asId as) ||
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)
(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)