packages feed

Pollutocracy (empty) → 1.0

raw patch · 10 files changed

+1536/−0 lines, 10 filesdep +GLUTdep +arraydep +basesetup-changed

Dependencies added: GLUT, array, base, clock, random

Files

+ ArrayUtils.hs view
@@ -0,0 +1,12 @@+-- License: GPL v2 or later++module ArrayUtils (amapWithIxs, arraySize) where++import Data.Array.IArray++amapWithIxs :: (IArray a e, IArray a e', Ix i) => (i -> e -> e') -> a i e -> a i e'+amapWithIxs f arr = array (bounds arr) (map (\i -> (i, f i (arr ! i))) (indices arr))++arraySize :: (IArray a e) => a (Int,Int) e -> (Int,Int)+arraySize arr = case bounds arr of ((x1,y1),(x2,y2)) -> (x2 - x1 + 1, y2 - y1 + 1)+
+ COPYING view
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+ Clock.hs view
@@ -0,0 +1,15 @@+-- License: GPL v2 or later++module Clock (millisecondsNow) where+import Data.Word (Word32)+import System.Clock++millisecondsNow :: IO Word32+millisecondsNow = fmap timeSpecToMilliseconds (getTime Monotonic)++timeSpecToMilliseconds :: (Integral i) => TimeSpec -> i+-- We place these fromIntegrals being cautious about not overflowing where possible,+-- for any i (timespec contains Ints, however oddly)+timeSpecToMilliseconds t = (fromIntegral (sec t) * 1000)+                           + fromIntegral (nsec t `div` 1000000)+
+ Display.hs view
@@ -0,0 +1,276 @@+-- License: GPL v2 or later+{-# LANGUAGE ForeignFunctionInterface #-}++module Display(doDisplay, initDisplay) where++import Graphics.UI.GLUT+import qualified Sim+import Data.Array.Unboxed+import Data.Word(Word32)+import Control.Monad(when, unless, liftM2, forM_)+import System.Random+import ArrayUtils (arraySize)+import Foreign.Marshal.Array (withArray)+import Foreign.Ptr (Ptr)+import Foreign.C.Types (CFloat(CFloat))++-- This C code is for speed.  I first wrote this code before vertex buffers+-- even existed in the OpenGL standard (and before I knew about them);+-- it's quite likely that modern GHC and OpenGL (ES) 2.0 could be plenty fast+-- without using C code.+foreign import ccall unsafe "foreignPollution" foreignPollution :: Word32 -> Ptr Double -> Word32 -> Word32 -> IO ()++-- We don't use the Random instance of GLfloat (CFloat) directly+-- because it uses realToFrac which might be slow.+randomRIOGLF :: (Float, Float) -> IO GLfloat+randomRIOGLF range_ = do+  result <- randomRIO range_+  return (CFloat result)++initDisplay :: IO ()+initDisplay = do+	ortho2D 0 1 0 1+	blend $= Enabled ; blendFunc $= (SrcAlpha, OneMinusSrcAlpha)++-- Possibly the three int-like arguments should be better distinguished+-- or combined ("data TimeSituation"?) somehow.  Or even made into one+-- value, simStepsSinceLastUpdate(Float), which could be used fine as a random+-- seed (which ms is currently used for), most likely (just transform it appropriately).+-- TODO.+doDisplay :: Sim.World -> Int{-milliseconds per step-}+	-> Word32{-current time-} -> Word32{-last update time-} -> IO ()+doDisplay (Sim.World worldMap worldParticles worldCreatures worldPollution worldHour)+  msPerStep ms lastUpdateTime = do+	let simStepsSinceLastUpdate = fromIntegral (ms - lastUpdateTime) / fromIntegral msPerStep :: GLfloat+	let ((minX,minY),(maxX,maxY)) = bounds worldMap+	let (numX,numY) = (fromIntegral $ maxX + 1 - minX, fromIntegral $ maxY + 1 - minY)+	let rotationReference = Vector3 0 0 1 :: Vector3 GLfloat+	let distFromCenter = 0.5 :: GLfloat+	let translatingTo :: Integral coord => (coord,coord) -> IO a -> IO a+	    translatingTo (x,y) io = preservingMatrix $ do+			translate (Vector3 (fromIntegral x + distFromCenter) (fromIntegral y + distFromCenter) 0 :: Vector3 GLfloat)+			io+	preservingMatrix $ do+		scale (recip numX) (recip numY :: GLfloat) 1+		-- draw the floors+		--timeL "flor" $ +		renderPrimitive Quads $ forM_ (assocs worldMap) $ \ ((x,y), _maybeMachine) -> do+			let (x',y') = (fromIntegral x :: GLfloat, fromIntegral y :: GLfloat)+			color (Color3 0.50 0.50 0.60 :: Color3 GLfloat); vertex (Vertex2  x'     y'    )+			color (Color3 0.45 0.55 0.45 :: Color3 GLfloat); vertex (Vertex2 (x'+1)  y'    )+			color (Color3 0.60 0.60 0.50 :: Color3 GLfloat); vertex (Vertex2 (x'+1) (y'+1) )+			color (Color3 0.40 0.35 0.40 :: Color3 GLfloat); vertex (Vertex2  x'    (y'+1) )+		-- draw the creatures (what about multiple creatures in the same place?+		-- I guess one just gets drawn first, then the next...)+		--timeL "cret" $ +		forM_ worldCreatures $ \ (loc, creature) -> translatingTo loc $ do+		    case creature of+			Sim.Water _rng -> do+				color (Color4 0.4 0.5 0.9 0.6 :: Color4 GLfloat)+				renderPrimitive Quads $ do+					let shortDist = 0.5 :: GLfloat+					let longDist = 0.5 :: GLfloat+					vertex $ Vertex2 (-longDist) (-shortDist)+					vertex $ Vertex2 ( longDist) (-shortDist)+					vertex $ Vertex2 ( longDist) ( shortDist)+					vertex $ Vertex2 (-longDist) ( shortDist)+			Sim.Creature { Sim.creatureEnergy = energy } -> do+				renderPrimitive Quads $ do+					let legSpread = 0.35 :: GLfloat+					let legHeight = -0.4 :: GLfloat+					let waistSpread = 0.2 :: GLfloat+					let waistHeight = 0 :: GLfloat+					let armSpread = 0.3 :: GLfloat+					let shoulderSpread = 0.2 :: GLfloat+					let neckSpread = 0.1 :: GLfloat+					let neckHeight = 0.2 :: GLfloat+					let headHeight = 0.45 :: GLfloat+					let headSpread = 0.2 :: GLfloat+					color (Color3 0.5 0.5 (0.7 + realToFrac energy / 20) :: Color3 GLfloat)+					vertex $ Vertex2 (-legSpread) (legHeight)+					vertex $ Vertex2 ( legSpread) (legHeight)+					vertex $ Vertex2 ( waistSpread) (waistHeight)+					vertex $ Vertex2 (-waistSpread) (waistHeight)+					color (Color3 0.4 0.9 0.6 :: Color3 GLfloat)+					vertex $ Vertex2 (-armSpread) (waistHeight)+					vertex $ Vertex2 ( armSpread) (waistHeight)+					vertex $ Vertex2 ( shoulderSpread) (neckHeight)+					vertex $ Vertex2 (-shoulderSpread) (neckHeight)+					color (Color3 0.9 0.7 0.5 :: Color3 GLfloat)+					vertex $ Vertex2 (-neckSpread) (neckHeight)+					vertex $ Vertex2 ( neckSpread) (neckHeight)+					vertex $ Vertex2 ( headSpread) (headHeight)+					vertex $ Vertex2 (-headSpread) (headHeight)+		-- draw the particles (what relation to machines? what about the dangerous particles?)+		--timeL "part" $ +		forM_ worldParticles $ \ (loc, Sim.Particle dir pType) -> translatingTo loc $ do+		    rotate (Sim.dirAngle dir) rotationReference+		    translate (Vector3 (simStepsSinceLastUpdate) 0 0)+		    --hmm, could separate list by particle-type and+		    --encompass more with each renderPrimitive...+		    case pType of+		    	Sim.Energy strength -> do+				color (Color4 0.9 0.9 0.2 (log $ fromIntegral strength) :: Color4 GLfloat)+				renderPrimitive Quads $ do+					let shortDist = 0.15 :: GLfloat+					let longDist = 0.25 :: GLfloat+					vertex $ Vertex2 (-longDist) (-shortDist)+					vertex $ Vertex2 ( longDist) (-shortDist)+					vertex $ Vertex2 ( longDist) ( shortDist)+					vertex $ Vertex2 (-longDist) ( shortDist)+			-- could draw this after the machines...+			Sim.Chaos _rng -> do+				let+					io :: IO ()+					io = do+						alpha1 <- randomRIOGLF (0.7,1.0)+						color (Color4 0.7 0.2 0.7 alpha1 :: Color4 GLfloat)+						let randPos = randomRIOGLF (-0.5, 0.5)+						let randVertex = vertex =<< liftM2 Vertex2 randPos randPos+						randVertex ; randVertex ; randVertex+						randVal <- randomRIO (1, 10 :: Int)+						unless (randVal == 1) io+				renderPrimitive Triangles $ io+		+		-- draw the machines+		--timeL "mach" $ +		forM_ [(l,m) | (l,Just m) <- assocs worldMap] $ \ (loc,machine) -> translatingTo loc $ do+		    case machine of+			Sim.Generator dir energy -> do+				rotate (Sim.dirAngle dir) (Vector3 0 0 1 :: Vector3 GLfloat)+				renderPrimitive Quads $ do+					let dist = 0.3 :: GLfloat+					color (Color3 0.6 0.6 0.6 :: Color3 GLfloat)+					vertex $ Vertex2 (-dist) (-dist)+					vertex $ Vertex2 ( dist) (-dist)+					vertex $ Vertex2 ( dist) ( dist)+					vertex $ Vertex2 (-dist) ( dist)+					let shortDist = 0.1 :: GLfloat+					let yellow = fromIntegral energy / 10+					color (Color3 yellow yellow 0.0 :: Color3 GLfloat)+					vertex $ Vertex2 (-shortDist) (-shortDist)+					vertex $ Vertex2 ( dist) (-shortDist)+					vertex $ Vertex2 ( dist) ( shortDist)+					vertex $ Vertex2 (-shortDist) ( shortDist)+			Sim.Mirror mdir lSilvered rSilvered -> do+				rotate (case mdir of { Sim.NW_SE -> 0; Sim.SW_NE -> -90 } :: GLfloat) rotationReference+				let+					dist = 0.25 :: GLfloat+					silverDepth = 0.07 -- orthogonal, in both directions+				renderPrimitive Quads $ do+					color (Color3 0.9 0.9 0.9 :: Color3 GLfloat)+					vertex $ Vertex2 (-dist) (distFromCenter)+					vertex $ Vertex2 (distFromCenter) (-dist)+					vertex $ Vertex2 (dist) (-distFromCenter)+					vertex $ Vertex2 (-distFromCenter) (dist)+					+					color (Color3 0.7 0.7 0.8 :: Color3 GLfloat)+					when lSilvered $ do+						vertex $ Vertex2 (-(distFromCenter-silverDepth)) (dist+silverDepth)+						vertex $ Vertex2 (dist+silverDepth) (-(distFromCenter-silverDepth))+						vertex $ Vertex2 (dist) (-distFromCenter)+						vertex $ Vertex2 (-distFromCenter) (dist)+					+					when rSilvered $ do+						vertex $ Vertex2 (-dist) (distFromCenter)+						vertex $ Vertex2 (distFromCenter) (-dist)+						vertex $ Vertex2 (distFromCenter-silverDepth) (-(dist+silverDepth))+						vertex $ Vertex2 (-(dist+silverDepth)) (distFromCenter-silverDepth)+			Sim.Greenery -> do+				renderPrimitive Polygon $ do+					color (Color3 0.2 0.9 0.3 :: Color3 GLfloat)+					vertex $ Vertex2 (-0.3) (0.2 :: GLfloat)+					vertex $ Vertex2 (0) (distFromCenter)+					vertex $ Vertex2 (0.3) (0.2 :: GLfloat)+					vertex $ Vertex2 (0.5) (-0.3 :: GLfloat)+					vertex $ Vertex2 (0.3) (-0.4 :: GLfloat)+					vertex $ Vertex2 (0.1) (-0.35 :: GLfloat)+					vertex $ Vertex2 (-0.1) (-0.35 :: GLfloat)+					vertex $ Vertex2 (-0.3) (-0.4 :: GLfloat)+					vertex $ Vertex2 (-0.5) (-0.3 :: GLfloat)+				renderPrimitive Triangles $ do+					color (Color3 0.6 0.4 0.3 :: Color3 GLfloat)+					let trunkWidth = 0.1 :: GLfloat+					let trunkY = 0.25 :: GLfloat+					vertex $ Vertex2 (0) (trunkY)+					vertex $ Vertex2 (trunkWidth) (-distFromCenter)+					vertex $ Vertex2 (-trunkWidth) (-distFromCenter)+					let branchTipY = -0.1 :: GLfloat+					let branchTipX = 0.25 :: GLfloat+					let branchStartHigh = -0.3 :: GLfloat+					let branchStartLow = -0.4 :: GLfloat+					vertex $ Vertex2 (0) (branchStartHigh)+					vertex $ Vertex2 (branchTipX) (branchTipY)+					vertex $ Vertex2 (0) (branchStartLow)++					vertex $ Vertex2 (0) (branchStartHigh)+					vertex $ Vertex2 (-branchTipX) (branchTipY)+					vertex $ Vertex2 (0) (branchStartLow)+			Sim.Storm energy _rng -> do+				let+					io :: Double -> Int -> IO ()+					io amount side = do+						alpha1 <- randomRIOGLF (0.7,1.0)+						color (Color4 0.4 0.3 0.7 alpha1 :: Color4 GLfloat)+						let randPos a b = randomRIOGLF (a, b)+						let randVertex = [+							vertex =<< liftM2 Vertex2 (randPos 0 0.5) (randPos (-0.5) 0.5),+							vertex =<< liftM2 Vertex2 (randPos (-0.5) 0) (randPos (-0.5) 0.5),+							vertex =<< liftM2 Vertex2 (randPos (-0.5) 0.5) (randPos 0 0.5),+							vertex =<< liftM2 Vertex2 (randPos (-0.5) 0.5) (randPos (-0.5) 0)]+							 !! side+						randVertex ; randVertex ; randVertex+						unless (amount < 0) ( io (amount - 1) ( (side + 1) `mod` 4 ) )+				renderPrimitive Triangles $ io ((energy+2) * 4) 0+			Sim.Mountain -> do+				-- How about shadows i.e. "The sun rises in the east"?+				renderPrimitive Triangles $ do+					let width = 0.3 :: GLfloat+					let height = 0.4 :: GLfloat+					let offsetX = 0.15 :: GLfloat+					let offsetY = 0.35 :: GLfloat+					color (Color3 0.45 0.4 0.35 :: Color3 GLfloat)+					vertex $ Vertex2 ((-width)-offsetX) (offsetY-0.1)+					vertex $ Vertex2 (-offsetX) (height+offsetY-0.1)+					vertex $ Vertex2 (width-offsetX) (offsetY-0.1)+					color (Color3 0.25 0.2 0.15 :: Color3 GLfloat)+					vertex $ Vertex2 ((-width)+offsetX) (offsetY)+					vertex $ Vertex2 (offsetX) (height+offsetY)+					vertex $ Vertex2 (width+offsetX) (offsetY)+					color (Color3 0.35 0.4 0.45 :: Color3 GLfloat)+					vertex $ Vertex2 (-width) (0)+					vertex $ Vertex2 (0) (height)+					vertex $ Vertex2 (width) (0)+					color (Color3 0.2 0.2 0.2 :: Color3 GLfloat)+					vertex $ Vertex2 ((-width)-offsetX) (-offsetY)+					vertex $ Vertex2 (-offsetX) (height-offsetY)+					vertex $ Vertex2 (width-offsetX) (-offsetY)+					color (Color3 0.3 0.4 0.3 :: Color3 GLfloat)+					vertex $ Vertex2 ((-width)+offsetX) ((-offsetY)+0.05)+					vertex $ Vertex2 (offsetX) ((height-offsetY)+0.05)+					vertex $ Vertex2 (width+offsetX) ((-offsetY)+0.05)+			Sim.Riverbed{} -> error "Unimplemented yet"++		-- draw the pollution!+		-- (the 'resolution' should depend on windowsize / (i.e.?) number of places displayed)+		-- currently just 5x5 per place though+		-- should it be invisible where really low?+		do+			let (width, height) = arraySize worldPollution+			-- marshalling takes about 1 ms by last measurement+			withArray (elems worldPollution) (\cArr -> foreignPollution ms cArr (fromIntegral width) (fromIntegral height))+		-- draw the night-time! (er.) (HACK!!!)+		do+			let dayFraction = case worldHour of Sim.WorldHour h -> (realToFrac h + simStepsSinceLastUpdate) / realToFrac Sim.dayLength+			let dayLight = if dayFraction >= 0.5 then 0 else sin (dayFraction * pi * 2)+			let nightMasking = (1 - dayLight) / 2 /10--since it doesn't do anything+			color (Color4 0.1 0.1 0.3 nightMasking :: Color4 GLfloat)+			renderPrimitive Quads $ do+				vertex $ Vertex2 0 (0::GLfloat)+				vertex $ Vertex2 numX (0::GLfloat)+				vertex $ Vertex2 numX numY+				vertex $ Vertex2 0 numY++	swapBuffers+	reportErrors+
+ Main.hs view
@@ -0,0 +1,117 @@+-- License: GPL v2 or later++module Main(main) where++import Graphics.UI.GLUT+import Data.IORef+import qualified Sim+import System.Random+import Control.Monad+import Data.Array.IArray+import Data.Word(Word32)+import Control.Arrow( (***) )+import System.Console.GetOpt++import qualified Display(doDisplay, initDisplay)+import ArrayUtils (arraySize)+import Clock (millisecondsNow)++data Flag = MillisecondsPerStep Int++defaultMillisecondsPerStep :: Int+defaultMillisecondsPerStep = 500++options :: [OptDescr Flag]+options = [+	Option "s" ["milliseconds-per-step","ms/st"]+		(ReqArg (MillisecondsPerStep . read) "TIME")+		("Amount of TIME between simulation steps (default "+		  ++ show defaultMillisecondsPerStep ++ ")")+	]++doTimedStuff :: IORef (Sim.World,Word32) -> IO ()+doTimedStuff worldRef = do+	ms <- millisecondsNow+	modifyIORef worldRef (Sim.simulate *** const ms)++doIdleStuff :: Int -> IORef (Sim.World,Word32) -> IO ()+doIdleStuff msPerStep worldRef = doDisplayCallback msPerStep worldRef++randomRNGs :: RandomGen g => g -> [g]+randomRNGs rng = rng1 : randomRNGs rng2+	where (rng1,rng2) = split rng+++initialWorld :: StdGen -> Sim.World+initialWorld g =+	let+		bound = ((0,0),(15,15))+	in Sim.World (+	    listArray bound $ map (\rng -> let (r,rng') = randomR (0,99) rng in+		if r < 4 then Just $ Sim.Generator (toEnum r) 5+		else if r < 16 then Just $ Sim.Mirror (toEnum (r `mod` 2)) (r<12) (r>=8)+		else if r < 25 then Just Sim.Greenery+		else if r < 27 then Just $ Sim.Storm 2 rng'+		else if r < 40 then Just Sim.Mountain+		else Nothing+		) $ randomRNGs g+	) (+	    []+	) (+	    [((6,6), Sim.Creature 4 g)]+	) (+	    listArray bound (repeat 0)+	) (+	    Sim.WorldHour 0+	)++main :: IO ()+main = do+	firstWorld <- liftM initialWorld newStdGen+	worldRef <- newIORef (firstWorld,0)+	initialDisplayMode $= [DoubleBuffered]+	initialWindowSize $= Size 600 600+	(_programName, args) <- getArgsAndInitialize+	let (opts, _nonopts, optErrors) = getOpt Permute options args+	when (not (null optErrors)) (putStrLn "do something smarter than printing these errors?" >> mapM_ putStrLn optErrors)+	let msPerStep = case reverse [m | MillisecondsPerStep m <- opts] of+		(m:_) -> m+		[] -> defaultMillisecondsPerStep+	(let triggerTimer = addTimerCallback msPerStep (doTimedStuff worldRef >> triggerTimer)+         in triggerTimer)+--noooo! don't redisplay at 600framespersecond just because you can!+--	idleCallback $= Just (doIdleStuff msPerStep worldRef)+--	let's say we want 30 fps, way faster than anything changes anyway+--	1000ms / 30 approx= 30+	(let redisplayTimer = addTimerCallback 30 (doIdleStuff msPerStep worldRef >> redisplayTimer)+	 in redisplayTimer)+	actionOnWindowClose $= MainLoopReturns+	-- ^ it seems to help GHC emit profiling information+	_window <- createWindow "simulation"; do+		Display.initDisplay+		displayCallback $= doDisplayCallback msPerStep worldRef+		keyboardMouseCallback $= Just (clickCallback (readIORef worldRef))+	mainLoop++clickCallback :: IO (Sim.World,Word32) -> Key -> KeyState -> Modifiers -> Position -> IO ()+clickCallback getWorld (MouseButton MiddleButton) Down _mods pos = do+	--never mind being a useful gui-interface at the moment+	(x,y) <- positionToZeroOneRange pos  -- annoying. the window could theoretically have been resized by now.+	(Sim.World machines _particles _creatures pollutions _hour, _) <- getWorld+	let (width,height) = arraySize machines+	let loc = (truncate (x * fromIntegral width), truncate (y * fromIntegral height))+	putStrLn $ show loc ++ ":\n\t" ++ show (machines!loc) ++ "\n\tPollution: " ++ show (pollutions!loc)+clickCallback _ _ _ _ _ = return ()++positionToZeroOneRange :: Position -> IO (Double,Double)+positionToZeroOneRange (Position x y) = get viewport >>=+	\(Position minX minY, Size sizeX sizeY) -> return+		(fromIntegral (x - minX) / fromIntegral sizeX,+		 fromIntegral (fromIntegral sizeY - (y - minY) {-stupid GLUT difference of *origin* to OpenGL-}) / fromIntegral sizeY)++doDisplayCallback :: Int -> IORef (Sim.World,Word32) -> IO ()+doDisplayCallback msPerStep worldRef = do+	ms <- millisecondsNow+	(world, lastUpdateTime) <- readIORef worldRef+	Display.doDisplay world msPerStep ms lastUpdateTime+
+ Pollutocracy.cabal view
@@ -0,0 +1,33 @@+name: Pollutocracy+version: 1.0+synopsis: An imaginary world+description: This is a simulated world I invented.+  It has pollution and energy and trees and mountains+  and chaos storms.  It is randomly generated and+  non-interactive at present.+author: Isaac Dupree+maintainer: Isaac Dupree <antispam@idupree.com>+category: Game+license: GPL+license-file: COPYING+build-type: Simple+cabal-version: >= 1.6++-- Without this extra-source-files, `cabal sdist` doesn't include this header+-- that the .c includes; see e.g. this message for suggesting this workaround:+-- "cabal sdist doesn't include c headers",+-- http://osdir.com/ml/libraries@haskell.org/2010-01/msg00007.html+extra-source-files: foreignPollution.h++source-repository head+  type:     git+  location: https://github.com/idupree/Pollutocracy.git++executable Pollutocracy+  main-is: Main.hs+  build-depends: base < 6, array, random, GLUT, clock+  includes: foreignPollution.h+  c-sources: foreignPollution.c+  cc-options: -Wall+  ghc-options: -Wall+  other-modules: ArrayUtils, Clock, Display, Sim
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ Sim.hs view
@@ -0,0 +1,315 @@+-- License: GPL v2 or later++module Sim (simulate, World(..), Machine(..), Particle(..), ParticleType(..), Creature(..), Dir(..), MirrorDir(..), dirAngle, WorldHour(..){-hmm-}, hourFraction, dayLength) where++-- Generators emit pollution, as well as bolts of energy that+-- bounce off mirrors and can energize other generators.+--+-- Mountains get in the way.+--+-- Trees absorb pollution.+--+-- Chaos-storms emit chaos, which changes these "machines" randomly+-- into other types of "machines", and water, which for some odd+-- reason is attracted to pollution yet destroyed by bolts of energy.+--+-- (The reason is obviously that I wanted to see what it would be like+-- if I had something be affected by pollution in some nontrivial way.+-- Or that I wanted flowing rivers that go in a direction!)++-- The guy wanders around mostly randomly and usually dies pretty soon.+-- Pay him/her no mind. (constructor "Creature")++import Data.Array.Unboxed+import Data.List (genericLength, unzip4, maximumBy)+import Data.Ord (comparing)+import Data.Maybe (isJust)+import System.Random++-- (TODO: Maybe use DiffArray or some modern data structure?)+type WholeMap = Array Loc+type SparseMultiMap a = [(Loc,a)]++type Loc = (Int,Int)+type Offset = (Int,Int) -- (not) aka dir+type WorldMap = WholeMap (Maybe Machine)+type WorldMovers = SparseMultiMap Particle+type WorldCreatures = SparseMultiMap Creature+type Pollution = Double+type WorldPollution = UArray Loc Pollution+newtype WorldHour = WorldHour Int+data World = World+	{ worldMap :: WorldMap+	, worldParticles :: WorldMovers+	, worldCreatures :: WorldCreatures+	, worldPollution :: WorldPollution+	, worldHour :: WorldHour+	}+data Dir = North | East | South | West+	deriving (Enum,Bounded,Show)+data MirrorDir = NW_SE | SW_NE+	deriving (Enum,Show)+-- member names:+-- `m'nName where n is the initial of the constructor,+-- or `_' if it may be applicable to multiple constructors+data Machine+	= Generator { m_Dir :: Dir, m_Energy :: Int }+	| Mirror { mMDir :: MirrorDir, mMLeftSilvered, mMRightSilvered :: Bool }+	| Greenery {  }+	| Storm { mSEnergy :: Double, m_RNG :: StdGen }+	| Mountain {  }+	| Riverbed { mRDepth :: Int }+	deriving (Show)+{-instance Show Machine where+	show (Generator{}) = "G"+	show (Mirror{}) = "M"-}+data Particle = Particle Dir ParticleType+data ParticleType+	= Energy Int  -- where Int strength > 0+	| Chaos StdGen+data Creature+	-- Energy system like Angband; only normally move every 10 energy,+	-- but may communicate quicker.+	= Creature { creatureEnergy :: Double, creatureRNG :: StdGen }+	| Water { creatureRNG :: StdGen }++-- OpenGL uses degrees, and that's what this is used for, so use degrees.+dirAngle :: Num{-Floating-} a => Dir -> a+dirAngle East = 0 --0+dirAngle North = 90 --pi * 0.5+dirAngle West = 180 --pi+dirAngle South = 270 --pi * 1.5++dirOffset :: Dir -> Offset+dirOffset North = (0,1)+dirOffset South = (0,-1)+dirOffset East = (1,0)+dirOffset West = (-1,0)++shiftByOffset :: Offset -> Loc -> Loc+shiftByOffset (dx,dy) (x,y) = (x+dx,y+dy)++shift :: Dir -> Loc -> Loc+shift = shiftByOffset . dirOffset++particleMove :: (Loc,Particle) -> (Loc,Particle)+particleMove (loc,p@(Particle dir _)) = (shift dir loc,p)++mirrorSilveredWhenGoingDirection :: Machine{-Mirror-} -> Dir -> Bool+mirrorSilveredWhenGoingDirection mir@(Mirror {}) dir =+	(case mMDir mir of+		NW_SE -> case dir of+			North -> mMLeftSilvered+			East -> mMLeftSilvered+			South -> mMRightSilvered+			West -> mMRightSilvered+		SW_NE -> case dir of+			South -> mMLeftSilvered+			East -> mMLeftSilvered+			North -> mMRightSilvered+			West -> mMRightSilvered+	) mir+mirrorSilveredWhenGoingDirection machine dir =+	error ( "BUG! mirrorSilveredWhenGoingDirection should not be" +++		" called with a non-mirror, namely " ++ show machine +++		" (with dir = " ++ show dir ++ ")" )++mirror :: MirrorDir -> Dir -> Dir+mirror NW_SE North = West+mirror NW_SE West  = North+mirror NW_SE South = East+mirror NW_SE East  = South+mirror SW_NE North = East+mirror SW_NE East  = North+mirror SW_NE South = West+mirror SW_NE West  = South++orthogonalNeighborLocsWithin :: (Loc,Loc) -> Loc -> [Loc]+orthogonalNeighborLocsWithin bound center =+	filter (inRange bound) $ map (flip shift center) [North,East,South,West]+	+-- don't yet use a monad; see how this goes+-- hmm, randomness can wait too+simMachine ::+	WorldMap -> Array Loc [Particle] -> Array Loc [Creature] -> WorldPollution+	-> Loc -> Maybe Machine+	-> (Maybe Machine, [Particle], [Creature], Pollution)+simMachine terrainMap particleMap creatureMap pollutionMap loc maybeMachine =+  case maybeMachine of+    Nothing -> (Nothing, pHere, cHere, defaultNewPollution)+    (Just m) ->+	-- If a chaos particle hits a machine, that mutates the machine+	-- rather than the machine here doing anything this turn.+	let+		chaosRNGs = [rng | Particle _ (Chaos rng) <- pHere]+		chaoslyRandomMachine :: StdGen -> Machine+					-- could also return next g+		chaoslyRandomMachine rng = let (r,rng') = randomR (0,28) rng in+			if r < 4 then Generator (toEnum r) 5+			else if r < 16 then Mirror (toEnum (r `mod` 2)) (r<12) (r>=8)+			else if r < 20 then Storm (fromIntegral r - 16) rng'+			else if r < 25 then Greenery+			else Mountain  -- should chaos create/destroy MOUNTAINS???+	in if not (null chaosRNGs) then+		(Just $ chaoslyRandomMachine $ head chaosRNGs,+		 [], cHere, defaultNewPollution + 3)+	else+      case m of+	-- Generators generate energy over time (and when an energy particle+	-- hits them), and every time they have enough energy stored,+	-- they emit an energy particle using that energy.+	-- It's a pretty efficient generator: 80% efficiency.+	Generator dir energy -> if energy >= 5+		then (Just $ m {m_Energy = energy - 5 + particleEnergyHere},+		      [Particle dir (Energy 4)], cHere, defaultNewPollution + 1)+		else (Just $ m {m_Energy = energy + 1 + particleEnergyHere },+		      [], cHere, defaultNewPollution)+	Mirror mdir _ _ -> (Just m,+			    map (\p@(Particle pdir ptype) ->+					if mirrorSilveredWhenGoingDirection m pdir+					then Particle (mirror mdir pdir) (ptype)+					else p)+				pHere,+			    cHere,+			    defaultNewPollution)+	-- Greenery absorbs pollution by letting pollution diffuse into it+	-- and then remaining unpolluted.+	-- It's a bit powerful pollution remover at the moment,+	-- but non-invasive; seems nice in practice.+	Greenery -> (Just m, pHere, cHere, 0)+	-- Storms are strange.+	-- They randomly absorb or emit pollution.+	-- Absorbing pollution decreases their energy,+	--   and emitting increases their energy.+	-- Storms emit "chaos", which travels in a direction+	-- until it hits something and mutates it, and "water",+	-- which is a Creature that follows pollution.  These+	-- emissions depend on the storm's energy and on chance.+	Storm energy rng ->+		if newEnergy > today'sChaosParticleThreshold+		then (Just $ Storm 0 rng_storm,+		      [newChaos], newWater:cHere, newPollution)+		else if newEnergy < 16+		then (Just $ Storm newEnergy rng_storm,+		      [], newWater:cHere, newPollution)+		else (Nothing,+		      [newChaos], cHere, newPollution + 3)+	    where+		(rng_storm, rng2) = split rng+		(today'sChaosParticleThreshold, rng3) = randomR (5,17) rng2+		(rawPollutionEffect, rng4) = randomR (-0.4,0.4) rng3+		(newChaos'sDirection,rng5) = randomDir rng4+		newChaos'sRNG = rng5+		randomDir :: (RandomGen g) => g -> (Dir, g)+		randomDir rng_1 = let (dirN, rng_2) = randomR (0,3) rng_1 in (toEnum dirN, rng_2)+		newEnergy = energy + fromIntegral particleEnergyHere + pollutionEffect+		pollutionEffect = max (-defaultNewPollution) rawPollutionEffect+		newPollution = pollutionEffect + defaultNewPollution+		newChaos = Particle newChaos'sDirection (Chaos newChaos'sRNG)+		newWater = (Water newChaos'sRNG)--hack: sharing RNG?+	-- Mountains just sit there and get in the way of everything.+	-- (Perhaps they could occasionally produce rain?)+	Mountain -> (Just m, [], cHere, 0)+	-- (Riverbeds are an unused constructor currently.)+	Riverbed {} -> (Just m, [], cHere, 0)+  where+	pHere = particleMap ! loc+	cHere = creatureMap ! loc+	particleEnergyHere = sum [e | Particle _ (Energy e) <- pHere]+	-- Pollution diffusion:+	-- should edges of the map be dissipated off of?+	-- should there be any decrease in total?+	-- wind?! diagonals?+	pollutionHere = pollutionMap ! loc+	defaultNewPollution = let+		neighborLocs = orthogonalNeighborLocsWithin (bounds pollutionMap) loc+		significantNeighborLocs = filter (\l -> case terrainMap!l of+			Just Mountain -> False; _ -> True) neighborLocs+		neighborPollutions = map (pollutionMap !) significantNeighborLocs+		pollutionKept = pollutionHere *+			(1 - transferFraction*genericLength significantNeighborLocs)+		pollutionTaken = sum $ map (* transferFraction) neighborPollutions+		transferFraction = 1/16+		in pollutionKept + pollutionTaken++simMachine' ::+	WorldMap -> Array Loc [Particle] -> Array Loc [Creature] -> WorldPollution+	-> Loc -> Maybe Machine+	-> (Maybe Machine, [(Loc,Particle)], [(Loc,Creature)], Pollution)+simMachine' wm pm cm polluMap loc mm =+	let (res1,res2,res3,res4) = simMachine wm pm cm polluMap loc mm+	in (res1, map ((,) loc) res2, map ((,) loc) res3, res4)++creatureMove :: WorldMap -> Array Loc [Particle] -> Array Loc [Creature] -> WorldPollution -> Loc -> Creature -> (Loc,Creature)+creatureMove machineMap particleMap _creatureMap pollutionMap loc creature =+	let+		(rng_pollutionEntropy, rng_creature) = split (creatureRNG creature)+		movetoAble l = inRange (bounds machineMap) l &&+			case machineMap ! l of+				Nothing -> True+				Just (Generator{}) -> True+				_ -> False+		choices = filter movetoAble $+			orthogonalNeighborLocsWithin (bounds machineMap) loc+		rawDraws = map (\l -> (pollutionMap ! l, l)) choices+		pollutionTweaks = randomRs (0, 0.1) rng_pollutionEntropy+		perceivedDraws = zipWith (\ (p,l) t -> (p+t, l)) rawDraws pollutionTweaks+		--tie? arbitrary winner! more pollution is better for water!+		best = maximumBy (comparing fst) perceivedDraws+		loc' = snd best+		newCreature = (loc', creature {creatureRNG = rng_creature})+		--water is killed by all particles!!!!(so is GUY.)+		die = null choices ||+			not (null (particleMap ! loc)) ||+			not (null (particleMap ! loc')) ||+			isJust (machineMap ! loc')+		-- HACK method to delete the creature:+		nobody = ((-100000,-100000),+			  creature {creatureRNG = rng_creature})+	in if die then nobody else newCreature+++simulate :: World -> World+simulate (World oldMap oldParticles oldCreatures oldPollution oldHour) = let+	worldBounds = bounds oldMap+	particleArray = accumArray (flip (:)) [] worldBounds+		$ filter (inRange worldBounds . fst)+		$ map (particleMove) oldParticles+	oldCreatureArray = accumArray (flip (:)) [] worldBounds oldCreatures+	newCreatureArray = accumArray (flip (:)) [] worldBounds+		$ filter (inRange worldBounds . fst)+		$ map (uncurry (creatureMove oldMap particleArray+				oldCreatureArray oldPollution)) oldCreatures+	results = map (uncurry (simMachine' oldMap particleArray+				newCreatureArray oldPollution)) (assocs oldMap)+			--mapArrayWithIndices (simMachine w particleArray) w+	(machines,newParticle'ss,newCreature'ss,pollutions) = unzip4 results+	newParticles = concat newParticle'ss+	newCreatures = concat newCreature'ss+	newMap = listArray worldBounds machines+	newPollutions = listArray worldBounds pollutions  -- this assumes pollution and map have same bounds+	newHour = hourMove oldHour+	in World newMap newParticles newCreatures newPollutions newHour+++-- | in range [0,1)+hourFraction :: WorldHour -> Rational+hourFraction (WorldHour n) = realToFrac n / realToFrac dayLength++hourMove :: WorldHour -> WorldHour+hourMove (WorldHour oldN) =+  let newN = oldN + 1 in+  if newN < dayLength+  then WorldHour newN+  else WorldHour (newN - dayLength)++dayLength :: Int+dayLength = 50++-- not as generic (in Array) as it could be+--zipArray :: Ix i => Array i e1 -> Array i e2 -> Array i (e1,e2)+--zipArray a1 a2++--mapArrayWithIndices :: (Loc -> a -> b) -> MapType Loc a -> MapType Loc b+--mapArrayWithIndices f a = array (bounds a) (map (uncurry f) (assocs a))+
+ foreignPollution.c view
@@ -0,0 +1,86 @@+/* License: GPL v2 or later */++// I wrote this in C because the Haskell version I had wasn't being fast+// enough for me.  Now this is simple and works great!++#include <math.h>+#include <stdlib.h>+#include <inttypes.h>+#include <GL/gl.h>+#include <stdio.h>+#include "foreignPollution.h"++void foreignPollution(uint32_t randSeed, const double * pollution, uint32_t pollutionWidth, uint32_t pollutionHeight) {+	uint32_t x, y;+	const uint32_t negative1AsXYtype = -1;+	#define AT(array,x,y) ( (array)[((x)*(array##Height))+((y))] )+	//Glibc's parameters, seems to work fine. See wikipedia+	//http://en.wikipedia.org/wiki/Linear_congruential_generator+	#define RAND() ( randSeed = (((randSeed * 1103515245u) + 12345u) & 0x7fffffffu) )+	#define RAND_FLOAT_UP_TO(hi) ( (double)RAND() * (hi) / 0x7fffffffu )+	#define RAND_FLOAT_BETWEEN(lo,hi) ( (lo) + (double)RAND() * ((hi)-(lo)) / 0x7fffffffu )+	glPushMatrix();+	// To log pollution amounts to stderr (enable by changing the 'if').+	if(0) {+		for(y = pollutionHeight-1; y != negative1AsXYtype; --y) {+			for(x = 0; x != pollutionWidth; ++x) {+				const int roundedPollution = AT(pollution,x,y);+				const char indicator =+					( (roundedPollution < 10)+					  ? ( '0' + roundedPollution      )+					  : ( 'a' + (roundedPollution-10) ));+				fputc(indicator, stderr);+			}+			printf("\n");+		}+		printf("\n");+	}+	glScaled(1.0/3.0, 1.0/3.0, 1);+	glTranslated(-0.5, -0.5, 0.0);+	glBegin(GL_QUADS);+		const uint32_t deterministicHeavinessWidth = pollutionWidth + 2;+		const uint32_t deterministicHeavinessHeight = pollutionHeight + 2;+		double * deterministicHeaviness = (double*)alloca(deterministicHeavinessWidth*deterministicHeavinessHeight*sizeof(double));+		const uint32_t minX = 0;+		const uint32_t minY = 0;+		const uint32_t maxX = deterministicHeavinessWidth - 1;+		const uint32_t maxY = deterministicHeavinessHeight - 1;+		for(x = 0; x != deterministicHeavinessWidth; ++x) for(y = 0; y != deterministicHeavinessHeight; ++y) {+			//should probably move in 1 to find border pollution amounts+			//...but NOT segfault :-)+			const int is_border = (x == minX || y == minY || x == maxX || y == maxY);+			const double pollution_here = (is_border ? 0.0 : AT(pollution,x-1,y-1));+			//Maybe logarithm-of-pollution? (log ( 1 + pollution_here))+			AT(deterministicHeaviness,x,y) = pollution_here;+		}+		const uint32_t drawnWidth = pollutionWidth * 3 + 1;+		const uint32_t drawnHeight = pollutionHeight * 3 + 1;+		for(x = 0; x != drawnWidth; ++x) for(y = 0; y != drawnHeight; ++y) {+			const double heaviness1 = AT(deterministicHeaviness,(x+2)/3,(y+2)/3);+			const double heaviness2 = AT(deterministicHeaviness,(x+3)/3,(y+2)/3);+			const double heaviness3 = AT(deterministicHeaviness,(x+3)/3,(y+3)/3);+			const double heaviness4 = AT(deterministicHeaviness,(x+2)/3,(y+3)/3);+		//	if(heaviness1 > 1 || heaviness2 > 1 || heaviness3 > 1 || heaviness4 > 1) {+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness1));+				glVertex2i(x  , y  );+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness2));+				glVertex2i(x+1, y  );+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness3));+				glVertex2i(x+1, y+1);+				glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(heaviness4));+				glVertex2i(x  , y+1);+		//	}+			/*glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+2)/3,(y+2)/3)));+			glVertex2i(x  , y  );+			glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+3)/3,(y+2)/3)));+			glVertex2i(x+1, y  );+			glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+3)/3,(y+3)/3)));+			glVertex2i(x+1, y+1);+			glColor4d(0.5, 0.5, 0.5, RAND_FLOAT_UP_TO(AT(deterministicHeaviness,(x+2)/3,(y+3)/3)));+			glVertex2i(x  , y+1);*/+		}+	glEnd();+	glPopMatrix();+}++
+ foreignPollution.h view
@@ -0,0 +1,6 @@+/* License: GPL v2 or later */++#include <inttypes.h>++void foreignPollution(uint32_t ms, const double * pollutions, uint32_t width, uint32_t height);+