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 +12/−0
- COPYING +674/−0
- Clock.hs +15/−0
- Display.hs +276/−0
- Main.hs +117/−0
- Pollutocracy.cabal +33/−0
- Setup.hs +2/−0
- Sim.hs +315/−0
- foreignPollution.c +86/−0
- foreignPollution.h +6/−0
+ 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);+