Allure-0.4.2: src/FOV/Common.hs
module FOV.Common
( Distance, Progress
, Bump(..)
, Line, ConvexHull, Edge, EdgeInterval
, isClear, divUp, maximal, steeper, addHull
) where
import qualified Data.List as L
import Geometry
import Loc
import qualified Tile
import Level
type Distance = Int
type Progress = Int
-- | Rotated and translated coordinates of 2D points, so that the points fit
-- in a single quadrant area (quadrant I for Permissive FOV, hence both
-- coordinates positive, and adjacent diagonal halves of quadrant I and II
-- for Digital FOV, hence y positive).
-- The coordinates are written using the standard mathematical coordinate setup,
-- where quadrant I, with x and y positive, is on the upper right.
newtype Bump = B (X, Y)
deriving (Show)
type Line = (Bump, Bump)
type ConvexHull = [Bump]
type Edge = (Line, ConvexHull)
type EdgeInterval = (Edge, Edge)
isClear :: Level -> (Bump -> Loc) -> Bump -> Bool
isClear l tr = Tile.isClear . (l `at`) . tr
-- | Integer division, rounding up.
divUp :: Int -> Int -> Int
divUp n k = (n + k - 1) `div` k
-- | Maximal element of a non-empty list. Prefers elements from the rear,
-- which is essential for PFOV, to avoid ill-defined lines.
maximal :: (a -> a -> Bool) -> [a] -> a
maximal gte = L.foldl1' (\ acc e -> if gte e acc then e else acc)
-- | Check if the line from the second point to the first is more steep
-- than the line from the third point to the first. This is related
-- to the formal notion of gradient (or angle), but hacked wrt signs
-- to work in this particular setup. Returns True for ill-defined lines.
steeper :: Bump -> Bump -> Bump -> Bool
steeper (B(xf, yf)) (B(x1, y1)) (B(x2, y2)) =
(yf - y1)*(xf - x2) >= (yf - y2)*(xf - x1)
-- | Adds a bump to the convex hull of bumps represented as a list.
addHull :: (Bump -> Bump -> Bool) -> Bump -> ConvexHull -> ConvexHull
addHull gte d l =
case l of
a:b:cs ->
if gte a b
then addHull gte d (b:cs)
else d : l
_ -> d : l