LambdaHack-0.1.20110117: src/Perception.hs
module Perception where
import Data.Set as S
import Data.List as L
import Data.Maybe
import Geometry
import State
import Level
import Monster
import FOV
import qualified Config
data Perception =
Perception { preachable :: Set Loc, pvisible :: Set Loc }
perception_ :: State -> Perception
perception_ (State { splayer = Monster { mloc = ploc },
slevel = Level { lmap = lmap},
config = config,
ssensory = ssensory }) =
let mode = Config.getOption config "engine" "fov_mode"
radius = fromMaybe 40 $ Config.getOption config "engine" "fov_radius"
fovMode =
-- terrible, temporary hack
case ssensory of
Vision 3 -> Diagonal radius
Vision 2 -> Permissive radius
Vision 1 -> Shadow
_ ->
-- this is not a hack
case mode of
Just "permissive" -> Permissive radius
Just "diagonal" -> Diagonal radius
_ -> Shadow
in perception fovMode ploc lmap
perception :: FovMode -> Loc -> LMap -> Perception
perception fovMode ploc lmap =
let
-- This part is simple. "reachable" contains everything that is on an
-- unblocked path from the player position.
reachable = fullscan fovMode ploc lmap
-- In "actVisible", we store the locations that have light and are
-- reachable. Furthermore, the player location itself is always
-- visible.
litVisible = S.filter (\ loc -> light (lmap `at` loc)) reachable
actVisible = S.insert ploc litVisible
srnd = S.fromList $ surroundings ploc
-- In "dirVisible", we store locations in the surroundings that are
-- perceptible from the current position.
dirVisible = S.filter (\ loc -> let p = perceptible (lmap `at` loc) :: [Dir]
in any (\ d -> shift loc d == ploc) p)
srnd
ownVisible = S.union actVisible dirVisible
-- Something is "pasVisible" if it is reachable passively visible from an
-- "actVisible" location, *or* if it is in the surroundings and passively
-- visible from a "dirVisible" location. (This is complicated, and I'd
-- like to simplify it, but for now, it seems to at least do what I
-- want.)
pasVisible = S.filter (\ loc -> let p = passive (lmap `at` loc)
dp = S.member loc srnd
s = if dp then ownVisible else actVisible
in any (\ d -> S.member (shift loc d) s) p)
reachable
visible = S.unions [pasVisible, actVisible, dirVisible]
-- A simpler way to make walls of lit rooms visible, at the cost of making
-- them reflect light from all sides, also from corridors.
-- Can be hacked around by checking for corridors in the condition below.
-- The version in the comment assumes player light has diameter 3, not 1,
-- which looks a bit differently in dark rooms, revealing more walls.
openSurroundings = S.filter (\ loc -> open (lmap `at` loc)) srnd
openVisible = S.union actVisible openSurroundings
simpleVisible =
S.filter
(\ loc -> S.member loc openVisible
|| (reflects (lmap `at` loc)
&& L.any
(\ l -> S.member l actVisible{-openVisible-})
(surroundings loc))
) (S.insert ploc reachable)
in
case fovMode of
Shadow -> Perception reachable visible
_ -> Perception reachable simpleVisible