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