-- | DFOV (Digital Field of View) implemented according to specification at .
-- This fast version of the algorithm, based on "PFOV", has AFAIK
-- never been described nor implemented before.
module Game.LambdaHack.FOV.Digital
( scan, dline, dsteeper, intersect, debugSteeper, debugLine
) where
import Game.LambdaHack.Misc
import Game.LambdaHack.Utils.Assert
import Game.LambdaHack.FOV.Common
-- | Calculates the list of tiles, in @Bump@ coordinates, visible from (0, 0),
-- within the given sight range.
scan :: Distance -- ^ visiblity radius
-> (Bump -> Bool) -- ^ clear tile predicate
-> [Bump]
scan r isClear =
-- The scanned area is a square, which is a sphere in the chessboard metric.
dscan 1 (((B(1, 0), B(-r, r)), [B(0, 0)]), ((B(0, 0), B(r+1, r)), [B(1, 0)]))
where
dscan :: Distance -> EdgeInterval -> [Bump]
dscan d (s0@(sl{-shallow line-}, sBumps0), e@(el{-steep line-}, eBumps)) =
let ps0 = let (n, k) = intersect sl d -- minimal progress to consider
in n `div` k
pe = let (n, k) = intersect el d -- maximal progress to consider
-- Corners obstruct view, so the steep line, constructed
-- from corners, is itself not a part of the view,
-- so if its intersection with the line of diagonals is only
-- at a corner, choose the diamond leading to a smaller view.
in -1 + n `divUp` k
inside = [B(p, d) | p <- [ps0..pe]]
outside
| d >= r = []
| isClear (B(ps0, d)) = mscan (Just s0) (ps0+1) pe -- start in light
| otherwise = mscan Nothing (ps0+1) pe -- start in shadow
in assert (r >= d && d >= 0 && pe >= ps0 `blame` (r,d,s0,e,ps0,pe)) $
inside ++ outside
where
-- The current state of a scan is kept in @Maybe Edge@.
-- If it's the @Just@ case, we're in a visible interval. If @Nothing@,
-- we're in a shadowed interval.
mscan :: Maybe Edge -> Progress -> Progress -> [Bump]
mscan (Just s@(_, sBumps)) ps pe
| ps > pe = dscan (d+1) (s, e) -- reached end, scan next
| not $ isClear steepBump = -- entering shadow
mscan Nothing (ps+1) pe
++ dscan (d+1) (s, (dline nep steepBump, neBumps))
| otherwise = mscan (Just s) (ps+1) pe -- continue in light
where
steepBump = B(ps, d)
gte = dsteeper steepBump
nep = maximal gte sBumps
neBumps = addHull gte steepBump eBumps
mscan Nothing ps pe
| ps > pe = [] -- reached end while in shadow
| isClear shallowBump = -- moving out of shadow
mscan (Just (dline nsp shallowBump, nsBumps)) (ps+1) pe
| otherwise = mscan Nothing (ps+1) pe -- continue in shadow
where
shallowBump = B(ps, d)
gte = flip $ dsteeper shallowBump
nsp = maximal gte eBumps
nsBumps = addHull gte shallowBump sBumps0
-- | Create a line from two points. Debug: check if well-defined.
dline :: Bump -> Bump -> Line
dline p1 p2 =
assert (uncurry blame $ debugLine (p1, p2)) $
(p1, p2)
-- | Compare steepness of @(p1, f)@ and @(p2, f)@.
-- Debug: Verify that the results of 2 independent checks are equal.
dsteeper :: Bump -> Bump -> Bump -> Bool
dsteeper f p1 p2 =
assert (res == debugSteeper f p1 p2) $
res
where res = steeper f p1 p2
-- | The X coordinate, represented as a fraction, of the intersection of
-- a given line and the line of diagonals of diamonds at distance
-- @d@ from (0, 0).
intersect :: Line -> Distance -> (Int, Int)
intersect (B(x, y), B(xf, yf)) d =
assert (allB (>= 0) [y, yf]) $
((d - y)*(xf - x) + x*(yf - y), yf - y)
{-
Derivation of the formula:
The intersection point (xt, yt) satisfies the following equalities:
yt = d
(yt - y) (xf - x) = (xt - x) (yf - y)
hence
(yt - y) (xf - x) = (xt - x) (yf - y)
(d - y) (xf - x) = (xt - x) (yf - y)
(d - y) (xf - x) + x (yf - y) = xt (yf - y)
xt = ((d - y) (xf - x) + x (yf - y)) / (yf - y)
General remarks:
A diamond is denoted by its left corner. Hero at (0, 0).
Order of processing in the first quadrant rotated by 45 degrees is
45678
123
@
so the first processed diamond is at (-1, 1). The order is similar
as for the restrictive shadow casting algorithm and reversed wrt PFOV.
The line in the curent state of mscan is called the shallow line,
but it's the one that delimits the view from the left, while the steep
line is on the right, opposite to PFOV. We start scanning from the left.
The Point coordinates are cartesian. The Bump coordinates are cartesian,
translated so that the hero is at (0, 0) and rotated so that he always
looks at the first (rotated 45 degrees) quadrant. The (Progress, Distance)
cordinates coincide with the Bump coordinates, unlike in PFOV.
-}
-- | Debug functions for DFOV:
-- | Debug: calculate steeper for DFOV in another way and compare results.
debugSteeper :: Bump -> Bump -> Bump -> Bool
debugSteeper f@(B(_xf, yf)) p1@(B(_x1, y1)) p2@(B(_x2, y2)) =
assert (allB (>= 0) [yf, y1, y2]) $
let (n1, k1) = intersect (p1, f) 0
(n2, k2) = intersect (p2, f) 0
in n1 * k2 >= k1 * n2
-- | Debug: check is a view border line for DFOV is legal.
debugLine :: Line -> (Bool, String)
debugLine line@(B(x1, y1), B(x2, y2))
| not (allB (>= 0) [y1, y2]) =
(False, "negative coordinates: " ++ show line)
| y1 == y2 && x1 == x2 =
(False, "ill-defined line: " ++ show line)
| y1 == y2 =
(False, "horizontal line: " ++ show line)
| crossL0 =
(False, "crosses the X axis below 0: " ++ show line)
| crossG1 =
(False, "crosses the X axis above 1: " ++ show line)
| otherwise = (True, "")
where
(n, k) = intersect line 0
(q, r) = if k == 0 then (0, 0) else n `divMod` k
crossL0 = q < 0 -- q truncated toward negative infinity
crossG1 = q >= 1 && (q > 1 || r /= 0)