module FOV.Permissive where import Data.Set as S import FOV.Common import Geometry import Level -- Permissive FOV with a given range. -- | PFOV, clean-room reimplemented based on the algorithm described in http://roguebasin.roguelikedevelopment.org/index.php?title=Precise_Permissive_Field_of_View, -- though the general structure is more influenced by recursive shadow casting, -- as implemented in Shadow.hs. In the result, this algorithm is much faster -- than the original algorithm on dense maps, since it does not scan -- areas blocked by shadows. -- See https://github.com/Mikolaj/LambdaHack/wiki/Fov-and-los -- for some more context. -- TODO: Scanning squares on horizontal lines in octants, not squares -- on diagonals in quadrants, may be much faster and a bit simpler. -- Right now we build new view on each end of each visible wall tile -- and this is necessary only for straight, thin, diagonal walls. -- | The current state of a scan is kept in Maybe (Line, ConvexHull). -- If Just something, we're in a visible interval. If Nothing, we're in -- a shadowed interval. pscan :: Distance -> (Bump -> Loc) -> LMap -> Distance -> EdgeInterval -> Set Loc pscan r ptr l d (s@(sl{-shallow line-}, sBumps), e@(el{-steep line-}, eBumps)) = -- trace (show (d,s,e,ps,pe)) $ if illegal then S.empty else S.union outside (S.fromList [tr (d, p) | p <- [ps..pe]]) -- the area is diagonal, which is incorrect, but looks good enough where (ns, ks) = pintersect sl d (ne, ke) = pintersect el d -- Corners are translucent, so they are invisible, so if intersection -- is at a corner, choose pe that creates the smaller view. (ps, pe) = (ns `div` ks, ne `divUp` ke - 1) -- progress interval to check -- Single ray from an extremity, produces non-permissive digital lines. illegal = let (n, k) = pintersect sl 0 in ns*ke == ne*ks && (n == 0 || n == k) outside | d >= r = S.empty | open (l `at` tr (d, ps)) = pscan' (Just s) ps -- start in light | ps == ns `divUp` ks = pscan' (Just s) ps -- start in a corner | otherwise = pscan' Nothing (ps+1) -- start in mid-wall dp2bump (d, p) = B(p, d - p) bottomRight (d, p) = B(p, d - p + 1) tr = ptr . dp2bump pscan' :: Maybe Edge -> Progress -> Set Loc pscan' (Just s@(_, sBumps)) ps | ps > pe = -- reached end, scan next pscan r ptr l (d+1) (s, e) | closed (l `at` tr (d, ps)) = -- entering shadow, steep bump let steepBump = bottomRight (d, ps) gte = flip $ psteeper steepBump -- sBumps may contain steepBump, but maximal will ignore it nep = maximal gte sBumps neBumps = addHull gte steepBump eBumps in S.union (pscan r ptr l (d+1) (s, (pline nep steepBump, neBumps))) (pscan' Nothing (ps+1)) | otherwise = pscan' (Just s) (ps+1) -- continue in light pscan' Nothing ps | ps > ne `div` ke = S.empty -- reached absolute end | otherwise = -- out of shadow, shallow bump -- the light can be just through a corner of diagonal walls -- and the recursive call verifies that at the same ps coordinate let shallowBump = bottomRight (d, ps) gte = psteeper shallowBump nsp = maximal gte eBumps nsBumps = addHull gte shallowBump sBumps in pscan' (Just (pline nsp shallowBump, nsBumps)) ps pline p1 p2 = pdebugLine $ -- TODO: disable when it becomes a bottleneck (p1, p2) psteeper f p1 p2 = pdebugSteeper f p1 p2 $ -- TODO: disable when it becomes a bottleneck steeper f p1 p2 -- | The y coordinate, represented as a fraction, of the intersection of -- a given line and the line of diagonals of squares at distance d from (0, 0). pintersect :: Line -> Distance -> (Int, Int) pintersect (B(y, x), B(yf, xf)) d = ((1 + d)*(yf - y) + y*xf - x*yf, (xf - x) + (yf - y)) {- Derivation of the formula: The intersection point (yt, xt) satisfies the following equalities: xt = 1 + d - yt (yt - y) (xf - x) = (xt - x) (yf - y) hence (yt - y) (xf - x) = (xt - x) (yf - y) yt (xf - x) - y xf = xt (yf - y) - x yf yt (xf - x) - y xf = (1 + d) (yf - y) - yt (yf - y) - x yf yt (xf - x) + yt (yf - y) = (1 + d) (yf - y) - x yf + y xf yt = ((1 + d) (yf - y) + y xf - x yf) / (xf - x + yf - y) General remarks: A square is denoted by its bottom-left corner. Hero at (0,0). Order of processing in the first quadrant is 9 58 247 @136 so the first processed square is at (0, 1). The order is reversed wrt the shadow casting algorithm above. The line in the curent state of scan' is not the steep line, but the shallow line, and we start scanning from the bottom right. The Loc 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 quadrant, the (Distance, Progress) cordinates are mangled and not used for geometry. -} -- | Debug functions for PFOV: -- | Debug: calculate steeper for PFOV in another way and compare results. pdebugSteeper :: Bump -> Bump -> Bump -> Bool -> Bool pdebugSteeper f p1 p2 x = let (n1, k1) = pintersect (p1, f) 0 (n2, k2) = pintersect (p2, f) 0 in if x == (n1 * k2 <= k1 * n2) then x else error $ "psteeper: " ++ show (f, p1, p2, x) -- | Debug: checks postconditions of borderLine. pdebugLine :: Line -> Line pdebugLine line@(B(y1, x1), B(y2, x2)) | y1 == y2 && x1 == x2 = error $ "pdebugLine: wrongly defined line " ++ show line | x2 - x1 == - (y2 - y1) = error $ "pdebugLine: diagonal line " ++ show line | crossL0 = error $ "pdebugLine: crosses diagonal below 0 " ++ show line | crossG1 = error $ "pdebugLine: crosses diagonal above 1 " ++ show line | otherwise = line where (n, k) = pintersect 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)