module Sim (
Simulation, simSpace,
ChunkType, ChunkData, chunkType,
- initSimSpace, testSim, physStep, updateWaterChunk, validDirects, simToString
+ initSimSpace, testSim, physStep, validDirects,
+ simToString, stringToSim
) where
import Debug.Trace
import Data.Vector ((!), (//))
import qualified Data.Vector as V
+import Data.List as L
data Simulation = Simulation
{ simSpace :: V.Vector ChunkData
data ChunkType = Air
| Water
- | Wall deriving (Show, Enum)
+ | Wall
+ | Pump
+ | Drain deriving (Show, Enum)
data ChunkData = ChunkData
{ chunkType :: ChunkType
, simH = y
}
-testSim = simSet (initSimSpace 3 3) (ChunkData Water) 1 1
+testSim = let a = simSet (initSimSpace 10 10) (ChunkData Water) 5 5
+ in simSet a (ChunkData Wall) 5 6
physStep sim@Simulation{simW=w,simH=h} = _physStep [(x, y) | x <- [0..w-1], y <- [0..h-1]] sim sim
--- _physStep grid acc sim@Simulation{simSpace=s,simW=w,simH=h} | trace ("" ++ show acc) False = undefined
+-- _physStep grid acc sim@Simulation{simSpace=s,simW=w,simH=h} | trace ("" ++ show h) False = undefined
_physStep grid acc sim@Simulation{simSpace=s,simW=w,simH=h} =
if null grid then acc
else _physStep (tail grid) next sim
valid = validDirects x y w h
next = case simGetChunkType sim x y of
Water -> updateWaterChunk x y valid acc
+ Pump -> updatePumpChunk x y valid acc
+ Drain -> updateDrainChunk x y valid acc
_ -> acc
--- takes in list of valid chunks, as well as the sim to modify
-updateWaterChunk x y valid sim =
- -- if the chunk below is free, fall straight down
- if elem (0,-1) valid && fromEnum (simGetChunkType sim x (y-1)) == fromEnum Air
- then
- let moved = simSet sim ChunkData { chunkType=Air } x y
- in simSet moved ChunkData { chunkType=Water } x (y-1)
- else if elem (-1,-1) valid && fromEnum (simGetChunkType sim (x-1) (y-1)) == fromEnum Air
- then
- let moved = simSet sim ChunkData { chunkType=Air } x y
- in simSet moved ChunkData { chunkType=Water } (x-1) (y-1)
- else if elem (1,-1) valid && fromEnum (simGetChunkType sim (x+1) (y-1)) == fromEnum Air
- then
- let moved = simSet sim ChunkData { chunkType=Air } x y
- in simSet moved ChunkData { chunkType=Water } (x+1) (y-1)
- -- stay put
- else sim
+-- template for update functions
+updateScaffolder x y valid sim directs cond exec =
+ if null directs then sim
+ else if cond (head directs) then exec (head directs)
+ else updateScaffolder x y valid sim (tail directs) cond exec
+updateWaterChunk x y valid sim = updateScaffolder x y valid sim
+ ((0,1) : (waterRandom [(-1,1),(1,1),(-1,0),(1,0)] x y))
+ (\qd ->
+ elem qd valid &&
+ fromEnum (simGetChunkType sim ((+) x $ fst qd) ((+) y $ snd qd)) == fromEnum Air
+ )
+ (\qd -> simSet
+ (simSet sim ChunkData { chunkType=Air } x y)
+ ChunkData { chunkType=Water }
+ ((+) x $ fst qd)
+ ((+) y $ snd qd)
+ )
+
+-- really stupid pure psuedorandom
+waterRandom d x y =
+ let perm = L.permutations d
+ in perm !! ((x^y+x*y^x+x) `mod` (length perm))
+
+updatePumpChunk x y valid sim = updateScaffolder x y valid sim
+ [(0,1),(-1,0),(1,0)]
+ (\qd ->
+ elem qd valid &&
+ fromEnum (simGetChunkType sim ((+) x $ fst qd) ((+) y $ snd qd)) == fromEnum Air
+ )
+ (\qd -> simSet sim ChunkData { chunkType=Water } ((+) x $ fst qd) ((+) y $ snd qd))
+
+updateDrainChunk x y valid sim = updateScaffolder x y valid sim
+ [(0,1),(0,-1),(-1,0),(1,0)]
+ (\qd ->
+ elem qd valid &&
+ fromEnum (simGetChunkType sim ((+) x $ fst qd) ((+) y $ snd qd)) == fromEnum Water
+ )
+ (\qd -> simSet sim ChunkData { chunkType=Air } ((+) x $ fst qd) ((+) y $ snd qd))
+
-- gets chunks around a given chunk that are inside grid
+-- validDirects x y w h | trace ("w:"++ show w ++ "h:" ++ show h) False = undefined
validDirects x y w h = filter
- (\q -> 0 <= (fst q) && (fst q) < w && (snd q) <= 0 && (snd q) < h)
- [(a-x,b-y) | a <- [x-1..x+1], b <- [y-1..y+1], not (a==x && b==y)]
+ (\q -> 0 <= (fst q)+x && (fst q)+x < w && 0 <= (snd q)+y && (snd q)+y < h)
+ [(a,b) | a <- [-1..1], b <- [-1..1], not (a==0 && b==0)]
simToString :: Simulation -> [Char]
simToString sim@Simulation{simW=w} =
let simStr = V.toList $ V.map chunkToChar $ simSpace sim
- in insert w '\n' simStr
+ in Sim.insert w '\n' simStr
-- from https://stackoverflow.com/questions/12659562/insert-specific-element-y-after-every-n-elements-in-a-list
insert :: Int -> a -> [a] -> [a]
countdown _ [] = []
countdown m (x:xs) = x:countdown (m-1) xs
+-- stringToSim :: [String] -> Simulation
+stringToSim strings =
+ _stringToSim st grid (initSimSpace w h)
+ where stripped = strings
+ w = maximum $ [(length s) | s <- stripped]
+ h = length stripped
+ grid = [(a,b) | a <- [0..(length stripped)-1], b <- [0..(length $ stripped !! a)-1]]
+ st = concat stripped
+
+_stringToSim st grid acc =
+ if null grid || null st then acc
+ else _stringToSim (tail st) (tail grid) next
+ where y = fst $ head grid -- not exactly sure why y and x got switched here
+ x = snd $ head grid
+ next = simSet acc (charToChunk $ head st) x y
+
+-- maps each chunktype to an ascii character
chunkToChar :: ChunkData -> Char
chunkToChar c =
case chunkType c of
Water -> '~'
- Air -> '.'
+ Air -> ' '
+ Wall -> '#'
+ Pump -> '@'
+ Drain -> 'O'
_ -> '?'
+
+-- this is redundant, fix this somehow
+charToChunk :: Char -> ChunkData
+charToChunk c =
+ ChunkData { chunkType=ctype }
+ where ctype = if c=='~' then Water
+ else if c=='#' then Wall
+ else if c=='@' then Pump
+ else if c=='O' then Drain
+ else Air
+