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
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
- -- spawn = simSet next (ChunkData Water) 5 0
-
--- takes in list of valid chunks, as well as the sim to modify
--- updateWaterChunk x y valid sim | trace ("x:" ++ show x ++ " y:" ++ show y ++ " " ++ show valid) False = undefined
-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)
- else if elem (-1,0) valid && fromEnum (simGetChunkType sim (x-1) y) == fromEnum Air
- then
- let moved = simSet sim ChunkData { chunkType=Air } x y
- in simSet moved ChunkData { chunkType=Water } (x-1) y
- else if elem (1,0) valid && fromEnum (simGetChunkType sim (x+1) y) == fromEnum Air
- then
- let moved = simSet sim ChunkData { chunkType=Air } x y
- in simSet moved ChunkData { chunkType=Water } (x+1) y
- -- 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
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]
Water -> '~'
Air -> ' '
Wall -> '#'
+ Pump -> '@'
+ Drain -> 'O'
_ -> '?'
-- this is redundant, fix this somehow
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