Simulation, simSpace,
ChunkType, ChunkData, chunkType,
initSimSpace, testSim, physStep, validDirects,
- simToString
+ simToString, stringToSim
) where
import Debug.Trace
}
testSim = let a = simSet (initSimSpace 10 10) (ChunkData Water) 5 5
- in simSet a (ChunkData Wall) 5 4
+ 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 h) False = undefined
next = case simGetChunkType sim x y of
Water -> updateWaterChunk 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
+ 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
+ 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
+ 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)
+ 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
-- 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)+x && (fst q)+x < w && (snd q)+y <= 0 && (snd q)+y < h)
(\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)]
let simStr = V.toList $ V.map chunkToChar $ simSpace sim
in 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]
+insert n y xs = countdown n xs where
+ countdown 0 xs = y:countdown n xs
+ countdown _ [] = []
+ countdown m (x:xs) = x:countdown (m-1) xs
+
+stringToSim :: Int -> Int -> [Char] -> Simulation
+stringToSim w h st =
+ _stringToSim st [(x, y) | x <- [0..w-1], y <- [0..h-1]] (initSimSpace w h)
+_stringToSim st grid acc =
+ if null grid || null st then acc
+ else _stringToSim (tail st) (tail grid) next
+ where x = fst $ head grid
+ y = snd $ head grid
+ next = simSet acc (charToChunk $ head st) x y
+
-- maps each chunktype to an ascii character
chunkToChar :: ChunkData -> Char
chunkToChar c =
Wall -> '#'
_ -> '?'
--- from https://stackoverflow.com/questions/12659562/insert-specific-element-y-after-every-n-elements-in-a-list
-insert :: Int -> a -> [a] -> [a]
-insert n y xs = countdown n xs where
- countdown 0 xs = y:countdown n xs
- countdown _ [] = []
- countdown m (x:xs) = x:countdown (m-1) xs
+-- 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 Air