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module Battlemap exposing
(
Type,
reset,
get_navigator_location,
get_navigator_remaining_points,
set_navigator,
add_step_to_navigator
)
import Array
import Battlemap.Navigator
import Battlemap.Tile
import Battlemap.Direction
import Battlemap.Location
--------------------------------------------------------------------------------
-- TYPES -----------------------------------------------------------------------
--------------------------------------------------------------------------------
type alias Type =
{
width: Int,
height: Int,
content: (Array.Array Battlemap.Tile.Type),
navigator: (Maybe Battlemap.Navigator.Type)
}
--------------------------------------------------------------------------------
-- LOCAL -----------------------------------------------------------------------
--------------------------------------------------------------------------------
location_to_index : Type -> Battlemap.Location.Type -> Int
location_to_index bmap loc =
((loc.y * bmap.width) + loc.x)
has_location : Type -> Battlemap.Location.Type -> Bool
has_location bmap loc =
(
(loc.x >= 0)
&& (loc.y >= 0)
&& (loc.x < bmap.width)
&& (loc.y < bmap.height)
)
--------------------------------------------------------------------------------
-- EXPORTED --------------------------------------------------------------------
--------------------------------------------------------------------------------
reset : Type -> Type
reset bmap =
{bmap |
navigator = Nothing
}
get_navigator_location : Type -> (Maybe Battlemap.Location.Type)
get_navigator_location bmap =
case bmap.navigator of
(Just navigator) ->
(Just
(Battlemap.Navigator.get_current_location navigator)
)
Nothing -> Nothing
get_navigator_remaining_points : Type -> Int
get_navigator_remaining_points bmap =
case bmap.navigator of
(Just navigator) -> (Battlemap.Navigator.get_remaining_points navigator)
Nothing -> -1
set_navigator : (
Battlemap.Location.Type ->
Int ->
Int ->
(Battlemap.Location.Type -> Bool) ->
Type ->
Type
)
set_navigator start_loc movement_points attack_range can_cross bmap =
{bmap |
navigator =
(Just
(Battlemap.Navigator.new
start_loc
movement_points
attack_range
(\loc -> ((can_cross loc) && (has_location bmap loc)))
)
)
}
add_step_to_navigator : (
Type ->
Battlemap.Direction.Type ->
(Battlemap.Location.Type -> Bool) ->
(Battlemap.Location.Type -> Int) ->
(Maybe Type)
)
add_step_to_navigator bmap dir can_cross cost_fun =
case bmap.navigator of
(Just navigator) ->
let
new_navigator =
(Battlemap.Navigator.add_step
navigator
dir
(\loc -> ((can_cross loc) && (has_location bmap loc)))
(\loc ->
case
(Array.get (location_to_index bmap loc) bmap.content)
of
(Just tile) -> (Battlemap.Tile.get_cost tile)
Nothing -> 0
)
)
in
case new_navigator of
(Just _) -> (Just {bmap | navigator = new_navigator})
Nothing -> Nothing
_ -> Nothing
--------------------------------------------------------------------------------
apply_to_all_tiles : (
Type -> (Battlemap.Tile.Type -> Battlemap.Tile.Type) -> Type
)
apply_to_all_tiles bmap fun =
{bmap |
content = (Array.map fun bmap.content)
}
apply_to_tile : (
Type ->
Battlemap.Location.Type ->
(Battlemap.Tile.Type -> Battlemap.Tile.Type) ->
(Maybe Type)
)
apply_to_tile bmap loc fun =
let
index = (location_to_index bmap loc)
at_index = (Array.get index bmap.content)
in
case at_index of
Nothing ->
Nothing
(Just tile) ->
(Just
{bmap |
content =
(Array.set
index
(fun tile)
bmap.content
)
}
)
apply_to_tile_unsafe : (
Type ->
Battlemap.Location.Type ->
(Battlemap.Tile.Type -> Battlemap.Tile.Type) ->
Type
)
apply_to_tile_unsafe bmap loc fun =
let
index = (location_to_index bmap loc)
at_index = (Array.get index bmap.content)
in
case at_index of
Nothing -> bmap
(Just tile) ->
{bmap |
content =
(Array.set
index
(fun tile)
bmap.content
)
}
|