module Update.CloudUpdate exposing ( cloudUpdate ) import List import List.Nonempty as NE exposing (Nonempty(..), (:::)) import Random.Pcg as Random exposing (Seed, Generator) import Model.Vec2 exposing (..) import Model.Player exposing (..) import Model.Board exposing (boardDiagonal) import Model.Point exposing (..) import Model.Cloud exposing (..) import Model.Config exposing (..) import Model.Level exposing (..) import Utils.Geometry exposing (..) cloudUpdate : Float -> Vec2 -> Seed -> Player -> Float -> Cloud -> Int -> (Cloud, Int, Seed) cloudUpdate elapsedTime boardSize seed player playerSize {points, spawn, lastSpawn} currentScore = let pointsToCatch = presentPoints elapsedTime boardSize (points player.config) presentAndNotCaughtPoints = List.filter (not << (playerPointCollision elapsedTime player playerSize)) pointsToCatch addScore = (List.length pointsToCatch) - (List.length presentAndNotCaughtPoints) presentOtherPoints = presentPoints elapsedTime boardSize (points (otherConfig player.config)) (newCloud, seed') = if elapsedTime > lastSpawn + spawn then let (newPoint1, seed') = getNewPoint elapsedTime boardSize seed currentScore (newPoint2, seed'') = getNewPoint elapsedTime boardSize seed' currentScore in ( { points = \config -> if(config == player.config) then newPoint1 :: presentAndNotCaughtPoints else newPoint2 :: presentOtherPoints , spawn = spawn - sqrt(spawn) / 50 , lastSpawn = elapsedTime } , seed'' ) else ( { points = \config -> if(config == player.config) then presentAndNotCaughtPoints else presentOtherPoints , spawn = spawn , lastSpawn = lastSpawn } , seed ) in (newCloud, addScore, seed') presentPoints : Float -> Vec2 -> List Point -> List Point presentPoints elapsedTime boardSize points = let isPresent point = (distance (pointMove point elapsedTime) originVec) < (pointAwayDist boardSize) in List.filter isPresent points getNewPoint : Float -> Vec2 -> Seed -> Int -> (Point, Seed) getNewPoint elapsedTime boardSize seed currentScore = let (initPos, seed') = pointInitPos boardSize seed (initDest, seed'') = pointDestination boardSize seed' (randomMove, seed''') = Random.step (nonemptySample << .moves <| currentLevel currentScore) seed'' in ( { initTime = elapsedTime , initPos = initPos , initDest = initDest , move = \initTime initPos initDest elapsedTime -> let delta = elapsedTime - initTime move = randomMove initPos initDest delta in initPos `add` move } , seed''' ) nonemptySample : Nonempty a -> Random.Generator a nonemptySample nonempty = Random.int 0 (NE.length nonempty - 1) |> Random.map (\i -> NE.get i nonempty) pointInitPos : Vec2 -> Seed -> (Vec2, Seed) pointInitPos boardSize seed = let (rand, seed') = Random.step (Random.float 0 1) seed angle = rand * (degrees 360) dist = pointSpawnDist boardSize in (polarToCartesian angle dist, seed') pointDestination : Vec2 -> Seed -> (Vec2, Seed) pointDestination boardSize seed = case Random.step (Random.list 4 (Random.float 0 1)) seed of ([r1, r2, r3, r4], seed') -> ( randomBoardPosition boardSize (r1, r2) (r3, r4) , seed' ) _ -> ( randomBoardPosition boardSize (0, 0) (0, 0) , seed ) randomBoardPosition : Vec2 -> (Float, Float) -> (Float, Float) -> Vec2 randomBoardPosition boardSize (randomX, randomY) (percentX, percentY) = let width = boardSize.x * percentX height = boardSize.y * percentY in { x = width * randomX - width / 2 , y = height * randomY - height / 2 }