1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
|
module Battlemap.Navigator.RangeIndicator exposing
(
Type,
generate,
get_marker
)
import Dict
import List
import Debug
import Battlemap.Direction
import Battlemap.Location
import Battlemap.Marker
import Util.List
type alias Type =
{
distance: Int,
path: (List Battlemap.Direction.Type),
node_cost: Int,
marker: Battlemap.Marker.Type
}
generate_row : (
Battlemap.Location.Type ->
Int ->
Int ->
Int ->
(List Battlemap.Location.Type) ->
(List Battlemap.Location.Type)
)
generate_row src max_x_mod curr_y curr_x_mod curr_row =
if (curr_x_mod > max_x_mod)
then
curr_row
else
(generate_row
src
max_x_mod
curr_y
(curr_x_mod + 1)
({x = (src.x + curr_x_mod), y = curr_y} :: curr_row)
)
generate_grid : (
Battlemap.Location.Type ->
Int ->
Int ->
(List Battlemap.Location.Type) ->
(List Battlemap.Location.Type)
)
generate_grid src dist curr_y_mod curr_list =
if (curr_y_mod > dist)
then
curr_list
else
let
new_limit = (dist - (abs curr_y_mod))
in
(generate_grid
src
dist
(curr_y_mod + 1)
(
(generate_row
src
new_limit
(src.y + curr_y_mod)
(-new_limit)
[]
)
++ curr_list
)
)
get_closest : (
Battlemap.Location.Ref ->
Type ->
(Battlemap.Location.Ref, Type) ->
(Battlemap.Location.Ref, Type)
)
get_closest ref indicator (prev_ref, prev_indicator) =
if (indicator.distance < prev_indicator.distance)
then
(ref, indicator)
else
(prev_ref, prev_indicator)
handle_neighbors : (
Battlemap.Location.Type ->
Int ->
Int ->
Type ->
(Dict.Dict Battlemap.Location.Ref Type) ->
(List Battlemap.Direction.Type) ->
(Dict.Dict Battlemap.Location.Ref Type)
)
handle_neighbors loc dist atk_dist indicator remaining directions =
case (Util.List.pop directions) of
Nothing -> remaining
(Just (head, tail)) ->
let
neighbor_loc = (Battlemap.Location.neighbor loc head)
neighbor_indicator =
(Dict.get
(Battlemap.Location.get_ref neighbor_loc)
remaining
)
in
case neighbor_indicator of
Nothing ->
(handle_neighbors
loc
dist
atk_dist
indicator
remaining
tail
)
(Just neighbor) ->
let
is_attack_range = (indicator.distance >= dist)
new_dist =
(
if (is_attack_range)
then
(indicator.distance + 1)
else
(indicator.distance + neighbor.node_cost)
)
in
(handle_neighbors
loc
dist
atk_dist
indicator
(
if
(
(new_dist < neighbor.distance)
&& (new_dist <= atk_dist)
)
then
(Dict.insert
(Battlemap.Location.get_ref neighbor_loc)
{neighbor |
distance = new_dist,
path = (head :: indicator.path)
}
remaining
)
else
remaining
)
tail
)
search : (
(Dict.Dict Battlemap.Location.Ref Type) ->
(Dict.Dict Battlemap.Location.Ref Type) ->
Int ->
Int ->
(Dict.Dict Battlemap.Location.Ref Type)
)
search result remaining dist atk_dist =
if (Dict.isEmpty remaining)
then
result
else
let
(min_loc_ref, min) =
(Dict.foldl
(get_closest)
(
(-1,-1),
{
distance = (atk_dist + 1),
path = [],
node_cost = 99,
marker = Battlemap.Marker.CanAttack
}
)
remaining
)
in
(search
(Dict.insert
min_loc_ref
{min |
marker =
(
if (min.distance > dist)
then
Battlemap.Marker.CanAttack
else
Battlemap.Marker.CanGoTo
)
}
result
)
(handle_neighbors
(Battlemap.Location.from_ref min_loc_ref)
dist
atk_dist
min
(Dict.remove min_loc_ref remaining)
[
Battlemap.Direction.Left,
Battlemap.Direction.Right,
Battlemap.Direction.Up,
Battlemap.Direction.Down
]
)
dist
atk_dist
)
grid_to_range_indicators : (
(Battlemap.Location.Type -> Bool) ->
Battlemap.Location.Type ->
Int ->
(List Battlemap.Location.Type) ->
(Dict.Dict Battlemap.Location.Ref Type) ->
(Dict.Dict Battlemap.Location.Ref Type)
)
grid_to_range_indicators can_cross_fun location dist grid result =
case (Util.List.pop grid) of
Nothing -> result
(Just (head, tail)) ->
if (can_cross_fun head)
then
-- TODO: test if the current char can cross that tile.
-- TODO: get tile cost.
(grid_to_range_indicators
(can_cross_fun)
location
dist
tail
(Dict.insert
(Battlemap.Location.get_ref head)
{
distance =
(
if ((location.x == head.x) && (location.y == head.y))
then
0
else
(dist + 1)
),
path = [],
node_cost = 1,
marker = Battlemap.Marker.CanGoTo
}
result
)
)
else
(grid_to_range_indicators (can_cross_fun) location dist tail result)
generate : (
Battlemap.Location.Type ->
Int ->
Int ->
(Battlemap.Location.Type -> Bool) ->
(Dict.Dict Battlemap.Location.Ref Type)
)
generate location dist atk_dist can_cross_fun =
(search
Dict.empty
(grid_to_range_indicators
(can_cross_fun)
location
atk_dist
(generate_grid location atk_dist (-atk_dist) [])
Dict.empty
)
dist
atk_dist
)
get_marker : Type -> Battlemap.Marker.Type
get_marker indicator = indicator.marker
|