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;;; Lisparuga
;;; Copyright © 2016 David Thompson <davet@gnu.org>
;;;
;;; Lisparuga is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Lisparuga is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with Lisparuga.  If not, see <http://www.gnu.org/licenses/>.

(define-module (lisparuga world)
  #:use-module (ice-9 match)
  #:use-module (srfi srfi-1)
  #:use-module (srfi srfi-11)
  #:use-module (sly actor)
  #:use-module (sly math)
  #:use-module (sly math rect)
  #:use-module (sly math vector)
  #:use-module (sly records)
  #:use-module (lisparuga bullets)
  #:use-module (lisparuga enemies)
  #:use-module (lisparuga explosions)
  #:use-module (lisparuga player)
  #:use-module (lisparuga stats)
  #:use-module (lisparuga utils)
  #:export (make-world
            world?
            world-waves
            world-stats
            world-player
            world-player-bullets
            world-enemies
            world-enemy-bullets
            world-explosions
            add-player-bullets
            player-shoot
            add-enemy-bullets
            add-enemy-bullet
            enemy-shoot
            final-wave?
            game-over?
            game-won?
            game-intro?
            update-world
            world-eval
            %default-world))

(define-record-type* <world>
  %make-world make-world
  world?
  (waves world-waves #f)
  (stats world-stats (make-stats))
  (player world-player (make-actor (make-player) idle))
  (player-bullets world-player-bullets '())
  (enemies world-enemies '())
  (enemy-bullets world-enemy-bullets '())
  (explosions world-explosions '()))

(define (add-player-bullets world bullets)
  (make-world #:inherit world
              #:player-bullets
              (append bullets (world-player-bullets world))))

(define (player-shoot world player)
  (add-player-bullets world
                      (list
                       (make-player-bullet player (vector2 -2 1))
                       (make-player-bullet player (vector2 4 1)))))

(define (add-enemy-bullets world bullets)
  (make-world #:inherit world
              #:enemy-bullets
              (append bullets (world-enemy-bullets world))))

(define (add-enemy-bullet world bullet)
  (make-world #:inherit world
              #:enemy-bullets
              (cons bullet (world-enemy-bullets world))))

(define (enemy-shoot world enemy type speed aim-offset)
  (let* ((position (enemy-position enemy))
         (bullet (make-actor (make-bullet #:type type
                                          #:polarity (match type
                                                       ((or 'small-light
                                                            'large-light)
                                                        'light)
                                                       ((or 'small-dark
                                                            'large-dark)
                                                        'dark))
                                          #:position position
                                          #:direction (+ (enemy-aim enemy)
                                                         aim-offset))
                             (forever (forward speed)))))
    (add-enemy-bullet world bullet)))


;;;
;;; Collision detection
;;;

(define (keep-bullet? bullet)
  (and (bullet-live? bullet)
       (bullet-in-bounds? bullet)))

(define (enemy/player-collision? enemy player)
  (rect-intersects? (enemy-world-hitbox enemy)
                    (player-world-hitbox player)))

(define (enemy/bullet-collision? enemy bullet)
  (rect-intersects? (enemy-world-hitbox enemy)
                    (bullet-world-hitbox bullet)))

(define (player/bullet-polarity-eq? player bullet)
  (eq? (player-polarity player) (bullet-polarity bullet)))

(define (player/bullet-collision? player bullet)
  (rect-intersects? (if (player/bullet-polarity-eq? player bullet)
                        (player-world-absorb-hitbox player)
                        (player-world-hitbox player))
                    (bullet-world-hitbox bullet)))

(define (collide-enemies-and-bullets enemies player-bullets stats time)
  (define (collide enemy bullets stats explosions)
    (let loop ((bullets bullets)
               (prev-bullets '())
               (stats stats))
      (match bullets
        (()
         (values enemy (reverse prev-bullets) stats explosions))
        ((bullet . rest)
         (if (enemy/bullet-collision? (actor-ref enemy) (actor-ref bullet))
             (let* ((new-enemy (call-with-actor enemy
                                (lambda (enemy)
                                  (damage-enemy enemy
                                                (actor-ref bullet)
                                                time))))
                    (new-enemy* (actor-ref new-enemy)))
               (values new-enemy
                       ;; Remove bullet.
                       (append (reverse prev-bullets) rest)
                       (if (enemy-alive? new-enemy*)
                           stats
                           ;; Enemy killed, add to player score and
                           (add-to-chain new-enemy*
                                         (add-to-score new-enemy* stats)))
                       (if (enemy-alive? new-enemy*)
                           explosions
                           ;; Add new explosion.
                           (cons (make-explosion #:type 'regular
                                                 #:position (enemy-position
                                                             new-enemy*)
                                                 #:time time)
                                 explosions))))
             (loop rest (cons bullet prev-bullets) stats))))))

  (let loop ((enemies enemies)
             (new-enemies '())
             (bullets player-bullets)
             (explosions '())
             (stats stats))
    (match enemies
      (()
       (values (reverse new-enemies) bullets stats explosions))
      ((enemy . rest)
       (let-values (((new-enemy bullets stats explosions)
                     (collide enemy bullets stats explosions)))
         (loop rest
               (if (enemy-alive? (actor-ref new-enemy))
                   (cons new-enemy new-enemies)
                   new-enemies)
               bullets
               explosions
               stats))))))

(define (collide-player-and-enemies player enemies stats time)
  (let loop ((enemies enemies))
    (match enemies
      (()
       (values player stats '()))
      ((enemy . rest)
       (if (enemy/player-collision? (actor-ref enemy) (actor-ref player))
           (let* ((invincible? (player-invincible? (actor-ref player) time))
                  (new-player (if invincible?
                                  player
                                  (call-with-actor player
                                    (lambda (player)
                                      (kill-player player time)))))
                  (position (player-position (actor-ref player)))
                  (explosion (make-explosion #:type 'player
                                             #:position position
                                             #:time time)))
             (values new-player
                     (if invincible?
                         stats
                         (decrement-life stats))
                     (list explosion)))
           (loop rest))))))

(define (collide-player-and-bullets player enemy-bullets stats time)
  (let loop ((bullets enemy-bullets)
             (new-bullets '()))
    (match bullets
      (()
       (values player (reverse new-bullets) stats '()))
      ((bullet . rest)
       (let* ((b (actor-ref bullet))
              (p (actor-ref player)))
         (if (player/bullet-collision? p b)
             (let* ((hit? (not (or (player-invincible? p time)
                                   (player/bullet-polarity-eq? p b))))
                    (new-player (if hit?
                                    (call-with-actor player
                                      (lambda (player)
                                        (kill-player player time)))
                                    player))
                    (position (player-position p))
                    (explosion (make-explosion #:type 'player
                                               #:position position
                                               #:time time)))
               (values new-player
                       (append (reverse new-bullets) rest)
                       (if hit? (decrement-life stats) stats)
                       (if hit? (list explosion) '())))
             (loop rest (cons bullet new-bullets))))))))


;;;
;;; Game world simulation
;;;

(define (final-wave? world)
  (= (length (world-waves world)) 1))

(define (game-over? world)
  (zero? (stats-lives (world-stats world))))

(define (game-won? world)
  (and (null? (world-waves world))
       (null? (world-enemies world))
       (not (game-over? world))))

(define (game-intro? world)
  (not (world-waves world)))

(define (update-bullets effects world bullets)
  ;; TODO: Gather effects
  (values effects
          (filter-map (lambda (actor)
                        (let-values (((effects new-actor)
                                      (update-actor world '() actor)))
                          (let ((bullet (actor-ref new-actor)))
                            (and (bullet-live? bullet)
                                 (bullet-in-bounds? bullet)
                                 new-actor))))
                      bullets)))

(define (update-enemies effects world)
  ;; TODO: gather effects
  (let-values (((new-effects new-enemies)
                (actor-filter-update enemy-alive? world (world-enemies world))))
    (values (append new-effects effects) new-enemies)))

(define (update-player effects world)
  (update-actor world effects (world-player world)))

(define (update-world world time)
  (let*-values
      (((game-over?) (game-over? world))
       ((game-won?) (game-won? world))
       ((effects new-player)
        (if game-over?
            (values '() (world-player world))
            (update-player '() world)))
       ((effects new-enemies) (update-enemies effects world))
       ((effects new-player-bullets)
        (if game-over?
            (values effects '())
            (update-bullets effects world (world-player-bullets world))))
       ((effects new-enemy-bullets)
        (update-bullets effects world (world-enemy-bullets world)))
       ((stats) (world-stats world))
       ((new-enemies new-player-bullets new-stats explosions1)
        ;; Don't allow enemies to be killed after the game has been
        ;; lost because that would lead to strange things.
        (if game-over?
            (values new-enemies new-player-bullets stats '())
            (collide-enemies-and-bullets new-enemies new-player-bullets
                                         stats time)))
       ;; Move to the next wave, if needed.
       ((new-enemies new-waves)
        (let ((waves (world-waves world)))
          (cond
           ((not waves)
            (values new-enemies #f))
           ((null? waves)
            (values new-enemies '()))
           ((null? new-enemies)
            (values (car waves) (cdr waves)))
           (else
            (values new-enemies waves)))))
       ((new-player new-enemy-bullets new-stats explosions2)
        ;; Don't collide when the game has been won or lost.
        (if (or game-over? game-won?)
            (values new-player new-enemy-bullets new-stats '())
            (collide-player-and-bullets new-player new-enemy-bullets
                                        new-stats time)))
       ((new-player new-stats explosions3)
        ;; Don't collide when the game has been lost.  By definition
        ;; their are no enemies when the game is won, so we don't have
        ;; to worry about that case.
        (if game-over?
            (values new-player new-stats '())
            (collide-player-and-enemies new-player new-enemies
                                        new-stats time)))
       ((new-explosions)
        (filter (lambda (explosion)
                  (explosion-active? explosion time))
                (append explosions1
                        explosions2
                        explosions3
                        (world-explosions world)))))
    (apply-effects effects
                   (make-world #:player new-player
                               #:player-bullets new-player-bullets
                               #:enemies new-enemies
                               #:enemy-bullets new-enemy-bullets
                               #:waves new-waves
                               #:stats new-stats
                               #:explosions new-explosions))))

(define (world-eval exp world)
  (match exp
    (('null) world)
    (('tick time)
     (update-world world time))
    (('player-direction direction)
     (make-world #:inherit world
                 #:player (call-with-actor (world-player world)
                            (lambda (player)
                              (direct-player player direction)))))
    (('player-shoot shooting?)
     (make-world #:inherit world
                 #:player (call-with-actor (world-player world)
                            (lambda (player)
                              (set-player-shooting player shooting?)))))
    (('player-toggle-polarity)
     (make-world #:inherit world
                 #:player (call-with-actor (world-player world)
                            toggle-polarity)))
    (('restart restart?)
     (if (and restart?
              (or (game-over? world)
                  (game-won? world)
                  (game-intro? world)))
         (make-world #:inherit %default-world
                     #:waves %waves)
         world))))

(define player-shoot* (action-effect-lift player-shoot))
(define place-enemy* (action-lift place-enemy))
(define move-enemy* (action-lift move-enemy))
(define aim-enemy* (action-lift aim-enemy))
(define enemy-shoot* (action-effect-lift enemy-shoot))

(define %default-player
  (make-actor (make-player)
              (forever
               (both (repeat 3 (player-forward %player-speed))
                     (whena player-shooting? (player-shoot*))))))

(define (make-pincer polarity position action)
  (make-actor (make-enemy #:position position
                          #:health 40
                          #:polarity polarity
                          #:type (match polarity
                                   ('light 'pincer-light)
                                   ('dark 'pincer-dark)))
              action))

(define (make-popcorn polarity position action)
  (make-actor (make-enemy #:position position
                          #:health 1
                          #:polarity polarity
                          #:type (match polarity
                                   ('light 'popcorn-light)
                                   ('dark 'popcorn-dark)))
              action))

(define %hard-spiral
  (let* ((v (vector2 .8 0))
         (bullet-speed 0.6)
         (interval 15)
         (shoot (together
                 (wait 2)
                 (aim-enemy* (/ pi 32))
                 (enemy-shoot* 'large-light bullet-speed 0)
                 (enemy-shoot* 'large-dark (/ bullet-speed 2) pi))))
    (forever
     (sequence
       (repeat interval (together (move-enemy* v) shoot))
       (repeat interval (together (move-enemy* (v- v)) shoot))
       (repeat interval (together (move-enemy* (v- v)) shoot))
       (repeat interval (together (move-enemy* v) shoot))))))

(define (move-linear offset duration)
  (repeat duration
          (move-enemy*
           (v* offset (/ 1.0 duration)))))

(define hard-pincer
  (let ((start (vector2 -60 120)))
    (make-pincer 'light start
                 (sequence (move-linear (v- (vector2 30 120) start) 90)
                           %hard-spiral))))

(define (make-medium-wave polarity)
  (list (let ((start (vector2 -60 120)))
          (make-pincer polarity start
                       (sequence (move-linear (v- (vector2 30 120) start) 90)
                                 %hard-spiral)))
        (let ((start (vector2 180 120)))
          (make-pincer polarity start
                       (sequence (move-linear (v- (vector2 90 120) start) 90)
                                 %hard-spiral)))
        (let ((start (vector2 -30 140)))
          (make-pincer polarity start
                       (sequence (move-linear (v- (vector2 60 140) start) 90)
                                 %hard-spiral)))))

(define (polarity-not polarity)
  (if (eq? polarity 'light)
      'dark
      'light))

(define (make-easy-wave polarity bullet-speed)
  (define (bullet-type* polarity)
    (match polarity
      ('light 'small-light)
      ('dark 'small-dark)))

  (define sweep-size 16)
  (define theta (/ pi/2 sweep-size))

  (define (action polarity)
    (define bullet-speed*
      (if (eq? polarity 'dark)
          bullet-speed
          (* bullet-speed 1.5)))

    (sequence
      (wait (if (eq? polarity 'dark) 60 0))
      (aim-enemy* (if (eq? polarity 'dark)
                      (* 5/4 pi)
                      (* 7/4 pi)))
      (forever
       (sequence
         (repeat sweep-size
                 (sequence
                   (wait 10)
                   (enemy-shoot* (bullet-type* polarity) bullet-speed* 0)
                   (aim-enemy* (if (eq? polarity 'dark) theta (- theta)))))
         (move-linear (vector2 10 10) 10)
         (wait 60)
         (repeat sweep-size
                 (sequence
                   (wait 10)
                   (enemy-shoot* (bullet-type* polarity) bullet-speed* 0)
                   (aim-enemy* (if (eq? polarity 'dark) (- theta) theta))))
         (move-linear (vector2 -10 -10) 10)
         (wait 60)))))

  (define (enemy polarity start)
    (make-popcorn polarity start
                  (sequence
                    (wait (if (eq? polarity 'dark) 30 0))
                    (move-linear (vector2 0 -120) 90)
                    (action polarity))))

  (list (enemy polarity (vector2 20 200))
        (enemy polarity (vector2 20 220))
        (enemy polarity (vector2 20 240))
        (enemy (polarity-not polarity) (vector2 40 200))
        (enemy (polarity-not polarity) (vector2 40 220))
        (enemy (polarity-not polarity) (vector2 40 240))
        (enemy polarity (vector2 60 200))
        (enemy polarity (vector2 60 220))
        (enemy polarity (vector2 60 240))
        (enemy (polarity-not polarity) (vector2 80 200))
        (enemy (polarity-not polarity) (vector2 80 220))
        (enemy (polarity-not polarity) (vector2 80 240))
        (enemy polarity (vector2 100 200))
        (enemy polarity (vector2 100 220))
        (enemy polarity (vector2 100 240))))

(define (make-intro-wave make-enemy* polarity1 polarity2 polarity3 bullet-speed)
  (define (bullet-type* polarity)
    (match polarity
      ('light 'small-light)
      ('dark 'small-dark)))

  (define (action polarity)
    (let ((shoot (repeat 8
                         (sequence
                           (enemy-shoot* (bullet-type* polarity)
                                         bullet-speed
                                         (* 0.125 pi))
                           (enemy-shoot* (bullet-type* polarity)
                                         bullet-speed
                                         0)
                           (enemy-shoot* (bullet-type* polarity)
                                         bullet-speed
                                         (* -0.125 pi)))))
          (theta (/ pi 16)))
      (sequence
        (aim-enemy* (* 1.5 pi))
        (forever
         (sequence
           shoot
           (aim-enemy* theta)
           shoot
           (aim-enemy* theta)
           shoot
           (aim-enemy* (- theta))
           shoot
           (aim-enemy* (- theta))
           shoot
           (aim-enemy* (- theta))
           shoot
           (aim-enemy* (- theta))
           shoot
           (aim-enemy* theta)
           shoot
           (aim-enemy* theta))))))

  (define (enemy polarity start)
    (make-enemy* polarity start
                 (sequence
                   (move-linear (vector2 0 -120) 90)
                   (action polarity))))

  (list (enemy polarity1 (vector2 20 250))
        (enemy polarity2 (vector2 60 250))
        (enemy polarity3 (vector2 100 250))))

(define (make-final-wave)
  (define popcorn-bullet-speed 1)

  (define shoot-down-light
    (sequence
      (aim-enemy* (* 1.5 pi))
      (forever
       (sequence
         (move-linear (vector2 5 0) 5)
         (repeat 20
                 (sequence
                   (enemy-shoot* 'small-light popcorn-bullet-speed 0)
                   (wait 3)))
         (move-linear (vector2 -5 0) 5)
         (wait 150)))))

  (define shoot-down-dark
    (sequence
      (aim-enemy* (* 1.5 pi))
      (forever
       (sequence
         (move-linear (vector2 -5 0) 5)
         (repeat 20
                 (sequence
                   (enemy-shoot* 'small-dark popcorn-bullet-speed 0)
                   (wait 3)))
         (move-linear (vector2 5 0) 5)
         (wait 150)))))

  (define popcorn-start-height 225)

  (define (make-popcorn* polarity n x)
    (make-popcorn polarity
                  (vector2 x (+ popcorn-start-height (* 16 n)))
                  (sequence
                    (move-linear (vector2 0 -120) 90)
                    (wait (* 60 n))
                    (if (eq? polarity 'light)
                        shoot-down-light
                        shoot-down-dark))))

  (define (make-pincer* polarity x)
    (define bullet-type*
      (if (eq? polarity 'light)
          'large-light
          'large-dark))

    (define speed (if (eq? polarity 'light) .6 .4))

    (make-pincer polarity
                 (vector2 x 200)
                 (sequence
                   (move-linear (vector2 0 -110) 80)
                   (forever
                    (sequence
                      (enemy-shoot* 'large-light speed 0)
                      (enemy-shoot* 'large-dark speed (* .25 pi))
                      (enemy-shoot* 'large-light speed (* .5 pi))
                      (enemy-shoot* 'large-dark speed (* .75 pi))
                      (enemy-shoot* 'large-light speed pi)
                      (enemy-shoot* 'large-dark speed  (* 1.25 pi))
                      (enemy-shoot* 'large-light speed (* 1.5 pi))
                      (enemy-shoot* 'large-dark speed (* 1.75 pi))
                      (aim-enemy* (/ pi 32))
                      (wait 6))))))

  (append
   (list (make-pincer* 'light 20)
         (make-pincer* 'dark 60)
         (make-pincer* 'light 100))
   (concatenate
    (list-tabulate 8
                   (lambda (n)
                     (let ((x (+ 8 (* 15 n)))
                           (polarity (if (even? n) 'light 'dark)))
                       (list (make-popcorn* polarity 0 x)
                             (make-popcorn* (polarity-not polarity) 1 x)
                             (make-popcorn* polarity 2 x))))))))

(define %waves
  (list (make-intro-wave make-popcorn 'light 'light 'light 1)
        (make-intro-wave make-popcorn 'dark 'dark 'dark 1)
        (make-intro-wave make-popcorn 'light 'light 'light 3)
        (make-intro-wave make-popcorn 'dark 'dark 'dark 3)
        (make-easy-wave 'light 1)
        (make-easy-wave 'dark 1)
        (make-easy-wave 'light 2)
        (make-easy-wave 'dark 2)
        (make-intro-wave make-pincer 'light 'dark 'light 1.2)
        (make-intro-wave make-pincer 'dark 'light 'dark 1.2)
        (make-medium-wave 'light)
        (make-medium-wave 'dark)
        (make-final-wave)))

(define %default-world
  (make-world #:player %default-player))