Rethink damage data type, work on damage sensors

This commit is contained in:
2022-03-13 09:27:35 +00:00
parent d340fd73c3
commit 06a501ff88
30 changed files with 356 additions and 240 deletions
+7 -7
View File
@@ -124,11 +124,12 @@ mntLSLampCol shp (V4 x y z _) wallp lampp = mntLSOn shp Nothing (defaultLS & lsP
col = V3 x y z
mntLSCond :: (Point2 -> Point3 -> Shape)
-> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
-- -> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
-> PlacementSpot
-> Placement
mntLSCond shp shift = -- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $
mntLSCond shp ps = -- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $
mntLS shp 0 (V3 0 (-40) 90)
& plSpot .~ PSPos shift (const id) Nothing
& plSpot .~ ps
-- note that this perhaps pushes the vshape light out too far
mntLight :: Point2 -> Point2 -> Placement
@@ -136,11 +137,10 @@ mntLight a b = RandomPlacement $ do
shp <- takeOne [vShape,iShape,lShape,jShape,liShape]
return $ mntLS shp a (addZ 90 b)
mntLightLnkCond :: (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
-> Placement
mntLightLnkCond f = RandomPlacement $ do
mntLightLnkCond :: PlacementSpot -> Placement
mntLightLnkCond ps = RandomPlacement $ do
shp <- takeOne [vShape,iShape,lShape,jShape,liShape]
return $ mntLSCond shp f
return $ mntLSCond shp ps
spanLSLightI :: LightSource -> Float -> Point2 -> Point2 -> Placement
spanLSLightI ls h a b = ps0j (PutLS $ ls & lsParam . lsPos .~ V3 x y h)
+14 -12
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@@ -1,5 +1,6 @@
module Dodge.Placement.Instance.Sensor
( lightSensor
, damageSensor
) where
import Color
import Dodge.LightSource
@@ -14,41 +15,42 @@ import Control.Lens
import Data.Either
damageSensor
:: (DamageType -> Either Int Int) -- Left gets sensed, Right does damage
:: DamageType -- Left gets sensed, Right does damage
-> Float
-> (Machine -> World -> World)
-> PlacementSpot -> Placement
damageSensor damF wdth upf ps = pContID ps ( PutLS theLS)
damageSensor damF wdth upf ps = pContID ps (PutLS theLS)
$ \lsid -> Just $ spNoID ps $ PutMachine yellow (reverse $ square wdth) defaultMachine
{ _mcDraw = sensorSPic wdth
, _mcUpdate = \mc w -> upf mc $ sensorUpdate damF mc w
, _mcUpdate = \mc -> upf mc . sensorUpdate damF mc
, _mcLSs = [lsid]
}
where
theLS = lsPosCol (V3 0 0 30) 0.1
lightSensor :: Float -> (Machine -> World -> World) -> PlacementSpot -> Placement
lightSensor = damageSensor senseLasering
lightSensor = damageSensor Lasering
senseLasering :: DamageType -> Either Int Int
senseLasering Lasering {_dmAmount = x} = Left x
senseLasering _ = Right 0
sensorUpdate :: (DamageType -> Either Int Int) -> Machine -> World -> World
sensorUpdate :: DamageType -> Machine -> World -> World
sensorUpdate damF mc w = w & machines . ix mcid %~ upmc
& lightSources . ix lsid %~ upls
where
upmc = ( mcSensor %~ \x' -> min 1000 (max 0 (x' - 5 + newSense)) )
upmc = ( mcSensorAmount %~ \x' -> min 1000 (max 0 (x' - 5 + newSense)) )
. ( mcHP -~ sum dam )
. (mcDamage .~ [])
x = _mcSensor mc
x = _mcSensorAmount mc
mcid = _mcID mc
lsid = head (_mcLSs mc)
(senseData,dam) = partitionEithers $ map damF $ _mcDamage mc
(senseData,dam) = partitionEithers $ map (damageUsing damF) $ _mcDamage mc
newSense = sum senseData
ni = fromIntegral x / 1000
upls = lsParam . lsCol .~ V3 ni ni ni
damageUsing :: DamageType -> Damage -> Either Int Int
damageUsing dt dm
| _dmType dm == dt = Left $ _dmAmount dm
| otherwise = Right 0
sensorSPic :: Float -> Machine -> SPic
sensorSPic wdth _ = ( colorSH yellow $ upperPrismPoly 25 (square wdth)
, mempty )
+1 -1
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@@ -82,7 +82,7 @@ updateTurret rotSpeed mc w
& creatures . ix cid . crPos .~ mcpos
& creatures . ix cid . crDir .~ mcdir
dodamage = machines . ix mcid %~
( (mcDamage .~ [Electrical (min 2500 $ max 0 (elecDam - 10)) 0 0 0])
( (mcDamage .~ [Damage Electrical (min 2500 $ max 0 (elecDam - 10)) 0 0 0 NoDamageEffect])
. (mcHP -~ dam)
)
elecDamBranch