Cleanup tesla arcs

This commit is contained in:
2022-03-24 08:05:58 +00:00
parent 64be9ee7a8
commit 11d954674c
8 changed files with 111 additions and 196 deletions
+12 -1
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@@ -46,6 +46,7 @@ import Shape
import GHC.Generics
import Control.Lens
import Control.Monad.State
import System.Random
import Data.Graph.Inductive
import qualified Data.Set as S
@@ -640,7 +641,16 @@ data ItemParams
, _currentWalkAngle :: Float
, _walkSpeed :: Float
}
| Arcing { _currentArc :: Maybe [(Point2,Float,Maybe (Either Creature Wall))] }
| Arcing
{ _currentArc :: Maybe [(Point2,Float,Maybe (Either Creature Wall))]
, _arcSize :: Float
, _arcNumber :: Int
, _newArcStep :: ItemParams -> World
-> (Point2,Float,Maybe (Either Creature Wall))
-> State StdGen (Maybe (Point2,Float,Maybe (Either Creature Wall)))
, _previousArcEffect :: PreviousArcEffect
}
data PreviousArcEffect = NoPreviousArcEffect | PerturbTillBreakPreviousArc
data Modification
= ModIDTimerPoint3Bool
{ _mdID :: Int
@@ -808,6 +818,7 @@ data Wall = Wall
, _wlRotateTo :: Bool
, _wlStructure :: WallStructure
, _wlHeight :: Float
, _wlDamageEff :: Damage -> Wall -> World -> World
}
data Opacity
= SeeThrough
+2
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@@ -1,6 +1,7 @@
module Dodge.Default.Wall
where
import Dodge.Data
import Dodge.Wall.DamageEffect
import Picture
import Geometry.Data
{- Indestructible wall. -}
@@ -20,6 +21,7 @@ defaultWall = Wall
, _wlStructure = StandaloneWall
, _wlWalkable = False
, _wlHeight = 100
, _wlDamageEff = defaultWallDamage
}
{- Indestructible see-through wall. -}
defaultCrystalWall :: Wall
+30 -26
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@@ -39,6 +39,7 @@ sparkGun :: Item
sparkGun = teslaGun
& itName .~ "SPARKGUN"
& itType .~ SPARKGUN
& itParams . arcSize .~ 10
teslaGun :: Item
teslaGun = defaultGun
{ _itName = "TESLA"
@@ -65,7 +66,13 @@ teslaGun = defaultGun
}
, _dimSPic = teslaGunPic
}
, _itParams = Arcing {_currentArc = Nothing}
, _itParams = Arcing
{ _currentArc = Nothing
, _arcSize = 20
, _arcNumber = 10
, _newArcStep = defaultArcStep
, _previousArcEffect = NoPreviousArcEffect
}
}
teslaGunPic :: Item -> SPic
teslaGunPic _ = noPic $ colorSH blue $
@@ -196,59 +203,56 @@ tractorGunPic it =
-- | assumes that the item is held
shootTeslaArc :: Item -> Creature -> World -> World
shootTeslaArc it cr w = w & randGen .~ g
& particles .:~ aTeslaArcAt' col newarc
& particles .:~ aTeslaArcAt col newarc
& creatures . ix (_crID cr) . crInv . ix (_crInvSel cr) . itParams . currentArc ?~ newarc
where
pos = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
dir = _crDir cr
(col,g) = takeOne [white,azure,blue,cyan] & runState $ _randGen w
newarc = createArc (_currentArc (_itParams it)) w pos dir & evalState $ _randGen w
newarc = createArc (_itParams it) w pos dir & evalState $ _randGen w
createArc :: RandomGen g
=> Maybe [(Point2,Float,Maybe (Either Creature Wall))]
createArc :: ItemParams
-> World
-> Point2
-> Float
-> State g [(Point2,Float,Maybe (Either Creature Wall))]
createArc Nothing w p dir = createNewArc w p dir
createArc (Just thearc) w p dir = updateArc thearc w p dir
-> State StdGen [(Point2,Float,Maybe (Either Creature Wall))]
createArc arcparams@Arcing{_currentArc = Nothing} w p dir = createNewArc arcparams w p dir
createArc arcparams w p dir = updateArc arcparams w p dir
createNewArc :: RandomGen g => World -> Point2 -> Float
-> State g [(Point2,Float,Maybe (Either Creature Wall))]
createNewArc w p dir = take 10
<$> unfoldrMID (newArcStep w) (p,dir,Nothing)
createNewArc :: ItemParams -> World -> Point2 -> Float
-> State StdGen [(Point2,Float,Maybe (Either Creature Wall))]
createNewArc arcparams w p dir = take (_arcNumber arcparams)
<$> unfoldrMID (_newArcStep arcparams arcparams w) (p,dir,Nothing)
newArcStep :: RandomGen g => World -> (Point2,Float,Maybe (Either Creature Wall))
defaultArcStep :: RandomGen g => ItemParams -> World -> (Point2,Float,Maybe (Either Creature Wall))
-> State g (Maybe (Point2,Float,Maybe (Either Creature Wall)))
newArcStep _ (_,_,Just _) = return Nothing
newArcStep w (p,dir,_) = do
defaultArcStep _ _ (_,_,Just _) = return Nothing
defaultArcStep itparams w (p,dir,_) = do
let csize = _arcSize itparams
rot <- takeOne [pi/4,negate pi/4]
let csize = 10
center = csize *.* rotateV rot (unitVectorAtAngle dir) +.+ p
let center = csize *.* rotateV rot (unitVectorAtAngle dir) +.+ p
newp <- (center +.+) <$> randInCirc csize
let mcr = listToMaybe
. sortOn (dist p . _crPos)
. filter (\cr -> dist p (_crPos cr) < csize)
. sortOn (dist center . _crPos)
. filter (\cr -> dist center (_crPos cr) < csize)
. IM.elems
$ _creatures w
wlsnearpoint = wallsNearPoint p w
mwl = listToMaybe
. sortOn (dist p . fst)
. mapMaybe (\ q -> collidePointWallsWall p q wlsnearpoint)
. map (center +.+)
. mapMaybe (\ q -> collidePointWallsWall p (center +.+ q) wlsnearpoint)
$ polyCirc 6 csize
f (q,wl) = (q,dir,Just $ Right wl)
g (cr) = (_crPos cr +.+ 10 *.* unitVectorAtAngle dir, dir,Just $ Left cr)
g cr = (_crPos cr +.+ csize *.* unitVectorAtAngle dir, dir,Just $ Left cr)
return . listToMaybe . sortOn (dist p . (^. _1))
$ (newp,dir,Nothing) : catMaybes [fmap f mwl,fmap g mcr]
updateArc :: RandomGen g
=> [(Point2,Float,Maybe (Either Creature Wall))]
updateArc :: ItemParams
-> World
-> Point2
-> Float
-> State g [(Point2,Float,Maybe (Either Creature Wall))]
updateArc _ w p dir = createNewArc w p dir
-> State StdGen [(Point2,Float,Maybe (Either Creature Wall))]
updateArc = createNewArc
shootLaser :: Item -> Creature -> World -> World
shootLaser it cr = particles .:~ lasRayAt phasev pos dir
+1 -1
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@@ -109,7 +109,7 @@ bulletDestroySpawn :: (Point2 -> State StdGen Particle)
-> (World, Maybe Particle)
bulletDestroySpawn f = destroyOnImpact (bulDestroyCr f) (bulDestroyWall f)
{- | Create a flamelet when hitting a creature. -}
{- | Create a particle when hitting a creature. -}
bulDestroyCr :: (Point2 -> State StdGen Particle)
-> Particle -> Point2 -> Creature -> World -> World
bulDestroyCr f bt p cr w = w
+37 -15
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@@ -2,19 +2,22 @@ module Dodge.Particle.Spark
( colSpark
, colSparkRandDir
, createBarrelSpark
, randColDirTimeSpark
)
where
import Dodge.Data
import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
import Dodge.WorldEvent.HitEffect
import Dodge.Particle.Bullet.DestroyDamage
--import Dodge.WorldEvent.HitEffect
import Color
import Geometry
import LensHelp
import Control.Monad.State
import System.Random
--import Control.Lens
-- TODO remove/simplify this function
createBarrelSpark :: Point2 -> Float -> Maybe Int -> Int -> Int -> World -> World
createBarrelSpark pos dir maycid time colid = instantParticles .:~ BulletPt
{ _ptDraw = drawBul
@@ -26,16 +29,40 @@ createBarrelSpark pos dir maycid time colid = instantParticles .:~ BulletPt
, _ptCrIgnore = maycid
, _ptWidth = 1
, _ptTimer = time
, _ptHitEff = destroyOnImpact sparkEff noEff
, _ptHitEff = bulletDestroyDamage SparkDam 1
}
where
sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage
.:~ Damage SparkDam 1 sp p ep NoDamageEffect
where
sp = head (_ptTrail bt)
ep = sp +.+ _ptVel bt
colSpark :: Int -> Color -> Point2 -> Float -> World -> World
colSpark = colSparkRandDir 0.7
randColDirTimeSpark
:: State StdGen Color
-> State StdGen Float
-> State StdGen Int
-> Point2
-> World
-> World
randColDirTimeSpark randcol randdir randtime pos w = w
& instantParticles .:~ spark
& randGen .~ g
where
((col,dir,time),g) = (`runState` _randGen w) $ do
c <- randcol
d <- randdir
t <- randtime
return (c,d,t)
spark = BulletPt
{ _ptDraw = drawBul
, _ptUpdate = mvBullet
, _btDrag = 0.9
, _ptVel = rotateV dir (V2 5 0)
, _ptColor = col
, _ptTrail = [pos]
, _ptCrIgnore = Nothing
, _ptWidth = 1
, _ptTimer = time
, _ptHitEff = bulletDestroyDamage SparkDam 1
}
colSparkRandDir :: Float -> Int -> Color -> Point2 -> Float -> World -> World
colSparkRandDir randDir time col pos baseDir w = w
& instantParticles .:~ spark
@@ -53,10 +80,5 @@ colSparkRandDir randDir time col pos baseDir w = w
, _ptCrIgnore = Nothing
, _ptWidth = 1
, _ptTimer = time
, _ptHitEff = destroyOnImpact sparkEff noEff
, _ptHitEff = bulletDestroyDamage SparkDam 1
}
sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage
.:~ Damage SparkDam 1 sp p ep NoDamageEffect
where
sp = head (_ptTrail bt)
ep = sp +.+ _ptVel bt
+25 -121
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@@ -1,45 +1,35 @@
{-# LANGUAGE TupleSections #-}
module Dodge.Particle.TeslaArc
( aTeslaArcAt
, aTeslaArcAt'
) where
import Dodge.Data
import Dodge.Damage
import Dodge.WorldEvent.Damage
import Dodge.Base
import Dodge.Zone
import Dodge.Base.Collide
--import Dodge.WorldEvent.Damage
--import Dodge.Base
--import Dodge.Zone
--import Dodge.Base.Collide
import Dodge.Particle.Spark
import Dodge.WorldEvent.ThingsHit
--import Dodge.WorldEvent.ThingsHit
import Dodge.RandomHelp
import Picture
import Geometry
import qualified IntMapHelp as IM
--import qualified IntMapHelp as IM
import LensHelp
import System.Random
import Control.Monad.State
import Data.Function (on)
import Data.List
import Data.Maybe
--import Data.Function (on)
--import Data.List
--import Data.Maybe
aTeslaArcAt' :: Color -> [(Point2,Float,Maybe (Either Creature Wall))] -> Particle
aTeslaArcAt' col thearc = LinearParticle
aTeslaArcAt :: Color -> [(Point2,Float,Maybe (Either Creature Wall))] -> Particle
aTeslaArcAt col thearc = LinearParticle
{ _ptPoints = map (^. _1) thearc
, _ptDraw = drawTeslaArc
, _ptUpdate = moveTeslaArc' thearc
, _ptUpdate = moveTeslaArc thearc
, _ptTimer = 2
, _ptColor = brightX 100 1.5 col
}
aTeslaArcAt :: Color -> Point2 -> Float -> Particle
aTeslaArcAt col pos dir = LinearParticle
{ _ptPoints = [pos]
, _ptDraw = drawTeslaArc
, _ptUpdate = moveTeslaArc pos dir
, _ptTimer = 2
, _ptColor = brightX 100 1.5 col
}
drawTeslaArc :: Particle -> Picture
drawTeslaArc pt = setLayer 1 $ pictures
[ setDepth 20.5 $ color (brightX 2 1 $ _ptColor pt) $ thickLine 3 ps
@@ -47,112 +37,26 @@ drawTeslaArc pt = setLayer 1 $ pictures
]
where
ps = _ptPoints pt
moveTeslaArc' :: [(Point2,Float,Maybe (Either Creature Wall))]
moveTeslaArc :: [(Point2,Float,Maybe (Either Creature Wall))]
-> World
-> Particle
-> (World,Maybe Particle)
moveTeslaArc' thearc w pt
| _ptTimer pt == 2 = (foldr damthings w thearc, Just $ pt & ptTimer -~ 1)
moveTeslaArc thearc w pt
| _ptTimer pt == 2 = (makesparks $ foldr damthings w thearc, Just $ pt & ptTimer -~ 1)
| _ptTimer pt < 1 = (w, Nothing)
| otherwise = (w, Just $ pt & ptTimer -~ 1)
where
rcol = brightX 100 1.5 <$> takeOne [white,azure,blue,cyan]
rdir = state (randomR (-0.7,0.7)) <&> (+ ld)
rtime = state $ randomR (5,8)
makeaspark = randColDirTimeSpark rcol rdir rtime lp
makesparks = makeaspark . makeaspark . makeaspark
(lp,ld) = case last thearc of
(lp',ld',Nothing) -> (lp',ld')
(lp',ld',Just (Left cr)) -> (lp' -.- (_crRad cr + 1) *.* unitVectorAtAngle ld',ld'+pi)
(lp',ld',Just (Right _)) -> (lp' -.- 2 *.* unitVectorAtAngle ld',ld'+pi)
damthings (_,_,Nothing) = id
damthings (p,dir,Just crwl) = damageCrWall (thedamage p dir) crwl
thedamage p dir = Damage Electrical 5 (p -.- q) p (p +.+ q) NoDamageEffect
thedamage p dir = Damage Electrical 50 (p -.- q) p (p +.+ q) NoDamageEffect
where
q = 5 *.* unitVectorAtAngle dir
-- todo: fix electrical damage location
moveTeslaArc
:: Point2 -- ^ Emmission position
-> Float -- ^ Emmission direction
-> World
-> Particle
-> (World, Maybe Particle)
moveTeslaArc p d w pt
| t == 2 =
( foldr damCrs w hitCrs
& randGen .~ g
& colSpark 8 nc q2 (argV sv)
& damThingHitWith (\p1 p2 p3 -> Damage Electrical 50 p1 p2 p3 NoDamageEffect)
q1 ((2 *.* q2) -.- q1) thHit
, Just $ pt & ptTimer -~ 1 & ptPoints .~ ps'
)
| t < 1 = (w , Nothing)
| otherwise = (w , Just $ pt & ptTimer -~ 1)
where
t = _ptTimer pt
ps = take 5 $ p : map f (crsLightChain p d 0 w)
f (E3x1 cr) = _crPos cr
f (E3x2 (p1,_)) = p1
f (E3x3 p1) = p1
ps' = lightningMids d pers ps
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
nc = brightX 100 1.5 $ numColor colid
(colid,g) = randomR (0::Int,5) $ _randGen w
f1 (E3x1 cr) = Just $ _crID cr
f1 _ = Nothing
hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
damCrs cid = creatures . ix cid . crState . crDamage
.:~ Damage Electrical 5 cpos cpos cpos NoDamageEffect
where
cpos = _crPos (_creatures w IM.! cid)
q1 = last $ init ps'
q2 = last ps'
hitWall = reflectPointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
thHit = thingHit q1 ((2 *.* q2) -.- q1) w
sv = maybe (q2 -.- q1) snd hitWall
{- Finds a point somewhere roughly inbetween two points. -}
lightningMid :: Float -> Point2 -> Point2 -> Point2
lightningMid d p1 p2 = (0.25 *.* (p1 +.+ p2)) +.+ 0.5 *.* p3
where p3 = errorClosestPointOnLine 1 p1 (p1 +.+ unitVectorAtAngle d) p2
{- Finds extra middle points between successive points in a list of points. -}
lightningMids :: Float -> [Point2] -> [Point2] -> [Point2]
lightningMids d1 (p:pers) (p1:p3:ps)
= let p2 = p +.+ lightningMid d1 p1 p3
d2 = argV $ p3 -.- p2
in p1 : p2 : lightningMids d2 pers (p3:ps)
lightningMids _ _ ps = ps
{- Finds a list of hit things from a given point.
'E3x1' objects are creatures, 'E3x2' objects are points on walls, 'E3x3' objects are points in space. -}
crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature (Point2,Wall) Point2]
crsLightChain p d wlAttract w = case crOrWallSensitive p d wlAttract w of
E3x1 cr -> E3x1 cr : crsLightChain (_crPos cr) (argV (_crPos cr -.- p))
(min 1 (wlAttract + 0.3)) w
E3x2 p1 -> [E3x2 p1]
E3x3 p1 -> E3x3 p1 : crsLightChain p1 (dChange + argV (p1 -.- p)) (min 1 (wlAttract + 0.3)) (set randGen g w)
where
(dChange, g) = randomR (-0.5,0.5) $ _randGen w
{-
Finds whether a creature or wall is in front of a given point and direction.
Evaluates to a creature as an 'E3x1' or a wall as an 'E3x2'.
Has a parameter to tweak how attracted the test is to walls.
-}
crOrWallSensitive
:: Point2 -- ^ Start point
-> Float -- ^ Direction (radians)
-> Float -- ^ Wall attraction parameter
-> World
-> Either3 Creature (Point2,Wall) Point2
crOrWallSensitive p dir wlAttract w = fromMaybe (E3x3 $ p +.+ rotateV dir (V2 arcLen 0))
. listToMaybe
. sortBy (compare `on` g)
$ catMaybes [cr,wlp]
where
cr = E3x1 <$> nearestCrInFront p dir 100 w
wlp = fmap E3x2
. listToMaybe
. sortBy (compare `on` dist p . fst)
$ mapMaybe
( (\p1 -> collidePointWallsWall p p1 $ wallsNearPoint p w)
. (+.+) p
. (\d -> rotateV d (V2 100 0))
. (+ dir)
. (* wlAttract)
)
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
g (E3x2 (p1,_)) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
g (E3x1 cr1) = dist p $ _crPos cr1
g _ = 0
(arcLen,_) = randomR (25,50) $ _randGen w
-- BUG: can hit crs through walls
+3 -31
View File
@@ -6,42 +6,14 @@ module Dodge.Wall.Damage
, damageWall
) where
import Dodge.Data
import Dodge.Wall.Reflect
import Dodge.Wall.Dust
import Dodge.Particle.Spark
import Geometry
import Color
import LensHelp
damageWall :: Damage -> Wall -> World -> World
damageWall dt wl = case _wlStructure wl of
MachinePart mcid -> wallEff dt wl . (machines . ix mcid . mcDamage .:~ dt)
BlockPart blid -> wallEff dt wl . (blocks . ix blid %~ damageBlockWith dt)
MachinePart mcid -> _wlDamageEff wl dt wl . (machines . ix mcid . mcDamage .:~ dt)
BlockPart blid -> _wlDamageEff wl dt wl . (blocks . ix blid %~ damageBlockWith dt)
CreaturePart crid f -> f dt wl crid
_ -> wallEff dt wl
{- | Damage effects on indestructible walls -}
-- TODO take into account damage amount for amount of dust/sparks?
wallEff :: Damage -> Wall -> World -> World
wallEff dm wl = case _dmType dm of
Lasering -> colSpark 8 lSparkCol outTo (reflDirWall sp p wl)
Piercing -> colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl)
. wlDustAt wl outTo
Blunt -> wlDustAt wl outTo
Explosive-> id
Cutting -> id
SparkDam -> id
Flaming -> id
Electrical -> id
Concussive -> id
TorqueDam -> id
PushDam -> id
PoisonDam -> id
where
sp = _dmFrom dm
p = _dmTo dm
outTo = p +.+ squashNormalizeV (sp -.- p)
pSparkCol = brightX 100 1.5 white
lSparkCol = V4 20 (-5) 0 1
_ -> _wlDamageEff wl dt wl
damageBlockWith :: Damage -> Block -> Block
damageBlockWith dm = case _dmType dm of
+1 -1
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@@ -91,7 +91,7 @@ addZ z (V2 x y) = V3 x y z
v2z :: Point2 -> Float -> Point3
{-# INLINE v2z #-}
v2z (V2 x y) z = V3 x y z
v2z (V2 x y) = V3 x y
stripZ :: Point3 -> Point2
{-# INLINE stripZ #-}