Modularise code concerning items
This commit is contained in:
@@ -39,6 +39,7 @@ void main()
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// emitLine (frontR);
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// emitLine (backR);
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// emitLine (frontR);
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emitLine (backR);
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emitLine (backL);
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}
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@@ -1,12 +1,13 @@
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module Dodge.Critters where
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-- imports {{{
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import Dodge.Data
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import Dodge.Weapons
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import Dodge.AIs
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import Dodge.CreatureState
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import Dodge.Prototypes
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import Dodge.Base
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import Dodge.Smoke
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import Dodge.Item.Weapon
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import Dodge.Item.Consumable
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import Picture
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import Geometry
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@@ -0,0 +1,34 @@
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module Dodge.Item.Consumable
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Prototypes
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import Dodge.SoundLogic
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import Dodge.Item.Draw
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import Picture
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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medkit :: Int -> Item
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medkit i = basicConsumable
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{ _itIdentity = Medkit25
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, _itName = "MEDKIT" ++ show i
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, _itMaxStack = 9
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, _itAmount = 1
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, _cnEffect = heal i
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, _itFloorPict = onLayer FlItLayer $ color blue $ circleSolid 3
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, _itEquipPict = drawWeapon $ color blue $ circleSolid 3
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, _itID = Nothing
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}
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heal25 :: Int -> World -> Maybe World
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heal25 = heal 25
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heal :: Int -> Int -> World -> Maybe World
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heal hp n w | _crHP (_creatures w IM.! n) >= 10000 = Nothing
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| otherwise = Just $ soundOnce healSound
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$ over (creatures . ix n . crHP) ((\x-> min x 10000). (+ hp) ) w
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@@ -0,0 +1,13 @@
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module Dodge.Item.Draw
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where
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import Dodge.Data
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import Dodge.Base
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import Picture
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drawWeapon :: Picture -> Creature -> Int -> Drawing
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drawWeapon p cr posInInv
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| _crInvSel cr == posInInv = onLayer PtLayer drawnWep
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| otherwise = blank
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where drawnWep = uncurry translate (_crRad cr,0) p
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@@ -1,5 +1,5 @@
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{-# LANGUAGE BangPatterns #-}
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module Dodge.Weapons where
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module Dodge.Item.Weapon where
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-- imports {{{
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import Dodge.Data
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import Dodge.Base
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@@ -11,6 +11,11 @@ import Dodge.Debug
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import Dodge.WallCreatureCollisions
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import Dodge.Prototypes
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Bullet
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import Dodge.Item.Weapon.InventoryDisplay
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import Geometry
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import Picture
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@@ -53,7 +58,6 @@ pistol = Weapon
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, _wpFireState = 0
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, _wpFire = shootWithSound 0
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$ withAccVelWthHiteff' 0.1 (30,0) 2
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-- $ threeEff' bulIncCr' bulIncWall' bulHitFF'
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$ threeEff' bulHitCr' bulHitWall' bulHitFF'
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, _wpSpread = 0.02
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, _wpRange = 20
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@@ -76,15 +80,6 @@ pistol = Weapon
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defaultGun = pistol
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defaultAutoGun = autoGun {_itScrollUp = const id
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, _itScrollDown = const id, _itInvDisplay = basicWeaponDisplay}
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basicWeaponDisplay :: Item -> String
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basicWeaponDisplay it = midPadL 10 ' ' (_itName it) (' ' : aIfLoaded)
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--basicWeaponDisplay it = rightPad 8 ' ' (_itName it) ++ leftPad 3 ' ' aIfLoaded
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-- ++ "/" ++ leftPad 3 ' ' availableAmmo
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where
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availableAmmo = show $ _wpMaxAmmo it
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aIfLoaded = case (_wpReloadState it) of
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0 -> show $ _wpLoadedAmmo it
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x -> "R" ++ show x
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effectGun :: String -> (Int -> World -> World) -> Item
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effectGun name eff = defaultGun
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{ _itName = name ++ "Gun"
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@@ -104,7 +99,6 @@ autoGun = defaultGun
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, _wpAmmoType = PistolBullet
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, _wpReloadTime = 80
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, _wpReloadState = 0
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-- , _wpFireRate = 6
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, _wpFireRate = 6
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, _wpFireState = 0
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, _wpFire = autoFireMode
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@@ -124,16 +118,6 @@ autoGun = defaultGun
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, _itScrollDown = incMode
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, _itInvDisplay = displayAutoGun
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}
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displayAutoGun :: Item -> String
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displayAutoGun it@(Weapon {_itAttachment = mayMode})
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= midPadL 10 ' ' "AUTOGUN" (' ':aIfLoaded) ++ (' ':phaseS)
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where aIfLoaded = case (_wpReloadState it) of
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0 -> show $ _wpLoadedAmmo it
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x -> "R" ++ show x
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phaseS = case mayMode of
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Just (ItMode 0) -> "M"
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Just (ItMode 1) -> "S"
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Just (ItMode 2) -> "B"
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autoFireMode = shootWithSound (fromIntegral autoGunSound)
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$ withRecoil 40
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$ torqueBefore 0.05
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@@ -245,16 +229,6 @@ lasGun = defaultAutoGun
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, _itScrollDown = decPhaseV
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, _itInvDisplay = displayLasGun
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}
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displayLasGun :: Item -> String
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displayLasGun it@(Weapon {_itAttachment = mayPhase})
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= midPadL 10 ' ' "LASER" (' ':aIfLoaded) ++ (' ':phaseS)
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where aIfLoaded = case (_wpReloadState it) of
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0 -> show $ _wpLoadedAmmo it
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x -> "R" ++ show x
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phaseS = case mayPhase of
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Just (ItPhaseV 0.2) -> "V"
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Just (ItPhaseV 1) -> "/"
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Just (ItPhaseV 5) -> "Z"
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incPhaseV :: Int -> World -> World
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incPhaseV _ w = w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itPhaseV %~ f
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@@ -1140,225 +1114,7 @@ torqueAfter torque feff cid w
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rotateScope w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopePos %~ rotateV rot
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aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect' -> Float -> Particle'
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aGenBulAt' maycid col pos vel hiteff width = Bul'
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{ _ptPict' = blank
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, _ptUpdate' = mvGenBullet'
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, _btVel' = vel
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, _btColor' = col
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = width
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, _btTimer' = 90
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, _btHitEffect' = hiteff
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}
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-- bullet effects
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bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulHitCr' bt p cr w =
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let sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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-- mvDams = [TorqueDam 1 d1 , PushDam 1 $ 2 *.* (ep -.- sp) ]
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mvDams = [ PushDam 1 $ 2 *.* (ep -.- sp) ]
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addDamage = over (creatures . ix cid . crState . crDamage)
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(\dams -> (Piercing 100 sp p ep : mvDams) ++ dams)
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addDamageArmoured = over (creatures . ix cid . crState . crDamage)
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(\dams -> mvDams ++ dams)
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hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
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flashEff = over worldEvents ((.) $ flareAt red p)
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bulVel = ep -.- sp
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ck cid = (+.+) (crKnockBack cid *.* bulVel)
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crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
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hasArmour cr = any (\it -> it ^? itIdentity == Just FrontArmour) $ _crInv cr
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cid = _crID cr
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sID = newParticleKey w
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(d1,g) = randomR (-0.7,0.7) $ _randGen w
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(colID,_) = randomR (0,11) $ _randGen w
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hitEffect = addDamage . hitSound . flashEff $ w
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in case hasArmour cr of --shit this is ugly, to refactor
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True -> if hitBack
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then hitEffect
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else createSpark 8 colID p1
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(argV (p -.- _crPos (_creatures w IM.! cid)) + d1)
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Nothing
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. addDamageArmoured
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$ w
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where cpos = _crPos $ _creatures w IM.! cid
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relHitPos = p -.- cpos
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hitBack = errorAngleVV 19 (unitVectorAtAngle (_crDir $ _creatures w IM.! cid))
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relHitPos
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> pi/2
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p1 = p +.+ 2 *.* safeNormalizeV relHitPos
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_ -> hitEffect
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bulPenCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulPenCr' bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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(\dams -> [Piercing 50 sp p ep
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,Blunt 50 sp p ep
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,TorqueDam 1 d1
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,PushDam 1 $ 3 *.* (ep -.- sp)
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] ++ dams
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)
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$ soundMultiFrom [CrHitSound 0] 15 10 0
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$ over worldEvents addPiercer
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w
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where (d1,g) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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addPiercer = (.) $ over particles' ((:) piercer)
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piercer = (aGenBulAt' (Just cid) (_btColor' bt) p (_btVel' bt)
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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hvBulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
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hvBulHitCr' bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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(\dams -> [Piercing 200 sp p ep
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,Blunt 100 sp p ep
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,TorqueDam 1 d1
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,PushDam 1 $ 3 *.* (ep -.- sp)
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] ++ dams
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)
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$ soundMultiFrom [CrHitSound 0] 15 10 0
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w
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where (d1,g) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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bulIncCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulIncCr' bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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(\dams -> [Piercing 60 sp p ep
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] ++ dams
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)
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$ soundMultiFrom [CrHitSound 0] 15 10 0
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$ incFlamelets
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w
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where cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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v = evalState (randInCirc 1) $ _randGen w
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incFlamelets = over worldEvents $ (.) (makeFlamelet p v (levLayer UPtLayer) Nothing 3)
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bulConCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulConCr' bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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(\dams -> [Piercing 60 sp p ep
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] ++ dams
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)
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$ soundMultiFrom [CrHitSound 0] 15 10 0
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$ mkwave
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w
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where cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
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bulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
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bulHitWall' bt p x w = damageBlocks x
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$ createSpark 8 colID pOut (reflectDir x) Nothing
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$ set randGen g
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w
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where sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(colID,g) = randomR (0,11) $ _randGen w
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(a, _) = randomR (-0.1,0.1) $ _randGen w
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spid = newKey $ _particles w
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reflectDir wall = a + (argV $ reflectIn
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(_wlLine wall !! 1 -.- _wlLine wall !! 0)
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(p -.- sp)
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)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
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_ -> w
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bulBounceWall' :: Particle' -> Point2 -> Wall -> World -> World
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bulBounceWall' bt p wl w = damageBlocks wl
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$ over worldEvents addBouncer
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-- yay for hack -- should have used this before? or never?
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w
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where sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
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_ -> w
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bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
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reflectVel = (reflectIn wallV (_btVel' bt))
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addBouncer = (.) (over particles' ((:) bouncer))
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-- the hack is to get around the fact that the particles' list gets reset after
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-- all particles in it are checked, so we cannot add to it as we accumulate over
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-- this list
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bulIncWall' :: Particle' -> Point2 -> Wall -> World -> World
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bulIncWall' bt p wl w = damageBlocks wl
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$ incFlamelets
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-- yay for hack -- should have used this before? or never?
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w
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where sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
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_ -> w
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wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
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reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
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incFlamelets = over worldEvents $ (.) (makeFlamelet pOut reflectVel (levLayer UPtLayer) Nothing 3)
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bulConWall' :: Particle' -> Point2 -> Wall -> World -> World
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bulConWall' bt p wl w = damageBlocks wl
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$ mkwave
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-- yay for hack -- should have used this before? or never?
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w
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where sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
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_ -> w
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wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
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mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
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hvBulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
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hvBulHitWall' bt p x w = damageBlocks x
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$ set randGen g
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$ foldr ($) w (sparks pOut sv)
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where sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(a, g) = randomR (-0.1,0.1) $ _randGen w
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spid = newKey $ _particles w
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reflectDir wall = a + (argV $ reflectIn
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(_wlLine wall !! 1 -.- _wlLine wall !! 0)
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(p -.- sp)
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)
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sv = unitVectorAtAngle $ reflectDir x
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
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_ -> w
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sID = newParticleKey w
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cs = take 10 $ randomRs (0,11) $ _randGen w
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ds = randomRs (-0.7,0.7) $ _randGen w
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ts = randomRs (4,8) $ _randGen w
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sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
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bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
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bulHitFF' _ _ _ = id
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bulletEffect' :: HitEffect'
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bulletEffect' = threeEff' bulHitCr' bulHitWall' bulHitFF'
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bulletParticleSideEffect :: Particle' -> HitEffect'
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bulletParticleSideEffect pt = threeEff' mkPt mkPt noEff
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where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
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reflect :: Float -> Float -> Float
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reflect a b = a + 2*(a-b)
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@@ -1682,14 +1438,6 @@ fadeLine sp ep alph width col = setLayer 1 $
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-- ]
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-- where p x = sp +.+ x *.* (ep -.- sp)
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closestOfThree :: Point2 -> Maybe (Point2,a) -> Maybe (Point2,b) -> Maybe (Point2,c)
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-> Maybe (Point2, Either3 a b c)
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closestOfThree p x1 x2 x3 = listToMaybe $ sortBy g $ catMaybes [fmap f1 x1,fmap f2 x2,fmap f3 x3]
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where f1 (r1,s1) = (r1, E3x1 s1)
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f2 (r2,s2) = (r2, E3x2 s2)
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f3 (r3,s3) = (r3, E3x3 s3)
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g (x,_) (y,_) = compare (magV (x -.- p)) (magV (y -.- p))
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grenadeLauncher :: Item
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grenadeLauncher = pistol
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@@ -2012,24 +1760,6 @@ remoteBombPic x = pictures [ color (dark $ dark orange) $ circleSolid 5
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remoteBombUnarmedPic :: Picture
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remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
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drawWeapon :: Picture -> Creature -> Int -> Drawing
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drawWeapon p cr posInInv
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| _crInvSel cr == posInInv = onLayer PtLayer drawnWep
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| otherwise = blank
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where drawnWep = uncurry translate (_crRad cr,0) p
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medkit :: Int -> Item
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medkit i = basicConsumable
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{ _itIdentity = Medkit25
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, _itName = "MEDKIT" ++ show i
|
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, _itMaxStack = 9
|
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, _itAmount = 1
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, _cnEffect = heal i
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, _itFloorPict = onLayer FlItLayer $ color blue $ circleSolid 3
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, _itEquipPict = drawWeapon $ color blue $ circleSolid 3
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, _itID = Nothing
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}
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makeTeslaArcAt :: Int -> Point2 -> Float -> Particle
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makeTeslaArcAt i pos dir = Particle
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@@ -2249,13 +1979,6 @@ latchkeyPic = color yellow $
|
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-- }}}
|
||||
|
||||
heal25 :: Int -> World -> Maybe World
|
||||
heal25 = heal 25
|
||||
heal :: Int -> Int -> World -> Maybe World
|
||||
heal hp n w | _crHP (_creatures w IM.! n) >= 10000 = Nothing
|
||||
| otherwise = Just $ soundOnce healSound
|
||||
$ over (creatures . ix n . crHP) ((\x-> min x 10000). (+ hp) ) w
|
||||
|
||||
forceFieldFire :: Int -> World -> World
|
||||
forceFieldFire cid w = w
|
||||
|
||||
@@ -0,0 +1,238 @@
|
||||
module Dodge.Item.Weapon.Bullet
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.WorldActions
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.RandomHelp
|
||||
|
||||
import Geometry
|
||||
|
||||
import System.Random
|
||||
|
||||
import Control.Lens
|
||||
import Control.Monad.State
|
||||
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
|
||||
import Picture
|
||||
|
||||
-- bullet effects
|
||||
bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulHitCr' bt p cr w =
|
||||
let sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
-- mvDams = [TorqueDam 1 d1 , PushDam 1 $ 2 *.* (ep -.- sp) ]
|
||||
mvDams = [ PushDam 1 $ 2 *.* (ep -.- sp) ]
|
||||
addDamage = over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> (Piercing 100 sp p ep : mvDams) ++ dams)
|
||||
addDamageArmoured = over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> mvDams ++ dams)
|
||||
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
flashEff = over worldEvents ((.) $ flareAt red p)
|
||||
bulVel = ep -.- sp
|
||||
ck cid = (+.+) (crKnockBack cid *.* bulVel)
|
||||
crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
|
||||
hasArmour cr = any (\it -> it ^? itIdentity == Just FrontArmour) $ _crInv cr
|
||||
cid = _crID cr
|
||||
sID = newParticleKey w
|
||||
(d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
(colID,_) = randomR (0,11) $ _randGen w
|
||||
hitEffect = addDamage . hitSound . flashEff $ w
|
||||
in case hasArmour cr of --shit this is ugly, to refactor
|
||||
True -> if hitBack
|
||||
then hitEffect
|
||||
else createSpark 8 colID p1
|
||||
(argV (p -.- _crPos (_creatures w IM.! cid)) + d1)
|
||||
Nothing
|
||||
. addDamageArmoured
|
||||
$ w
|
||||
where cpos = _crPos $ _creatures w IM.! cid
|
||||
relHitPos = p -.- cpos
|
||||
hitBack = errorAngleVV 19 (unitVectorAtAngle (_crDir $ _creatures w IM.! cid))
|
||||
relHitPos
|
||||
> pi/2
|
||||
p1 = p +.+ 2 *.* safeNormalizeV relHitPos
|
||||
_ -> hitEffect
|
||||
|
||||
bulPenCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulPenCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 50 sp p ep
|
||||
,Blunt 50 sp p ep
|
||||
,TorqueDam 1 d1
|
||||
,PushDam 1 $ 3 *.* (ep -.- sp)
|
||||
] ++ dams
|
||||
)
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
$ over worldEvents addPiercer
|
||||
w
|
||||
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
addPiercer = (.) $ over particles' ((:) piercer)
|
||||
piercer = (aGenBulAt' (Just cid) (_btColor' bt) p (_btVel' bt)
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
|
||||
hvBulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
hvBulHitCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 200 sp p ep
|
||||
,Blunt 100 sp p ep
|
||||
,TorqueDam 1 d1
|
||||
,PushDam 1 $ 3 *.* (ep -.- sp)
|
||||
] ++ dams
|
||||
)
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
w
|
||||
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
|
||||
bulIncCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulIncCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 60 sp p ep
|
||||
] ++ dams
|
||||
)
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
$ incFlamelets
|
||||
w
|
||||
where cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
v = evalState (randInCirc 1) $ _randGen w
|
||||
incFlamelets = over worldEvents $ (.) (makeFlamelet p v (levLayer UPtLayer) Nothing 3)
|
||||
|
||||
bulConCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulConCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 60 sp p ep
|
||||
] ++ dams
|
||||
)
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
$ mkwave
|
||||
w
|
||||
where cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
|
||||
|
||||
|
||||
|
||||
bulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulHitWall' bt p x w = damageBlocks x
|
||||
$ createSpark 8 colID pOut (reflectDir x) Nothing
|
||||
$ set randGen g
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
(colID,g) = randomR (0,11) $ _randGen w
|
||||
(a, _) = randomR (-0.1,0.1) $ _randGen w
|
||||
spid = newKey $ _particles w
|
||||
reflectDir wall = a + (argV $ reflectIn
|
||||
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
(p -.- sp)
|
||||
)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
|
||||
bulBounceWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulBounceWall' bt p wl w = damageBlocks wl
|
||||
$ over worldEvents addBouncer
|
||||
-- yay for hack -- should have used this before? or never?
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = (reflectIn wallV (_btVel' bt))
|
||||
addBouncer = (.) (over particles' ((:) bouncer))
|
||||
-- the hack is to get around the fact that the particles' list gets reset after
|
||||
-- all particles in it are checked, so we cannot add to it as we accumulate over
|
||||
-- this list
|
||||
|
||||
bulIncWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulIncWall' bt p wl w = damageBlocks wl
|
||||
$ incFlamelets
|
||||
-- yay for hack -- should have used this before? or never?
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
|
||||
incFlamelets = over worldEvents $ (.) (makeFlamelet pOut reflectVel (levLayer UPtLayer) Nothing 3)
|
||||
|
||||
bulConWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulConWall' bt p wl w = damageBlocks wl
|
||||
$ mkwave
|
||||
-- yay for hack -- should have used this before? or never?
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
|
||||
|
||||
hvBulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
hvBulHitWall' bt p x w = damageBlocks x
|
||||
$ set randGen g
|
||||
$ foldr ($) w (sparks pOut sv)
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
(a, g) = randomR (-0.1,0.1) $ _randGen w
|
||||
spid = newKey $ _particles w
|
||||
reflectDir wall = a + (argV $ reflectIn
|
||||
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
(p -.- sp)
|
||||
)
|
||||
sv = unitVectorAtAngle $ reflectDir x
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
|
||||
_ -> w
|
||||
sID = newParticleKey w
|
||||
cs = take 10 $ randomRs (0,11) $ _randGen w
|
||||
ds = randomRs (-0.7,0.7) $ _randGen w
|
||||
ts = randomRs (4,8) $ _randGen w
|
||||
sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
|
||||
bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
|
||||
bulHitFF' _ _ _ = id
|
||||
|
||||
bulletEffect' :: HitEffect'
|
||||
bulletEffect' = threeEff' bulHitCr' bulHitWall' bulHitFF'
|
||||
|
||||
bulletParticleSideEffect :: Particle' -> HitEffect'
|
||||
bulletParticleSideEffect pt = threeEff' mkPt mkPt noEff
|
||||
where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
|
||||
|
||||
aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect' -> Float -> Particle'
|
||||
aGenBulAt' maycid col pos vel hiteff width = Bul'
|
||||
{ _ptPict' = blank
|
||||
, _ptUpdate' = mvGenBullet'
|
||||
, _btVel' = vel
|
||||
, _btColor' = col
|
||||
, _btTrail' = [pos]
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = width
|
||||
, _btTimer' = 90
|
||||
, _btHitEffect' = hiteff
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
module Dodge.Item.Weapon.InventoryDisplay
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
|
||||
basicWeaponDisplay :: Item -> String
|
||||
basicWeaponDisplay it = midPadL 10 ' ' (_itName it) (' ' : aIfLoaded)
|
||||
where
|
||||
availableAmmo = show $ _wpMaxAmmo it
|
||||
aIfLoaded = case (_wpReloadState it) of
|
||||
0 -> show $ _wpLoadedAmmo it
|
||||
x -> "R" ++ show x
|
||||
|
||||
displayAutoGun :: Item -> String
|
||||
displayAutoGun it@(Weapon {_itAttachment = mayMode})
|
||||
= midPadL 10 ' ' "AUTOGUN" (' ':aIfLoaded) ++ (' ':phaseS)
|
||||
where aIfLoaded = case (_wpReloadState it) of
|
||||
0 -> show $ _wpLoadedAmmo it
|
||||
x -> "R" ++ show x
|
||||
phaseS = case mayMode of
|
||||
Just (ItMode 0) -> "M"
|
||||
Just (ItMode 1) -> "S"
|
||||
Just (ItMode 2) -> "B"
|
||||
|
||||
displayLasGun :: Item -> String
|
||||
displayLasGun it@(Weapon {_itAttachment = mayPhase})
|
||||
= midPadL 10 ' ' "LASER" (' ':aIfLoaded) ++ (' ':phaseS)
|
||||
where aIfLoaded = case (_wpReloadState it) of
|
||||
0 -> show $ _wpLoadedAmmo it
|
||||
x -> "R" ++ show x
|
||||
phaseS = case mayPhase of
|
||||
Just (ItPhaseV 0.2) -> "V"
|
||||
Just (ItPhaseV 1) -> "/"
|
||||
Just (ItPhaseV 5) -> "Z"
|
||||
@@ -126,6 +126,7 @@ noBoundClip = not . boundClip
|
||||
|
||||
connectRoom :: a -> Tree (Either a a)
|
||||
connectRoom r = Node (Right r) []
|
||||
|
||||
deadRoom :: a -> Tree (Either a a)
|
||||
deadRoom r = Node (Left r) []
|
||||
|
||||
|
||||
+10
-8
@@ -1,7 +1,7 @@
|
||||
module Dodge.Rooms where
|
||||
-- imports {{{
|
||||
import Dodge.Data
|
||||
import Dodge.Weapons
|
||||
import Dodge.Item.Weapon
|
||||
import Dodge.Critters
|
||||
import Dodge.LevelGen
|
||||
import Dodge.Base
|
||||
@@ -89,8 +89,6 @@ corridor = Room
|
||||
where lnks = [((20,70) ,0)
|
||||
,((20,80) +.+ rotateV (0-pi/3) (-20,0), pi/6)
|
||||
,((20,80) +.+ rotateV ( pi/3) ( 20,0),0-pi/6)
|
||||
-- ,((40,0) +.+ rotateV ( pi/3) (-20,0), 2*pi/3)
|
||||
-- ,(( 0,0) +.+ rotateV (0-pi/3) ( 20,0),0-2*pi/3)
|
||||
,((20,10) ,pi)
|
||||
]
|
||||
corridorN :: Room
|
||||
@@ -207,7 +205,8 @@ door = Room
|
||||
{ _rmPolys = [rectNSWE 40 0 0 40]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = [((20,35),(20,5))]
|
||||
, _rmPS = [PS (0,20) 0 $ PutAutoDoor (0,0) (40,0)]
|
||||
-- door extends into side walls (for shadows as rendered 12/03)
|
||||
, _rmPS = [PS (0,20) 0 $ PutAutoDoor (-10,0) (50,0)]
|
||||
, _rmBound = []
|
||||
}
|
||||
where lnks = [((20,35),0)
|
||||
@@ -531,11 +530,14 @@ weaponLongCorridor = do
|
||||
i2 <- state $ randomR (2,5)
|
||||
let branch1 = treeTrunk (replicate i1 $ Left corridor) (connectRoom $ putCrs connectingRoom)
|
||||
let branch2 = treeTrunk (replicate i2 $ Left corridor) (deadRoom $ putWp corridorN)
|
||||
return $ Node (Left root) [branch1,branch2]
|
||||
return $ Node (Left $ addLS root) [branch1,branch2]
|
||||
where putCrs = set rmPS [PS (10,40) (-pi/2) $ randC
|
||||
,PS (-10,40) (-pi/2) $ randC
|
||||
]
|
||||
putWp = set rmPS [PS (20,40) 0 $ RandPS randFirstWeapon]
|
||||
,PS (-10,40) (-pi/2) $ randC
|
||||
]
|
||||
putWp = set rmPS [PS (20,40) 0 $ RandPS randFirstWeapon
|
||||
,PS (20,60) 0 $ basicLS
|
||||
]
|
||||
addLS = id -- set rmPS [PS (0,60) 0 $ basicLS]
|
||||
|
||||
critInDeadEnd :: Room
|
||||
critInDeadEnd = set rmPS [PS (0,0) 0 $ randC] deadEndRoom
|
||||
|
||||
Reference in New Issue
Block a user