Modularise code concerning items

This commit is contained in:
2021-03-12 02:29:24 +01:00
parent 9bdc6fddd7
commit 22275beb89
9 changed files with 339 additions and 292 deletions
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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
}
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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"