Move held item scrolling into dedicated datatype

This commit is contained in:
2022-07-20 15:17:56 +01:00
parent 2755a4ffdd
commit 2c6e5e818a
10 changed files with 79 additions and 58 deletions
+5 -25
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@@ -10,6 +10,8 @@ circular imports are probably not a good idea.
{-# LANGUAGE DerivingStrategies #-}
module Dodge.Data
( module Dodge.Data
, module Dodge.Data.Item.HeldScroll
, module Dodge.Data.Item.Consumption
, module Dodge.Data.Gas
, module Dodge.Data.Ammo
, module Dodge.Data.Payload
@@ -56,6 +58,8 @@ module Dodge.Data
, module Dodge.Data.RadarBlip
, module Dodge.Data.PathGraph
) where
import Dodge.Data.Item.HeldScroll
import Dodge.Data.Item.Consumption
import Dodge.Data.Gas
import Dodge.Data.Ammo
import Dodge.Data.Payload
@@ -401,7 +405,7 @@ data ItemUse
, _useMods :: [(Item -> Creature -> World -> World) -> Item -> Creature -> World -> World]
, _useHammer :: HammerPosition
, _useAim :: AimParams
, _heldScroll :: Float -> Creature -> Item -> Item
, _heldScroll :: HeldScroll --Float -> Creature -> Item -> Item
}
| LeftUse
{ _lUse :: Item -> Creature -> World -> World
@@ -428,29 +432,6 @@ data Equipment = Equipment
_itUseAimStance :: Item -> AimStance
_itUseAimStance = _aimStance . _useAim . _itUse
data ItemConsumption
= LoadableAmmo
{ _laAmmoType :: AmmoType
, _laMax :: Int
, _laLoaded :: Int
, _laPrimed :: Bool
, _laCycle :: [LoadAction]
, _laProgress :: Maybe [LoadAction]
}
| AutoRecharging
{ _arLoaded :: Int
, _arMax :: Int
, _arTime :: Int
, _arProgress :: Int
}
| ChargeableAmmo
{ _wpMaxCharge :: Int
, _wpCharge :: Int
}
| ItemItselfConsumable
{ _icAmount :: IcAmount
}
| NoConsumption
data Item = Item
{ _itConsumption :: ItemConsumption
, _itUse :: ItemUse
@@ -1279,7 +1260,6 @@ makeLenses ''Item
makeLenses ''ItemUse
makeLenses ''ItEffect
makeLenses ''FloorItem
makeLenses ''ItemConsumption
makeLenses ''TweakParam
makeLenses ''Prop
makeLenses ''Proj
+27
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@@ -2,3 +2,30 @@
{-# LANGUAGE StrictData #-}
module Dodge.Data.Item.Consumption where
import Control.Lens
import Dodge.Data.Ammo
import Dodge.Data.LoadAction
import Dodge.Data.ItemAmount
data ItemConsumption
= LoadableAmmo
{ _laAmmoType :: AmmoType
, _laMax :: Int
, _laLoaded :: Int
, _laPrimed :: Bool
, _laCycle :: [LoadAction]
, _laProgress :: Maybe [LoadAction]
}
| AutoRecharging
{ _arLoaded :: Int
, _arMax :: Int
, _arTime :: Int
, _arProgress :: Int
}
| ChargeableAmmo
{ _wpMaxCharge :: Int
, _wpCharge :: Int
}
| ItemItselfConsumable
{ _icAmount :: IcAmount
}
| NoConsumption
makeLenses ''ItemConsumption
+4
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@@ -0,0 +1,4 @@
--{-# LANGUAGE StrictData #-}
module Dodge.Data.Item.HeldScroll where
data HeldScroll = HeldScrollDoNothing | HeldScrollZoom | HeldScrollCharMode
+1 -1
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@@ -65,7 +65,7 @@ defaultrUse = RightUse
, _useMods = []
, _useHammer = HammerUp
, _useAim = defaultAimParams
, _heldScroll = \_ _ -> id
, _heldScroll = HeldScrollDoNothing
}
defaultlUse :: ItemUse
defaultlUse = LeftUse
+2 -1
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@@ -14,6 +14,7 @@ the simulation step; in particular see 'updatePressedButtons'.
module Dodge.Event
( handleEvent
) where
import Dodge.HeldScroll
import Dodge.InputFocus
import Dodge.Combine
import Dodge.Event.Keyboard
@@ -110,7 +111,7 @@ wheelEvent y w = case _hudElement $ _hud w of
| rbDown -> case (yourItem w ^? _Just . itUse . heldScroll,_rbOptions w) of
(_,EquipOptions{}) -> scrollRBOption y w
(Nothing,_) -> closeObjScrollDir y w
(Just f,_) -> w & creatures . ix 0 . crInv . ix (crSel $ you w) %~ f y (you w)
(Just f,_) -> w & creatures . ix 0 . crInv . ix (crSel $ you w) %~ doHeldScroll f y (you w)
| lbDown -> w & cameraZoom +~ y
| invKeyDown -> changeSwapInvSel yi w
| otherwise -> stopSoundFrom (CrReloadSound 0) $ changeAugInvSel yi w
+37
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@@ -0,0 +1,37 @@
module Dodge.HeldScroll
( doHeldScroll
) where
import Dodge.Data
import Dodge.Item.Weapon.ZoomScope
import Control.Lens hiding ((|>),(<|))
import Data.Sequence
doHeldScroll :: HeldScroll -> Float -> Creature -> Item -> Item
doHeldScroll hs = case hs of
HeldScrollDoNothing -> const . const id
HeldScrollZoom -> zoomLongGun
HeldScrollCharMode -> scrollCharMode
scrollCharMode
:: Float -- ^ Amount scrolled
-> Creature
-> Item
-> Item
scrollCharMode x _
| x > 0 = incCharMode
| x < 0 = decCharMode
| otherwise = id
incCharMode
:: Item
-> Item
incCharMode = itAttachment . atCharMode %~ cycleL
where
cycleL (x :<| xs) = xs |> x
cycleL xs = xs
decCharMode
:: Item
-> Item
decCharMode = itAttachment . atCharMode %~ cycleR
where
cycleR (xs :|> x) = x <| xs
cycleR xs = xs
-27
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@@ -1,6 +1,5 @@
module Dodge.Item.Attachment
( charFiringStratI
, scrollCharMode
, changeFuse
) where
import Dodge.Data
@@ -13,32 +12,6 @@ import Data.Maybe
import qualified Data.IntMap.Strict as IM
scrollCharMode
:: Float -- ^ Amount scrolled
-> Creature
-> Item
-> Item
scrollCharMode x _
| x > 0 = incCharMode
| x < 0 = decCharMode
| otherwise = id
incCharMode
:: Item
-> Item
incCharMode = itAttachment . atCharMode %~ cycleL
where
cycleL (x :<| xs) = xs |> x
cycleL xs = xs
decCharMode
:: Item
-> Item
decCharMode = itAttachment . atCharMode %~ cycleR
where
cycleR (xs :|> x) = x <| xs
cycleR xs = xs
charFiringStratI
:: [(Char, ChainEffect)] -- ^ Different firing effects for different characters
-> ChainEffect
-1
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@@ -140,7 +140,6 @@ flatShield = defaultWeapon
, _aimHandlePos = 0
, _aimMuzPos = 0
}
, _heldScroll = \_ _ -> id
}
& itInvSize .~ 3
& itType . iyBase .~ HELD FLATSHIELD
+2 -2
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@@ -11,7 +11,7 @@ import Dodge.Reloading.Action
import Dodge.Default.Weapon
import Dodge.Item.Weapon.Bullet
import Dodge.Default
import Dodge.Item.Weapon.ZoomScope
--import Dodge.Item.Weapon.ZoomScope
import Dodge.Item.Weapon.ExtraEffect
import Dodge.Item.Weapon.TriggerType
import Dodge.SoundLogic.LoadSound
@@ -91,7 +91,7 @@ sniperRifle = elephantGun
& itType . iyBase .~ HELD SNIPERRIFLE
& itParams . gunBarrels .~ SingleBarrel 0
& itUse . useAim . aimZoom .~ defaultItZoom {_itZoomMax = 0.5, _itZoomMin = 0.5}
& itUse . heldScroll .~ zoomLongGun
& itUse . heldScroll .~ HeldScrollZoom -- zoomLongGun
& itScope .~ ZoomScope (V2 0 0) 0 1 0.5 False
& itTargeting .~ targetLaser
& itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1}
+1 -1
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@@ -77,7 +77,7 @@ autoGun = defaultAutoGun
& itUse . useAim . aimRange .~ 1
& itUse . useAim . aimStance .~ TwoHandTwist
& itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
& itUse . heldScroll .~ scrollCharMode
& itUse . heldScroll .~ HeldScrollCharMode
& itType . iyBase .~ HELD AUTOGUN
autoGunPic :: Item -> SPic
autoGunPic it = noPic $