Refactor reloading to use list of required steps

This commit is contained in:
2022-06-20 19:06:02 +01:00
parent a85cf4d1fb
commit 37eb69c661
16 changed files with 79 additions and 118 deletions
+2 -2
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@@ -231,8 +231,8 @@ doItemTargeting invid cr w = case cr ^? crInv . ix invid . itTargeting of
weaponReloadSounds :: Creature -> World -> World
weaponReloadSounds cr w = case cr ^? crInv . ix (_crInvSel cr) . itConsumption of
Just am@LoadableAmmo{} -> case am ^? laLoadType . loadProgress of
Just NoTransfer -> w -- stopSoundFrom (CrReloadSound cid) w
Just am@LoadableAmmo{} -> case am ^? laProgress of
Just FinishedLoading -> w -- stopSoundFrom (CrReloadSound cid) w
Just _ -> soundContinue (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
Nothing -> w
-- PassiveReload stype | Just (_laReloadTime am) == am ^? laTransfer . transferTime
+18 -13
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@@ -487,7 +487,8 @@ data ItemConsumption
{ _laAmmoType :: AmmoType
, _laMax :: Int
, _laLoaded :: Int
, _laLoadType :: LoadType
, _laCycle :: [LoadAction]
, _laProgress :: LoadProgress
}
| ChargeableAmmo
{ _wpMaxCharge :: Int
@@ -545,19 +546,22 @@ data ItemPortage
| WornItem
| NoPortage
data LoadProgress
= NoTransfer
| Eject {_ejectProgress :: Int}
| Insert {_insertProgress :: Int, _insertAmount :: Int }
data LoadActionProgress = LoadActionProgress
{ _actionProgress :: Int
, _actionType :: LoadAction
}
deriving (Eq,Ord,Show)
data LoadType
= ActiveEject
{_ejectTime :: Int, _insertTime :: Int,_loadProgress :: LoadProgress }
| ActivePartial
{_insertTime :: Int, _loadAmount :: Int, _loadProgress :: LoadProgress }
| PassiveReload SoundID
deriving Eq
data LoadProgress
= InProgress { _lastAction :: Maybe LoadAction, _futureActions :: [LoadActionProgress] }
| FinishedLoading
deriving (Eq,Ord,Show)
data LoadAction
= Eject {_actionTime :: Int}
| Insert {_actionTime :: Int, _insertMax :: Maybe Int }
| Prime {_actionTime :: Int}
deriving (Eq,Ord,Show)
-- I believe this is called every frame, not sure when though
data ItEffect
@@ -1482,7 +1486,8 @@ makeLenses ''ItEffect
makeLenses ''FloorItem
makeLenses ''ItemConsumption
makeLenses ''AmmoType
makeLenses ''LoadType
makeLenses ''LoadAction
makeLenses ''LoadActionProgress
makeLenses ''LoadProgress
makeLenses ''TweakParam
makeLenses ''Prop
+2 -1
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@@ -19,7 +19,8 @@ defaultLoadable = LoadableAmmo
{ _laAmmoType = GenericAmmo
, _laMax = 15
, _laLoaded = 0
, _laLoadType = ActiveEject 20 20 NoTransfer
, _laCycle = [Eject 10, Insert 10 Nothing, Prime 10]
, _laProgress = FinishedLoading
}
defaultBulletLoadable :: ItemConsumption
defaultBulletLoadable = defaultLoadable & laAmmoType .~ basicBullet
+10 -6
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@@ -31,16 +31,20 @@ itemDisplay it = Prelude.take (itSlotsTaken it) $
showConsumption :: ItemConsumption -> String
showConsumption ic = case ic of
am@LoadableAmmo{} -> showLoading (_laLoadType ic) ++ show (_laLoaded am)
am@LoadableAmmo{} -> showLoading (_laProgress ic) ++ show (_laLoaded am)
am@ChargeableAmmo{} -> show $ _wpCharge am
x@ItemItselfConsumable{} -> show (_icAmount x)
NoConsumption -> ""
showLoading :: LoadType -> String
showLoading lt = case lt ^? loadProgress of
Just (Eject t) -> show t ++ "E"
Just (Insert t _) -> show t ++ "R"
Just NoTransfer -> ""
showLoading :: LoadProgress -> String
showLoading lt = case lt ^? futureActions . ix 0 of
Just lap -> show (_actionTime (_actionType lap) - _actionProgress lap)
++ showLoadActionType (_actionType lap)
Nothing -> ""
showLoadActionType :: LoadAction -> String
showLoadActionType la = case la of
Eject {} -> "E"
Insert {} -> "L"
Prime {} -> "P"
-- & itInvDisplay .~ \it -> head (basicItemDisplay it) :
-- ["*FIRERATE:" ++ fromMaybe "" (maybeRateStatus it)
+3 -6
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@@ -74,8 +74,7 @@ teslaGun :: Item
teslaGun = defaultBatteryGun
{ _itConsumption = defaultLoadable
& laMax .~ 200
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
& laCycle .~ [Eject 10, Insert 10 Nothing, Prime 60]
, _itUse = ruseInstant shootTeslaArc NoHammer
[ ammoCheckI
, withTempLight 1 100 (V3 0 0 1)
@@ -254,8 +253,7 @@ lasGun :: Item
lasGun = defaultAutoBatteryGun
{ _itConsumption = defaultLoadable
& laMax .~ 200
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
& laCycle .~ [Eject 10, Insert 10 Nothing, Prime 60]
, _itUse = ruseInstant shootLaser NoHammer
[ ammoCheckI
, withItem $ \it -> withTempLight 1 100 (xyzV4 (_lasColor $ _itParams it))
@@ -320,8 +318,7 @@ tractorGun :: Item
tractorGun = lasGun
{ _itConsumption = defaultLoadable
& laMax .~ 10000
& laLoadType . ejectTime .~ 20
& laLoadType . insertTime .~ 20
& laCycle .~ [Eject 10, Insert 10 Nothing, Prime 60]
, _itUse = ruseInstant aTractorBeam NoHammer
[ ammoCheckI
]
+4 -6
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@@ -73,7 +73,7 @@ bangCane = defaultBulletWeapon
} & itUse . useAim . aimStance .~ OneHand
& itType . iyBase .~ BANGCANE
& itConsumption . laMax .~ 1
& itConsumption . laLoadType .~ ActivePartial 10 1 NoTransfer
& itConsumption . laCycle .~ [Insert 10 (Just 1)]
bangCaneX :: Int -> Item
bangCaneX i = bangCane
{ _itUse = ruseAmmoParamsRate 6 upHammer
@@ -139,7 +139,7 @@ rifle = bangCane
& itUse . useAim . aimStance .~ TwoHandTwist
& itType . iyBase .~ RIFLE
& itConsumption . laMax .~ 1
& itConsumption . laLoadType .~ ActiveEject 5 5 NoTransfer
& itConsumption . laCycle .~ [Eject 5, Insert 5 Nothing,Prime 5]
& itUse . useAim . aimWeight .~ 6
& itUse . useAim . aimRange .~ 1
-- & itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
@@ -148,8 +148,7 @@ repeater :: Item
repeater = rifle
& itType . iyModules . at ModRifleMag ?~ EMPTYMODULE
& itType . iyBase .~ REPEATER
& itConsumption . laLoadType . ejectTime .~ 40
& itConsumption . laLoadType . insertTime .~ 40
& itConsumption . laCycle .~ [Eject 5, Insert 15 Nothing,Prime 15]
& itConsumption . laMax .~ 15
& itDimension . dimSPic .~ (\it -> noPic $ baseRifleShape
<> makeTinClipAt 0 (V3 10 (-2) 0) it
@@ -252,8 +251,7 @@ miniGunX i = defaultAutoGun
{ _laMax = 1500
, _laLoaded = 1500
}
& laLoadType . ejectTime .~ 60
& laLoadType . insertTime .~ 60
& laCycle .~ [Eject 40, Insert 40 Nothing,Prime 40]
, _itUse = miniGunUse i
& useDelay .~ WarmUpNoDelay {_warmTime = 0,_warmMax = 100}
& useAim . aimWeight .~ 6
+2 -4
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@@ -70,8 +70,7 @@ bangRod = defaultBulletWeapon
}
}
& itConsumption . laMax .~ 1
& itConsumption . laLoadType . ejectTime .~ 10
& itConsumption . laLoadType . insertTime .~ 10
& itConsumption . laCycle .~ [Eject 5, Insert 10 Nothing, Prime 5]
& itType . iyBase .~ BANGROD
& itUse . useAim . aimWeight .~ 8
& itUse . useAim . aimRange .~ 1
@@ -142,7 +141,6 @@ machineGun = bangRod
& useDelay .~ VariableRate {_rateMax = 25, _rateMaxMax = 24, _rateMinMax = 7, _rateTime = 0}
)
& itConsumption . laMax .~ 100
& itConsumption . laLoadType . ejectTime .~ 25
& itConsumption . laLoadType . insertTime .~ 25
& itConsumption . laCycle .~ [Eject 10, Insert 40 Nothing, Prime 10]
& itInvSize .~ 3
& itParams. torqueAfter .~ 0.2 -- not sure if this is necessary?
+3 -4
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@@ -78,7 +78,7 @@ bangStick i = defaultBulletWeapon
}
& itType . iyBase .~ BANGSTICK i
& itConsumption . laMax .~ i
& itConsumption . laLoadType .~ ActivePartial 10 1 NoTransfer
& itConsumption . laCycle .~ [Insert 10 (Just 1)]
baseStickShapeX :: Int -> Shape
baseStickShapeX i = foldMap f [0..i-1]
where
@@ -108,7 +108,7 @@ revolver = pistol
& itConsumption .~
(defaultBulletLoadable
& laMax .~ 6
& laLoadType .~ ActivePartial 10 1 NoTransfer )
& laCycle .~ [Insert 10 (Just 1)] )
& itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> revolverClip it)
& itType . iyBase .~ REVOLVER
@@ -157,8 +157,7 @@ pistol :: Item
pistol = (bangStick 1)
& itConsumption .~ ( defaultBulletLoadable
& laMax .~ 15
& laLoadType . ejectTime .~ 20
& laLoadType . insertTime .~ 20 )
& laCycle .~ [Eject 5, Insert 5 Nothing, Prime 5] )
& itUse .~ ruseAmmoParamsRate 6 upHammer (ammoHammerCheck : pistolAfterHamMods)
& itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it)
& itParams %~
+6 -12
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@@ -44,8 +44,7 @@ autoGun = defaultAutoGun
{ _laMax = 30
, _laLoaded = 30
}
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
& laCycle .~ [Eject 30, Insert 30 Nothing, Prime 10]
, _itUse = ruseAmmoParamsRate 4 NoHammer
[ ammoCheckI
, charFiringStratI
@@ -132,8 +131,7 @@ bangCone = defaultBulletWeapon
}
& itType . iyBase .~ BANGCONE
& itConsumption . laMax .~ 5
& itConsumption . laLoadType . ejectTime .~ 10
& itConsumption . laLoadType . insertTime .~ 10
& itConsumption . laCycle .~ [Eject 5, Insert 20 Nothing, Prime 5]
coneRandItemUpdate :: State StdGen (Item -> Item)
coneRandItemUpdate = do
wth <- state $ randomR (1,5)
@@ -161,8 +159,7 @@ blunderbuss = bangCone
}
}
& itConsumption . laMax .~ 25
& itConsumption . laLoadType . ejectTime .~ 15
& itConsumption . laLoadType . insertTime .~ 15
& itConsumption . laCycle .~ [Eject 5, Insert 30 Nothing, Prime 5]
& itUse . useAim . aimStance .~ TwoHandTwist
& itUse . useAim . aimWeight .~ 6
& itType . iyBase .~ BLUNDERBUSS
@@ -170,8 +167,7 @@ bigBlunderbuss :: Item
bigBlunderbuss = blunderbuss
& itType . iyBase .~ BIGBLUNDERBUSS
& itConsumption . laMax .~ 50
& itConsumption . laLoadType . ejectTime .~ 18
& itConsumption . laLoadType . insertTime .~ 18
& itConsumption . laCycle .~ [Eject 5, Insert 40 Nothing, Prime 5]
& itParams . recoil .~ 200
& itParams . torqueAfter .~ 0.3
& itParams . randomOffset .~ 16
@@ -179,8 +175,7 @@ biggerBlunderbuss :: Item
biggerBlunderbuss = bigBlunderbuss
& itType . iyBase .~ BIGGERBLUNDERBUSS
& itConsumption . laMax .~ 75
& itConsumption . laLoadType . ejectTime .~ 20
& itConsumption . laLoadType . insertTime .~ 20
& itConsumption . laCycle .~ [Eject 5, Insert 50 Nothing, Prime 5]
& itParams . recoil .~ 250
& itParams . torqueAfter .~ 0.5
& itParams . randomOffset .~ 20
@@ -188,8 +183,7 @@ biggestBlunderbuss :: Item
biggestBlunderbuss = biggerBlunderbuss
& itType . iyBase .~ BIGGESTBLUNDERBUSS
& itConsumption . laMax .~ 100
& itConsumption . laLoadType . ejectTime .~ 25
& itConsumption . laLoadType . insertTime .~ 25
& itConsumption . laCycle .~ [Eject 5, Insert 60 Nothing, Prime 5]
& itParams . recoil .~ 300
& itParams . torqueAfter .~ 0.7
& itParams . randomOffset .~ 24
-2
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@@ -33,8 +33,6 @@ droneLauncher = defaultWeapon
}
& itConsumption . laAmmoType .~ DroneAmmo { _amString = "LASDRONE" }
& itConsumption . laMax .~ 2
& itConsumption . laLoadType . ejectTime .~ 40
& itConsumption . laLoadType . insertTime .~ 40
& itType . iyBase .~ DRONELAUNCHER
lasDronesPic :: Item -> SPic
+1 -2
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@@ -44,8 +44,7 @@ launcher = defaultWeapon
}
& laMax .~ 1
& laLoaded .~ 1
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
& laCycle .~ [Eject 30, Insert 30 Nothing, Prime 10]
, _itUse = ruseRate 20 usePjCreation upHammer
[ hammerCheckI
, ammoCheckI
+1 -2
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@@ -32,8 +32,7 @@ sonicGun :: Item
sonicGun = defaultAutoGun
{ _itConsumption = defaultLoadable
& laMax .~ 10
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
& laCycle .~ [Eject 10, Insert 10 Nothing, Prime 60]
, _itUse = ruseRate 8 aSonicWave (HasHammer HammerUp)
[ ammoHammerCheck
, useTimeCheck
-3
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@@ -17,9 +17,6 @@ Creates a creature next to the creature using the item. -}
spawnGun :: Creature -> Item
spawnGun cr = defaultWeapon
{ _itConsumption = defaultLoadable
& laMax .~ 1
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
, _itUse = ruseRate 100
(\_ -> spawnCrNextTo cr)
upHammer
+2 -4
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@@ -68,8 +68,7 @@ flameSpitter :: Item
flameSpitter = flameThrower
& itType . iyBase .~ FLAMESPITTER
& itConsumption . laMax .~ 10
& itConsumption . laLoadType . ejectTime .~ 10
& itConsumption . laLoadType . insertTime .~ 10
& itConsumption . laCycle .~ [Eject 5, Insert 10 Nothing, Prime 20]
& itParams . sprayNozzles . ix 0 . nzPressure .~ 4
& itUse . useAim . aimStance .~ OneHand
& itUse . useDelay .~ FixedRate {_rateMax =12,_rateTime = 0}
@@ -123,8 +122,7 @@ flameThrower = defaultAutoGun
{_amString = "FLAME"
,_amCreateGas = aFlame
}
& laLoadType . ejectTime .~ 40
& laLoadType . insertTime .~ 40
& laCycle .~ [Eject 5, Insert 10 Nothing, Prime 20]
, _itUse = ruseInstant (overNozzles useGasParams) NoHammer
[ ammoCheckI
, useAmmoAmount 1
+5 -5
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@@ -173,15 +173,15 @@ rateIncAB exeffFirst exeffCont eff item cr w
itRef = _crInvSel cr
pointItem = creatures . ix cid . crInv . ix itRef
currentRate = _rateMax (_useDelay (_itUse item))
repeatFire = _loadProgress (_laLoadType $ _itConsumption item) == NoTransfer && _rateTime (_useDelay (_itUse item)) == 1
firstFire = _loadProgress (_laLoadType $ _itConsumption item) == NoTransfer && _rateTime (_useDelay (_itUse item)) == 0
repeatFire = _laProgress (_itConsumption item) == FinishedLoading && _rateTime (_useDelay (_itUse item)) == 1
firstFire = _laProgress (_itConsumption item) == FinishedLoading && _rateTime (_useDelay (_itUse item)) == 0
{- | Apply effect after a warm up. -}
-- note this is quite unsafe, requires the item to have the correct delay type
withWarmUp
:: SoundID -- ^ warm up sound id
-> ChainEffect
withWarmUp soundID f item cr w
| _loadProgress (_laLoadType $ _itConsumption item) /= NoTransfer = w
| _laProgress (_itConsumption item) /= FinishedLoading = w
| curWarmUp < maxWarmUp = w
& pointerToItem . itUse . useDelay . warmTime +~ 2
& soundContinue (CrWeaponSound cid 0) (_crPos cr) soundID (Just 2)
@@ -323,7 +323,7 @@ ammoUseCheck f item cr w
cid = _crID cr
itRef = _crInvSel cr
pointerToItem = creatures . ix cid . crInv . ix itRef
fireCondition = _loadProgress (_laLoadType $ _itConsumption item) == NoTransfer
fireCondition = _laProgress (_itConsumption item) == FinishedLoading
&& _rateTime (_useDelay (_itUse item)) == 0
&& _laLoaded (_itConsumption item) > 0
-- reloadCondition = _laLoaded (_itConsumption item) == 0
@@ -359,7 +359,7 @@ shootL f item cr w
cid = _crID cr
invid = fromJust $ _itInvPos item
pointerToItem = creatures . ix cid . crInv . ix invid
fireCondition = _loadProgress (_laLoadType $ _itConsumption item) == NoTransfer
fireCondition = _laProgress (_itConsumption item) == FinishedLoading
&& _rateTime (_useDelay (_itUse item)) == 0
&& _laLoaded (_itConsumption item) > 0
-- reloadCondition = _laLoaded (_itConsumption item) == 0
+20 -46
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@@ -11,41 +11,12 @@ import Dodge.Data
import Control.Lens
import Data.Maybe
---- TODO clean this up, rethink datatypes
--icTryStartReloading :: Item -> Maybe Item
--icTryStartReloading it = do
-- am <- it ^? itConsumption
-- amloaded <- am ^? laLoaded
-- ammax <- am ^? laMax
-- rstate <- am ^? laReloadState
-- if amloaded < ammax && rstate == Nothing'
-- then Just $ it
-- & itConsumption . laReloadState .~ Just' (_laReloadTime am)
-- & if _laReloadType am == ActiveClear
-- then itConsumption . laLoaded .~ 0
-- else id
-- else Nothing
crStartReloading :: Creature -> World -> World
crStartReloading cr = creatures . ix (_crID cr) . crStance . posture .~ Reloading
crStopReloading :: Creature -> Creature
crStopReloading cr = cr & crStance . posture .~ AtEase
startInsertAmmo :: ItemConsumption -> ItemConsumption
startInsertAmmo ic = ic & laLoadType . loadProgress .~ Insert intime inamount
where
intime = _insertTime (_laLoadType ic)
inamount = maybe id min (ic ^? laLoadType . loadAmount) (_laMax ic - _laLoaded ic)
startEjectAmmo :: ItemConsumption -> ItemConsumption
startEjectAmmo ic = ic & laLoadType . loadProgress .~ Eject (_ejectTime $ _laLoadType ic)
loadAmmo :: Int -> ItemConsumption -> ItemConsumption
loadAmmo inamount ic = ic
& laLoaded +~ inamount
& laLoadType . loadProgress .~ NoTransfer
stepReloading :: Creature -> Creature
stepReloading cr = case _posture (_crStance cr) of
Reloading -> fromMaybe (cr & crStance . posture .~ AtEase)
@@ -53,23 +24,26 @@ stepReloading cr = case _posture (_crStance cr) of
_ -> cr
stepReloading' :: ItemConsumption -> Maybe ItemConsumption
stepReloading' ic = do
ltype <- ic ^? laLoadType
lprog <- ltype ^? loadProgress
case lprog of
Eject x
| x > 0 -> Just $ ic & laLoadType . loadProgress . ejectProgress -~ 1
| otherwise -> Just $ ic & startInsertAmmo
Insert x inamount
| x > 0 -> Just $ ic & laLoadType . loadProgress . insertProgress -~ 1
| otherwise -> Just $ ic & loadAmmo inamount
NoTransfer
| _laLoaded ic >= _laMax ic
-> Nothing
| otherwise -> case ltype of
ActiveEject {} -> Just $ ic & startEjectAmmo
ActivePartial {} -> Just $ ic & startInsertAmmo
_ -> Nothing
stepReloading' ic = case _laProgress ic of
FinishedLoading
| _laLoaded ic >= _laMax ic -> Nothing
| otherwise -> Just $ ic & laProgress
.~ InProgress Nothing (map toLoadProgress (_laCycle ic))
InProgress _ [] -> Just $ ic & laProgress .~ FinishedLoading
InProgress _ (a:_)
| _actionProgress a > 0 -> Just $ ic & laProgress . futureActions . ix 0 . actionProgress -~ 1
| otherwise -> Just $ ic & doLoadAction (_actionType a)
& laProgress . futureActions %~ tail
& laProgress . lastAction ?~ (_actionType a)
toLoadProgress :: LoadAction -> LoadActionProgress
toLoadProgress la = LoadActionProgress (_actionTime la) la
doLoadAction :: LoadAction -> ItemConsumption -> ItemConsumption
doLoadAction la ic = case la of
Eject {} -> ic & laLoaded .~ 0
Insert {_insertMax = mx} -> ic & laLoaded +~ maybe id min mx (_laMax ic - _laLoaded ic)
Prime {} -> ic
--{- | Start reloading if clip is empty. -}
--crAutoReload :: Creature -> Creature