Cleanup code for your control

This commit is contained in:
2024-10-03 10:08:13 +01:00
parent 844bb486e6
commit 3b75ab73aa
4 changed files with 141 additions and 174 deletions
+43 -30
View File
@@ -3,7 +3,6 @@ module Dodge.Creature.State (
doDamage,
) where
import Dodge.LightSource
import qualified Data.Map.Strict as M
import Data.Maybe
import Data.Monoid
@@ -24,6 +23,7 @@ import Dodge.Hammer
import Dodge.ItEffect
import Dodge.Item.Grammar
import Dodge.Item.HeldOffset
import Dodge.LightSource
import Dodge.Prop.Gib
import Dodge.SoundLogic
--import Dodge.WorldEvent.Flash
@@ -73,9 +73,11 @@ stateUpdate f =
checkDeath :: Creature -> World -> World
checkDeath cr w
| _crHP cr > 0 = w
| _crHP cr > 0 =
w
& cWorld . lWorld . creatures . ix (_crID cr) . crState . csDamage .~ []
| otherwise = w
| otherwise =
w
& dropByState cr
& removecr
& stopSoundFrom (CrWeaponSound (_crID cr) 0)
@@ -192,26 +194,27 @@ chainLinkOrientation mo par (ILink lt f) child = (p + Q.rotate q p1, q * q1)
(p, q) = mo
(p1, q1) = f par lt child
updateItemWithOrientation :: Creature -> (Point3, Q.Quaternion Float)
-> LabelDoubleTree ItemLink Item
-> World -> World
updateItemWithOrientation ::
Creature ->
(Point3, Q.Quaternion Float) ->
LabelDoubleTree ItemLink Item ->
World ->
World
updateItemWithOrientation cr m itmtree = case _itType itm of
HELD TORCH -> shineTorch cr itmtree m
_ -> id
where
itm = itmtree ^. ldtValue
shineTorch :: Creature -> LabelDoubleTree ItemLink Item -> (Point3, Q.Quaternion Float) -> World -> World
shineTorch cr itmtree (p,q) = fromMaybe id $ do
(_,mag) <- find (isammolink . _iatType . fst) (itmtree ^. ldtLeft)
shineTorch cr itmtree (p, q) = fromMaybe id $ do
(_, mag) <- find (isammolink . _iatType . fst) (itmtree ^. ldtLeft)
i <- mag ^? ldtValue . itUse . amagLoadStatus . iaLoaded
guard $ i >= x
invid <- mag ^? ldtValue . itLocation . ilInvID
return $
(cWorld . lWorld . tempLightSources .:~ tlsTimeRadColPos 1 250 0.7 pos'')
. (cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix invid . itUse . amagLoadStatus . iaLoaded -~ x)
. (cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix invid . itUse . amagLoadStatus . iaLoaded -~ x)
where
x = 10
isammolink AmmoInLink{} = True
@@ -219,39 +222,49 @@ shineTorch cr itmtree (p,q) = fromMaybe id $ do
pos = (_crPos cr `v2z` 0 + rotate3 cdir p)
pos'' = pos + rotate3 d (V3 8 0 1.5)
cdir = _crDir cr
a = argV (Q.qToV2 q)
d = _crDir cr + a
d = _crDir cr + argV (Q.qToV2 q)
itemInvSideEffect :: Creature -> Item -> World -> World
itemInvSideEffect cr itm = case _itType itm of
TARGETING tt -> updateItemTargeting tt cr itm
_ -> id
-- this probably needs to be set to null when dropped as well?
updateItemTargeting :: TargetingType -> Creature -> Item -> World -> World
updateItemTargeting tt cr itm w = case tt of
_ | not isattached -> w
& pointItUse . tgPos .~ Nothing
& pointItUse . tgActive .~ False
TARGETLASER | crIsAiming cr -> w
& cWorld . lWorld . lasers .:~ LaserStart
_
| not isattached ->
w
& pointItUse . tgPos .~ Nothing
& pointItUse . tgActive .~ False
TARGETLASER
| crIsAiming cr ->
w
& cWorld . lWorld . lasers
.:~ LaserStart
{ _lpPhaseV = 1
, _lpDir = _crDir cr
, _lpPos = sp
, _lpColor = col
, _lpType = TargetingLaser (_itID itm)
}
TARGETLASER -> w & pointItUse . tgPos .~ Nothing
TargetRBPress | rbpressed -> w
& pointItUse . tgPos %~ maybe (Just $ mouseWorldPos (w ^. input) (w ^. wCam)) Just
& pointItUse . tgActive .~ True
TargetRBPress -> w
TARGETLASER -> w & pointItUse . tgPos .~ Nothing
TargetRBPress
| rbpressed ->
w
& pointItUse . tgPos %~ maybe (Just $ mouseWorldPos (w ^. input) (w ^. wCam)) Just
& pointItUse . tgActive .~ True
TargetRBPress ->
w
& pointItUse . tgPos .~ Nothing
& pointItUse . tgActive .~ False
TargetRBCreature -> w & pointItUse %~ setRBCreatureTargeting cr w
TargetCursor -> w & pointItUse .~ TargetingUse
(Just (mouseWorldPos (w ^. input) (w ^. wCam)))
Nothing
True
TargetRBCreature -> w & pointItUse %~ setRBCreatureTargeting cr w
TargetCursor ->
w & pointItUse
.~ TargetingUse
(Just (mouseWorldPos (w ^. input) (w ^. wCam)))
Nothing
True
where
pointItUse = cWorld . lWorld . creatures . ix cid . crInv . ix invid . itUse
cid = _crID cr
@@ -264,7 +277,8 @@ updateItemTargeting tt cr itm w = case tt of
setRBCreatureTargeting :: Creature -> World -> ItemUse -> ItemUse
setRBCreatureTargeting cr w ituse
| SDL.ButtonRight `M.member` _mouseButtons (_input w) && isJust (ituse ^? tgID . _Just)
&& canSeeTarget = ituse & updatePos & tgActive .~ True
&& canSeeTarget =
ituse & updatePos & tgActive .~ True
| otherwise = ituse & tgID .~ fmap _crID newtarg & updatePos & tgActive .~ False
where
newtarg =
@@ -292,7 +306,6 @@ useUpdate =
. (heldDelay . warmTime %~ decreaseToZero)
. (heldDelay . rateTime %~ decreaseToZero)
updateAutoRecharge :: Item -> Item
updateAutoRecharge it = case it ^? itUse . leftConsumption of
Just (AutoRecharging l m t p)
+25 -68
View File
@@ -20,15 +20,14 @@ import qualified SDL
-- | The AI equivalent for your control.
yourControl :: Creature -> World -> World
yourControl cr w
yourControl _ w
| inInputFocus w = w
| not intopinv =
w & cWorld . lWorld . creatures . ix (_crID cr)
%~ wasdWithAiming w (_mvSpeed $ _crMvType cr)
w & cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
| otherwise =
w
& cWorld . lWorld . creatures . ix (_crID cr)
%~ (wasdWithAiming w (_mvSpeed $ _crMvType cr) . mouseActionsCr (_mouseButtons (_input w)))
& cWorld . lWorld . creatures . ix 0
%~ (wasdWithAiming w . mouseActionsCr (w ^. input . mouseButtons))
& pressedMBEffectsTopInventory pkeys
& handleHotkeys
where
@@ -91,88 +90,43 @@ tryAssignHotkey w sc = fromMaybe w $ do
itid <- cr ^? crManipulation . manObject . imSelectedItem
return $ w & cWorld . lWorld . creatures . ix 0 %~ assignHotkey itid (scancodeToHotkey sc)
{- | Turn key presses into creature movement.
| note the order of operation, setting the posture first--this prevents the twist fire bug
{- | The order of these MAY be important, in particular the setting of crMvAim
within wasdMovement should probably be done first
-}
--wasdWithAiming ::
-- World ->
-- -- | Base speed
-- Float ->
-- Creature ->
-- Creature
--wasdWithAiming w speed cr
-- | isAiming = addAnyTwist $ aimTurn mouseDir $ theMovement $ setMvAim cr
-- | crIsReloading cr && SDL.ButtonRight `M.member` _mouseButtons (_input w) =
-- aimTurn mouseDir $ removeTwist $ theMovement $ setMvAim cr
-- | otherwise = theMovement $ theTurn $ removeTwist $ setMvAim cr
-- where
-- setMvAim = maybe id (crMvAim .~) dir
-- twistamount = 1.6
-- removeTwist cr' =
-- cr'
-- & crDir +~ _crTwist cr'
-- & crTwist .~ 0
-- addAnyTwist = fromMaybe id $ do
-- itRef <- cr ^? crManipulation . manObject . inInventory . ispItem
-- astance <- cr ^? crInv . ix itRef . itUse . heldAim . aimStance
-- case (astance, cr ^. crTwist) of
-- (TwoHandUnder, 0) ->
-- return $ (crTwist .~ twistamount * pi) . (crDir -~ twistamount * pi)
-- (TwoHandOver, 0) ->
-- return $ (crTwist .~ twistamount * pi) . (crDir -~ twistamount * pi)
-- _ -> Nothing
-- theMovement
-- | movDir == V2 0 0 = id
-- | otherwise = crMvAbsolute (speed *.* movAbs)
-- theTurn cr' = creatureTurnTowardDir (_crMvAim cr') 0.2 cr'
-- movDir = wasdDir (w ^. input)
-- dir = fmap ((w ^. wCam . camRot) +) (safeArgV movDir)
-- movAbs = rotateV (w ^. wCam . camRot) $ normalizeV movDir
-- isAiming = _posture (_crStance cr) == Aiming
-- mouseDir = argV $ mouseWorldPos (w ^. input) (w ^. wCam) - (cr ^. crPos)
-- | The order of these MAY be important, in particular the setting of crMvAim
-- within wasdMovement should probably be done first
wasdWithAiming ::
World ->
-- | Base speed
Float ->
Creature ->
Creature
wasdWithAiming w speed = wasdAim inp cam . wasdTwist . wasdMovement inp cam speed
wasdWithAiming w cr = wasdAim inp cam . wasdTwist $ wasdMovement inp cam speed cr
where
speed = _mvSpeed $ _crMvType cr
inp = w ^. input
cam = w ^. wCam
wasdAim :: Input -> Camera -> Creature -> Creature
wasdAim inp cam cr
| SDL.ButtonRight `M.member` _mouseButtons inp = aimTurn mouseDir cr
| otherwise = theTurn cr
| otherwise = creatureTurnTowardDir (_crMvAim cr) 0.2 cr
where
theTurn cr' = creatureTurnTowardDir (_crMvAim cr') 0.2 cr'
mouseDir = argV $ mouseWorldPos inp cam - (cr ^. crPos)
-- aim with the root item
wasdTwist :: Creature -> Creature
wasdTwist cr
| _posture (_crStance cr) == Aiming = addAnyTwist cr
| otherwise = removeTwist cr
where
twistamount = 1.6
removeTwist cr' =
cr'
& crDir +~ _crTwist cr'
& crTwist .~ 0
addAnyTwist = fromMaybe id $ do
| _posture (_crStance cr) == Aiming = fromMaybe cr $ do
itRef <- cr ^? crManipulation . manObject . imRootItem
astance <- cr ^? crInv . ix itRef . itUse . heldAim . aimStance
case (astance, cr ^. crTwist) of
(TwoHandUnder, 0) ->
return $ (crTwist .~ twistamount * pi) . (crDir -~ twistamount * pi)
return $ cr & crTwist .~ twistamount * pi & crDir -~ twistamount * pi
(TwoHandOver, 0) ->
return $ (crTwist .~ twistamount * pi) . (crDir -~ twistamount * pi)
return $ cr & crTwist .~ twistamount * pi & crDir -~ twistamount * pi
_ -> Nothing
| otherwise = cr
& crDir +~ _crTwist cr
& crTwist .~ 0 --remove twistk
where
twistamount = 1.6
wasdMovement :: Input -> Camera -> Float -> Creature -> Creature
wasdMovement inp cam speed = theMovement . setMvAim
@@ -193,11 +147,14 @@ aimTurn a cr = creatureTurnTowardDir a (x * 0.2) cr
itRef <- cr ^? crManipulation . manObject . imRootItem
cr ^? crInv . ix itRef . itUse . heldAim . aimTurnSpeed
-- | Set posture according to mouse presses.
{- | Set posture according to mouse presses.
(should you be aiming without a selected item?)
-}
mouseActionsCr :: M.Map SDL.MouseButton Int -> Creature -> Creature
mouseActionsCr pkeys cr
| SDL.ButtonRight `M.member` pkeys = cr & crStance . posture .~ Aiming
| otherwise = cr & crStance . posture .~ AtEase
mouseActionsCr pkeys
| SDL.ButtonRight `M.member` pkeys = crStance . posture .~ Aiming
| otherwise = crStance . posture .~ AtEase
-- where
-- noaction = fromMaybe True $ do
-- theaction <- cr ^? crManipulation . manObject . inInventory . iselAction
@@ -210,7 +167,7 @@ pressedMBEffectsTopInventory pkeys w
| isDown SDL.ButtonMiddle = w & wCam . camRot -~ rotation
| otherwise = w
where
youhammerdown = set (cWorld . lWorld . creatures . ix 0 . crHammerPosition) HammerDown
youhammerdown = set (cWorld . lWorld . creatures . ix 0 . crHammerPosition) HammerDown
inTopInv = case w ^. hud . hudElement of
DisplayInventory{_subInventory = NoSubInventory} -> True
_ -> False