Add new bullet trajectories
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module Dodge.Item.Weapon.LaserPath
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( reflectLaserAlong
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) where
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import Dodge.Data
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--import Dodge.Creature.HandPos
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import Dodge.WorldEvent
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--import Dodge.Default
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--import Dodge.Item.Weapon.InventoryDisplay
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--import Dodge.Item.Weapon.TriggerType
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--import Dodge.Item.Attachment
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--import Dodge.Base
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import Geometry
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--import Data.Maybe
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import Data.List
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import Data.Bifunctor
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import Data.Tuple
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-- not sure why we need to keep a list of seen walls, but seems to loop
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-- infinitely when removed
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reflectLaserAlong :: Float -> [Wall] -> Point2 -> Point2 -> World
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-> (Maybe (Point2,Either Creature Wall),[Point2])
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reflectLaserAlong phasev seenWl sp ep w = case find (notseen seenWl)
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$ thingsHitExceptCrLongLine Nothing sp ep w of
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Just (p,Right wl)
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| _wlOpacity wl == SeeThrough -> second (p:) $ reflectLaserAlong phasev (wl:seenWl) p (refract sp ep wl p) w
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| otherwise -> (Just (p,Right wl), [p])
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Just (p,obj) -> (Just (p,obj), [p])
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Nothing -> (Nothing, [ep])
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where
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notseen ws (_,Right wl) = not $ any (\w' -> _wlID w' == _wlID wl) ws
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notseen _ _ = True
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refract x y wl p
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| isEntering = p +.+ rotateV angleRef (normalDist wlNormal)
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| otherwise = p +.+ rotateV angleRef' (normalDist wlNormal')
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where
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wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
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wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
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normalDist wlnormal = magV (p -.- y) *.* normalizeV wlnormal
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angleInc = piRange $ argV wlNormal - argV (x -.- y)
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angleRef
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| reflectExternal = angleInc
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| otherwise = asin $ sin angleInc / phasev
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piRange a'
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| a' > pi = a' - 2 * pi
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| a' > negate pi = a'
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| otherwise = a' + 2 * pi
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isEntering = not $ isLeftOf (x -.- y) (uncurry (-.-) (_wlLine wl))
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angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
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angleRef'
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| reflectInternal = angleInc'
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| otherwise = asin $ phasev * sin angleInc'
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reflectInternal = 1 < abs (phasev * sin angleInc')
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reflectExternal = 1 < abs (sin angleInc / phasev)
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