Refactor bullet particles

This commit is contained in:
2021-05-19 13:46:19 +02:00
parent 44f239c673
commit 4463dc7716
29 changed files with 637 additions and 535 deletions
+6 -6
View File
@@ -11,7 +11,8 @@ import Dodge.RandomHelp
import Dodge.WorldEvent
import Dodge.Default
import Dodge.Item.Draw
import Dodge.Item.Weapon.Bullet
import Dodge.Particle.Bullet.HitEffect
import Dodge.Particle.Bullet.Spawn
--import Dodge.Item.Weapon.Decoration
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Weapon.TriggerType
@@ -44,7 +45,6 @@ pistol
,lasGun
,tractorGun
,launcher
,autoGun
,ltAutoGun
,hvAutoGun
,miniGun
@@ -78,7 +78,7 @@ pistol = Weapon
. withRandomDir 0.1
. withMuzFlare
. withVelWthHiteff (30,0) 2
$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
, _wpSpread = 0.02
, _wpRange = 20
, _itHammer = HammerUp
@@ -114,7 +114,7 @@ autoEffectGun name eff = defaultAutoGun
{ _itName = name ++ "Gun"
, _wpFire = eff
}
autoGun :: Item
autoGun = defaultGun
{ _itName = "AUTOGUN"
, _itIdentity = AutoGun
@@ -153,7 +153,7 @@ autoGunNonTwistEff = withRecoil 40
. withRandomDir (autogunSpread/2)
. withMuzFlare
. withVelWthHiteff (50,0) 3
$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
rezGun = defaultGun
{ _itName = "REANIMATOR"
@@ -356,7 +356,7 @@ shootBezier targetp cid w = over particles (theBullet :) w
startp
(controlp +.+ randPos)
(targetp +.+ randPos')
(destroyOnImpact bulHitCr' bulHitWall' bulHitFF')
(destroyOnImpact bulHitCr bulHitWall' bulHitFF')
5
controlp = mouseWorldPos w
cr = _creatures w IM.! cid
-252
View File
@@ -1,252 +0,0 @@
{- |
Effects of bullets upon impact with walls or creatures, and possibly force fields.
-}
module Dodge.Item.Weapon.Bullet
where
import Dodge.Data
--import Dodge.Base
import Dodge.WorldEvent
import Dodge.WorldEvent.DamageBlock
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.WorldEvent.Shockwave
import Dodge.Creature.State.Data
import Dodge.Creature.Property
import Geometry
import Picture
import System.Random
import Control.Lens
import Control.Monad.State
--import Data.Maybe
--import qualified Data.IntMap.Strict as IM
-- | Basic bullet hit creature effect.
bulHitCr' :: Particle -> Point2 -> Creature -> World -> World
bulHitCr' bt p cr w
| crIsArmouredFrom p cr
= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents (bloodFlashAt p . )
cid = _crID cr
(d1,_) = randomR (-0.7,0.7) $ _randGen w
(colID,_) = randomR (0,11) $ _randGen w
p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
{- | Bounce off armoured creatures, otherwise do damage. -}
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents ((.) $ bloodFlashAt p)
cid = _crID cr
newDir = safeNormalizeV (p -.- _crPos cr)
pOut = p +.+ 2 *.* newDir
reflectVel = magV bulVel *.* newDir
addBouncer = worldEvents %~ ( over particles (bouncer :) . )
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- | Bullet pass through creatures. -}
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ over worldEvents (addPiercer . )
w
where
(d1,_) = 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}
{- | Heavy bullet effects when hitting creature:
piercing, blunt, twisting and pushback damage all applied. -}
hvBulHitCr' :: Particle -> Point2 -> Creature -> World -> World
hvBulHitCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
w
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
{- | Create a flamelet when hitting a creature. -}
bulIncCr' :: Particle -> Point2 -> Creature -> World -> World
bulIncCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
$ 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 $ (.) (makeFlameletTimed p v Nothing 3 20)
{- | Creates a shockwave when hitting a creature. -}
bulConCr' :: Particle -> Point2 -> Creature -> World -> World
bulConCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
$ 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)
{- | Hitting wall effects: create a spark, damage blocks. -}
bulHitWall' :: Particle -> Point2 -> Wall -> World -> World
bulHitWall' bt p x w = damageBlocksBy 5 x
$ createSpark 8 12 pOut (reflectDir x) Nothing
$ set randGen g
w
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(a, g) = randomR (-0.2,0.2) $ _randGen w
reflectDir wall = a + argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
{- | Bounce off walls, do damage to blocks. -}
bulBounceWall' :: Particle -> Point2 -> Wall -> World -> World
bulBounceWall' bt p wl w = damageBlocksBy 5 wl $ over worldEvents addBouncer w
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
wallV = uncurry (-.-) (_wlLine wl)
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 projectiles in it are checked, so we cannot add to it as we accumulate over
-- this list
{- | Create flamelet on wall. -}
bulIncWall'
:: Particle
-> Point2 -- Impact point
-> Wall
-> World
-> World
bulIncWall' bt p wl w = damageBlocksBy 5 wl $ incFlamelets w
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
{- | Create a shockwave on wall-}
bulConWall'
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
bulConWall' _ p wl = damageBlocksBy 1 wl .
over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
hvBulHitWall'
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
hvBulHitWall' bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (sparks pOut sv)
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(a, g) = randomR (-0.2,0.2) $ _randGen w
reflectDir wall = a +
argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
sv = unitVectorAtAngle $ reflectDir x
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
{- | Typical effect: destroy on impact, damage creatures and blocks, create spark on walls. -}
basicBulletEffect :: HitEffect
basicBulletEffect = destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
aGenBulAt'
:: Maybe Int -- ^ Pass-through creature id
-> Color
-> Point2 -- ^ Start position
-> Point2 -- ^ Velocity
-> HitEffect
-> Float -- ^ Bullet width
-> Particle
aGenBulAt' maycid col pos vel hiteff width = Bul'
{ _ptDraw = drawBul
, _ptUpdate' = mvGenBullet'
, _btVel' = vel
, _btColor' = col
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
, _btHitEffect' = hiteff
}
aCurveBulAt
:: Maybe Int -- ^ Pass-through creature id
-> Color
-> Point2 -- ^ Start position
-> Point2 -- ^ Control position
-> Point2 -- ^ Target position
-> HitEffect
-> Float -- ^ Bullet width
-> Particle
aCurveBulAt maycid col pos control targ hiteff width = Bul'
{ _ptDraw = drawBul
, _ptUpdate' = \w -> mvGenBullet' w . setVel
, _btVel' = (0,0)
, _btColor' = col
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
, _btHitEffect' = hiteff
}
where
setVel pt = pt & btVel' .~ bf (fromIntegral $ _btTimer' pt - 1) -.- bf (fromIntegral $ _btTimer' pt)
bf t = bQuadToF (pos,control,targ) $ (100 - t) * 0.05
+9 -9
View File
@@ -4,11 +4,11 @@ module Dodge.Item.Weapon.TriggerType
where
import Dodge.Data
import Dodge.SoundLogic
import Dodge.Creature.Action (reloadWeapon)
import Dodge.Creature.Action (startReloadingWeapon)
import Dodge.WorldEvent (muzzleFlashAt,tempLightForAt)
import Dodge.WorldEvent.Cloud
import Dodge.RandomHelp
import Dodge.Item.Weapon.Bullet
import Dodge.Particle.Bullet.Spawn
import Dodge.Item.Attachment.Data
import Geometry
@@ -64,7 +64,7 @@ rateIncAB startRate fastRate shooteff1 shooteff2 cid w
$ set (pointItem . itUseTime) startRate
$ shooteff1 cid
w
| reloadCondition = fromMaybe w $ reloadWeapon cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
| otherwise = w
where
cr = _creatures w IM.! cid
@@ -90,7 +90,7 @@ withWarmUp
-> World
-> World
withWarmUp t f cid w
| reloadCondition = fromMaybe w $ reloadWeapon cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
| _wpReloadState item /= 0 = w
| fState == 0 = set (pointerToItem . wpFire) (withWarmUp 100 f)
$ set (pointerToItem . itUseTime) 2
@@ -175,7 +175,7 @@ shootWithSound soundid f cid w
$ soundOncePos soundid (_crPos cr)
$ set (pointerToItem . itUseTime) (_itUseRate item)
$ f cid w
| reloadCondition = fromMaybe w $ reloadWeapon cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
| otherwise = w
where
cr = _creatures w IM.! cid
@@ -226,7 +226,7 @@ shoot f cid w
| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointerToItem . itUseTime) (_itUseRate item)
$ f cid w
| reloadCondition = fromMaybe w $ reloadWeapon cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
| otherwise = w
where
cr = _creatures w IM.! cid
@@ -276,7 +276,7 @@ withVelWthHiteff vel width hiteff cid w
= over particles (newbul : ) $ set randGen g w
where
cr = _creatures w IM.! cid
newbul = aGenBulAt' (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
newbul = aGenBulAt (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
(colid, g) = randomR (0,11) $ _randGen w
dir = _crDir cr
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
@@ -363,7 +363,7 @@ spreadNumVelWthHiteff spread num vel wth eff cid w = over particles (newbuls ++)
where
cr = _creatures w IM.! cid
newbuls = zipWith3
(\pos d colid -> aGenBulAt' (Just cid) (numColor colid) pos (rotateV d vel) eff wth)
(\pos d colid -> aGenBulAt (Just cid) (numColor colid) pos (rotateV d vel) eff wth)
poss dirs colids
poss = map ((+.+) $ _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr))
$ (replicateM num . randInCirc) 5 & evalState $ _randGen w
@@ -385,7 +385,7 @@ numVelWthHitEff num vel wth eff cid w = over particles (newbuls ++) w
where
cr = _creatures w IM.! cid
newbuls = zipWith
(\p colid -> aGenBulAt' (Just cid) (numColor colid) p (rotateV d vel) eff wth)
(\p colid -> aGenBulAt (Just cid) (numColor colid) p (rotateV d vel) eff wth)
poss
colids
d = _crDir cr