Simplify shockwave damages

This commit is contained in:
2025-06-23 18:15:28 +01:00
parent 4e008366f4
commit 54eab6dd9e
12 changed files with 468 additions and 457 deletions
+19 -21
View File
@@ -1,6 +1,4 @@
module Dodge.Bullet (
updateBullet,
) where
module Dodge.Bullet (updateBullet) where
import Data.Bifunctor
import Data.Foldable
@@ -20,8 +18,9 @@ import System.Random
updateBullet :: World -> Bullet -> (World, Maybe Bullet)
updateBullet w bu
| magV (_buVel bu) < 10
, BulBall _ <- _buPayload bu = (useBulletPayload bu (_buPos bu) w, Nothing)
| magV (_buVel bu) < 10
, BulBall _ <- _buPayload bu =
(useBulletPayload bu (_buPos bu) w, Nothing)
| magV (_buVel bu) < 1 = (useBulletPayload bu (_buPos bu) w, Nothing)
-- have to be slightly carefull not to accelerate bullets using magnets
| otherwise = second (Just . updateBulVel) . hitEffFromBul w $ applyMagnetsToBul bu w
@@ -106,8 +105,8 @@ updateBulVel bt = bt & buVel .*.*~ _buDrag bt
-- return $ BezierTrajectory sp tpos (mouseWorldPos (w ^. input) (w ^. wCam))
bounceDir :: (Point2, Either Creature Wall) -> Maybe Point2
bounceDir (_, Right wl) | _wlBouncy wl = Just $ uncurry (-.-) (_wlLine wl)
bounceDir (p, Left cr) | crIsArmouredFrom p cr = Just $ vNormal $ p -.- _crPos cr
bounceDir (_, Right wl) | _wlBouncy wl = Just $ uncurry (-) (_wlLine wl)
bounceDir (p, Left cr) | crIsArmouredFrom p cr = Just $ vNormal $ p - _crPos cr
bounceDir _ = Nothing
useBulletPayload :: Bullet -> Point2 -> World -> World
@@ -117,10 +116,12 @@ useBulletPayload bu = case _buPayload bu of
BulFrag -> makeFragBullets
BulGas -> (`makeGasCloud` V2 0 0)
BulBall ExplosiveBall -> makeMovingEB (_buVel bu) ExplosiveBall
BulBall ElectricalBall{} -> makeMovingEB (_buVel bu)
(ElectricalBall (round $ bu ^. buPos . _1))
BulBall ElectricalBall{} ->
makeMovingEB
(_buVel bu)
(ElectricalBall (round $ bu ^. buPos . _1))
BulBall FlashBall -> makeMovingEB (_buVel bu) FlashBall
BulBall (FlameletBall x r) -> makeMovingEB (_buVel bu) (FlameletBall x r)
BulBall (FlameletBall x r) -> makeMovingEB (_buVel bu) (FlameletBall x r)
BulBall IncendiaryBall -> makeMovingEB (_buVel bu) IncendiaryBall
makeFragBullets :: Point2 -> World -> World
@@ -130,7 +131,7 @@ makeFragBullets p w = w & cWorld . lWorld . bullets .++~ bus
as = randomRs (0, 2 * pi) $ _randGen w
ss = randomRs (5, 15) $ _randGen w
f a s =
defaultBullet
defaultBullet
& buPayload .~ BulPlain 5
& buVel .~ s *.* unitVectorAtAngle a
& buDrag .~ 0.8
@@ -143,7 +144,8 @@ makeFlak bu _ w = w & cWorld . lWorld . bullets .++~ [f x | x <- xs]
where
s = min 10 (0.5 * magV (_buVel bu))
xs = take 5 $ randomRs (- s, s) $ _randGen w
f x = bu & buVel %~ g x
f x =
bu & buVel %~ g x
& buPayload .~ BulPlain 25
& buWidth .~ 0.5
g x v = v +.+ x *.* normalizeV (vNormal v)
@@ -171,13 +173,12 @@ setFromToDams bu p = case _buPayload bu of
_ -> []
where
v = _buVel bu
-- f = (dmFrom .~ _buPos bu) . (dmAt .~ p) . (dmTo .~ _buPos bu +.+ _buVel bu)
damageThingHit :: Bullet -> (Point2, Either Creature Wall) -> World -> World
damageThingHit bu (p, crwl) = case crwl of
Left cr -> cWorld . lWorld . creatures . ix (_crID cr) . crDamage .++~ dams
-- Right wl -> cWorld . lWorld . wallDamages %~ IM.insertWith (++) (_wlID wl) dams
-- hopefully the following doesn't introduce a space leak
Left cr -> cWorld . lWorld . creatures . ix (_crID cr) . crDamage <>~ dams
Right wl -> cWorld . lWorld . wallDamages . at (_wlID wl) . non mempty <>~ dams
where
dams = setFromToDams bu p
@@ -195,16 +196,13 @@ moveBullet :: Bullet -> Bullet
moveBullet pt = pt & buPos +~ _buVel pt & buOldPos .~ _buPos pt
stopBulletAt :: Point2 -> Bullet -> Bullet
stopBulletAt hitp pt =
pt
& buPos .~ hitp
& buOldPos .~ _buPos pt
& buVel .~ 0
stopBulletAt hitp pt = pt & buPos .~ hitp & buOldPos .~ _buPos pt & buVel .~ 0
movePenBullet :: Bullet -> [(Point2, Either Creature Wall)] -> World -> (World, Bullet)
movePenBullet bu hitstream w = case hitstream of
[] -> (w, moveBullet bu)
((p, crwl) : strm) | penThing crwl ->
((p, crwl) : strm)
| penThing crwl ->
first (damageThingHit bu (p, crwl)) $ movePenBullet bu strm w
_ -> expireAndDamage bu hitstream w