Improve tesla weapon path

This commit is contained in:
2022-03-23 09:48:32 +00:00
parent 7f174b7d18
commit 5a579951c8
10 changed files with 146 additions and 103 deletions
+7
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@@ -164,6 +164,13 @@ startInvList :: [Item]
startInvList = [ ]
startInventory :: IM.IntMap Item
startInventory = IM.fromList $ zip [0..] startInvList
inventoryA :: IM.IntMap Item
inventoryA = IM.fromList $ zip [0..]
[ makeTypeCraftNum 1 TRANSFORMER
, makeTypeCraftNum 2 CAN
, makeTypeCraftNum 2 PIPE
]
testInventory :: IM.IntMap Item
testInventory = IM.fromList $ zip [0..]
[ makeTypeCraftNum 9 PIPE
+2 -7
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@@ -634,18 +634,13 @@ data ItemParams
, _torqueAfter :: Float
, _randomOffset :: Float
}
| Sprayer
{ _nozzleSpread :: Float
, _nozzleNum :: Int
}
| Sprayer'
{ _sprayNozzles :: [Nozzle]
}
| Sprayer { _sprayNozzles :: [Nozzle] }
| AngleWalk
{ _maxWalkAngle :: Float
, _currentWalkAngle :: Float
, _walkSpeed :: Float
}
| Arcing { _currentArc :: Maybe [(Point2,Float,Maybe (Either Creature Wall))] }
data Modification
= ModIDTimerPoint3Bool
{ _mdID :: Int
+2
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@@ -20,6 +20,8 @@ applyTerminalString :: String -> Universe -> Universe
applyTerminalString "NOCLIP" = config . debug_noclip %~ not
applyTerminalString "LOADME" = (uvWorld . creatures . ix 0 . crInv .~ stackedInventory)
. (uvWorld . creatures . ix 0 . crInvCapacity .~ 50)
applyTerminalString "LA" = (uvWorld . creatures . ix 0 . crInv .~ inventoryA)
. (uvWorld . creatures . ix 0 . crInvCapacity .~ 50)
applyTerminalString "GODON" =
uvWorld . creatures . ix 0 . crUpdate .~ stateUpdateDamage clearDamage yourControl
applyTerminalString "GODOFF" = uvWorld . creatures . ix 0 . crUpdate .~ stateUpdate yourControl
+65 -17
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@@ -26,12 +26,15 @@ import Picture
import Shape
import ShapePicture
import LensHelp
import Dodge.RandomHelp
import MonadHelp
--import Data.List
--import Data.Bifunctor
import Data.Maybe
import Data.List (sortOn)
import System.Random
--import Data.Tuple
import qualified Data.IntMap.Strict as IM
import Control.Monad.State
sparkGun :: Item
sparkGun = teslaGun
& itName .~ "SPARKGUN"
@@ -45,7 +48,7 @@ teslaGun = defaultGun
, _ammoLoaded = 200
, _reloadTime = 80
}
, _itUse = ruseInstant (const aTeslaArc) NoHammer
, _itUse = ruseInstant shootTeslaArc NoHammer
[ ammoCheckI
, withTempLight 1 100 (V3 0 0 1)
, withSoundForI elecCrackleS 1
@@ -62,6 +65,7 @@ teslaGun = defaultGun
}
, _dimSPic = teslaGunPic
}
, _itParams = Arcing {_currentArc = Nothing}
}
teslaGunPic :: Item -> SPic
teslaGunPic _ = noPic $ colorSH blue $
@@ -79,7 +83,7 @@ lasGun = defaultAutoGun
, _ammoLoaded = 200
, _reloadTime = 80
}
, _itUse = ruseInstant aLaser NoHammer
, _itUse = ruseInstant shootLaser NoHammer
[ ammoCheckI
, withTempLight 1 100 (V3 1 1 0)
, withSoundForI tone440sawtoothquietS 2
@@ -189,21 +193,65 @@ tractorGunPic it =
amFrac = fractionLoadedAmmo it
col = brightX 2 1.5 $ mixColors amFrac (1-amFrac) green red
aTeslaArc :: Creature -> World -> World
aTeslaArc cr w = set randGen g w
& particles .:~ makeTeslaArcAt col pos dir
-- | assumes that the item is held
shootTeslaArc :: Item -> Creature -> World -> World
shootTeslaArc it cr w = w & randGen .~ g
& particles .:~ aTeslaArcAt' col newarc
& creatures . ix (_crID cr) . crInv . ix (_crInvSel cr) . itParams . currentArc ?~ newarc
where
pos = _crPos cr +.+ (_crRad cr +1) *.* unitVectorAtAngle dir
pos = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
dir = _crDir cr
(colid,g) = randomR (0::Int,3) $ _randGen w
col = chooseColor colid
chooseColor 0 = white
chooseColor 1 = azure
chooseColor 2 = blue
chooseColor _ = cyan
(col,g) = takeOne [white,azure,blue,cyan] & runState $ _randGen w
newarc = createArc (_currentArc (_itParams it)) w pos dir & evalState $ _randGen w
aLaser :: Item -> Creature -> World -> World
aLaser it cr = particles .:~ lasRayAt phasev pos dir
createArc :: RandomGen g
=> Maybe [(Point2,Float,Maybe (Either Creature Wall))]
-> World
-> Point2
-> Float
-> State g [(Point2,Float,Maybe (Either Creature Wall))]
createArc Nothing w p dir = createNewArc w p dir
createArc (Just thearc) w p dir = updateArc thearc w p dir
createNewArc :: RandomGen g => World -> Point2 -> Float
-> State g [(Point2,Float,Maybe (Either Creature Wall))]
createNewArc w p dir = take 10
<$> unfoldrMID (newArcStep w) (p,dir,Nothing)
newArcStep :: RandomGen g => World -> (Point2,Float,Maybe (Either Creature Wall))
-> State g (Maybe (Point2,Float,Maybe (Either Creature Wall)))
newArcStep _ (_,_,Just _) = return Nothing
newArcStep w (p,dir,_) = do
rot <- takeOne [pi/4,negate pi/4]
let csize = 10
center = csize *.* rotateV rot (unitVectorAtAngle dir) +.+ p
newp <- (center +.+) <$> randInCirc csize
let mcr = listToMaybe
. sortOn (dist p . _crPos)
. filter (\cr -> dist p (_crPos cr) < csize)
. IM.elems
$ _creatures w
wlsnearpoint = wallsNearPoint p w
mwl = listToMaybe
. sortOn (dist p . fst)
. mapMaybe (\ q -> collidePointWallsWall p q wlsnearpoint)
. map (center +.+)
$ polyCirc 6 csize
f (q,wl) = (q,dir,Just $ Right wl)
g (cr) = (_crPos cr +.+ 10 *.* unitVectorAtAngle dir, dir,Just $ Left cr)
return . listToMaybe . sortOn (dist p . (^. _1))
$ (newp,dir,Nothing) : catMaybes [fmap f mwl,fmap g mcr]
updateArc :: RandomGen g
=> [(Point2,Float,Maybe (Either Creature Wall))]
-> World
-> Point2
-> Float
-> State g [(Point2,Float,Maybe (Either Creature Wall))]
updateArc _ w p dir = createNewArc w p dir
shootLaser :: Item -> Creature -> World -> World
shootLaser it cr = particles .:~ lasRayAt phasev pos dir
where
pos = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
dir = _crDir cr
@@ -221,7 +269,7 @@ mvLaser :: Float -- ^ Phase velocity, controls deflection through windows
-> Particle
-> (World, Maybe Particle)
mvLaser phasev pos dir w pt
= ( damThingHitWith (\p1 p2 p3 -> Damage Lasering 19 p1 p2 p3 NoDamageEffect) pos xp thHit w
= ( damThingHitWith (\p1 p2 p3 -> Damage Lasering 11 p1 p2 p3 NoDamageEffect) pos xp thHit w
, Just pt {_ptDraw = const pic ,_ptUpdate = ptSimpleTime 0 }
)
where
+1 -1
View File
@@ -145,7 +145,7 @@ flameThrower = defaultAutoGun
-- , _itFloorPict = flamerPic
-- , _itZoom = defaultItZoom
, _itAttachment = NoItAttachment
, _itParams = Sprayer'
, _itParams = Sprayer
{ _sprayNozzles =
[ Nozzle
{ _nzPressure = 4
+9 -10
View File
@@ -20,16 +20,15 @@ bossKeyItems =
lockRoomKeyItems :: RandomGen g => [ (Int -> State g (SubCompTree Room) , State g CombineType ) ]
lockRoomKeyItems =
-- [(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD] )
-- [(sensorRoomRunPast Electrical, takeOne [STATICMODULE,SPARKGUN] )
--,(sensorRoomRunPast Flaming, takeOne [FLAMESPITTER, INCENDIARYMODULE] )
[(sensorRoomRunPast Flaming, takeOne [INCENDIARYMODULE] )
-- ,(sensorRoomRunPast Lasering, return LASGUN )
-- ,(const slowDoorRoomRunPast, return MINIGUN)
-- ,(const longRoomRunPast, takeOne [SNIPERRIFLE,FLATSHIELD])
-- ,(const glassLessonRunPast, takeOne [LASGUN])
-- ,(const $ lasTunnelRunPast 400, return FLATSHIELD)
-- ,(keyCardRoomRunPast 0, return (KEYCARD 0))
[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD] )
,(sensorRoomRunPast Electrical, takeOne [STATICMODULE,SPARKGUN] )
,(sensorRoomRunPast Flaming, takeOne [FLAMESPITTER, INCENDIARYMODULE] )
,(sensorRoomRunPast Lasering, return LASGUN )
,(const slowDoorRoomRunPast, return MINIGUN)
,(const longRoomRunPast, takeOne [SNIPERRIFLE,FLATSHIELD])
,(const glassLessonRunPast, takeOne [LASGUN])
,(const $ lasTunnelRunPast 400, return FLATSHIELD)
,(keyCardRoomRunPast 0, return (KEYCARD 0))
]
itemRooms :: RandomGen g => [(CombineType, State g (SubCompTree Room))]
+9 -45
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@@ -1,5 +1,13 @@
{- | Effects of bullets upon impact with walls or creatures. -}
module Dodge.Particle.Bullet.HitEffect where
module Dodge.Particle.Bullet.HitEffect
( bulHitCr
, bulHitWall
, hvBulHitCr
, hvBulHitWall
, bulletDestroySpawn
, bulBounceArmCr
, bulBounceWall
) where
import Dodge.Data
import Dodge.Particle.Spark
import Dodge.Wall.Damage
@@ -7,7 +15,6 @@ import Dodge.WorldEvent
import Dodge.Particle.Bullet.Spawn
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.WorldEvent.Shockwave
import Dodge.Creature.Property
import Dodge.Wall.Reflect
import Geometry
@@ -74,21 +81,6 @@ bulletHitSound p = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
{- | Bounce off armoured creatures, otherwise do damage. -}
bulBounceArmCr :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr = crArmourSplit basicHitCr bounceArmour
{- | Bullet pass through creatures. -}
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w = w
& instantParticles .:~ piercer
& bulletHitSound ep
& creatures . ix cid . crState . crDamage .++~
damageGamut 50 50 d1 sp p ep
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _ptTrail bt
ep = sp +.+ _ptVel bt
piercer = (aBulAt Nothing id (Just (_ptColor bt)) (Just cid) p (_ptVel bt) (_btDrag bt)
(_ptHitEff bt) (_ptWidth bt)
) {_ptTimer = _ptTimer bt - 1}
{- | Heavy bullet effects when hitting creature:
piercing, blunt, twisting and pushback damage all applied. -}
hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
@@ -170,34 +162,6 @@ bulBounceWall bt p wl = damageWall (Damage Blunt 50 sp p ep NoDamageEffect) wl
-- 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 = damageWall (Damage Blunt 50 sp p ep NoDamageEffect) wl
. makeFlamelet pOut 20 reflectVel Nothing 3 20
where
ep = sp +.+ _ptVel bt
sp = head $ _ptTrail bt
pOut = p +.+ squashNormalizeV (sp -.- p)
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
{- | Create a shockwave on wall-}
bulConWall
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
bulConWall bt p wl = damageWall (Damage Blunt 10 sp p ep NoDamageEffect) wl .
makeShockwaveAt [] p 15 4 1 white
where
ep = sp +.+ _ptVel bt
sp = head $ _ptTrail bt
hvBulHitWall
:: Particle
-> Point2 -- ^ Impact point
+42 -15
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@@ -1,7 +1,10 @@
{-# LANGUAGE TupleSections #-}
module Dodge.Particle.TeslaArc
( makeTeslaArcAt
( aTeslaArcAt
, aTeslaArcAt'
) where
import Dodge.Data
import Dodge.Damage
import Dodge.WorldEvent.Damage
import Dodge.Base
import Dodge.Zone
@@ -19,8 +22,18 @@ import Control.Monad.State
import Data.Function (on)
import Data.List
import Data.Maybe
makeTeslaArcAt :: Color -> Point2 -> Float -> Particle
makeTeslaArcAt col pos dir = LinearParticle
aTeslaArcAt' :: Color -> [(Point2,Float,Maybe (Either Creature Wall))] -> Particle
aTeslaArcAt' col thearc = LinearParticle
{ _ptPoints = map (^. _1) thearc
, _ptDraw = drawTeslaArc
, _ptUpdate = moveTeslaArc' thearc
, _ptTimer = 2
, _ptColor = brightX 100 1.5 col
}
aTeslaArcAt :: Color -> Point2 -> Float -> Particle
aTeslaArcAt col pos dir = LinearParticle
{ _ptPoints = [pos]
, _ptDraw = drawTeslaArc
, _ptUpdate = moveTeslaArc pos dir
@@ -34,6 +47,20 @@ drawTeslaArc pt = setLayer 1 $ pictures
]
where
ps = _ptPoints pt
moveTeslaArc' :: [(Point2,Float,Maybe (Either Creature Wall))]
-> World
-> Particle
-> (World,Maybe Particle)
moveTeslaArc' thearc w pt
| _ptTimer pt == 2 = (foldr damthings w thearc, Just $ pt & ptTimer -~ 1)
| _ptTimer pt < 1 = (w, Nothing)
| otherwise = (w, Just $ pt & ptTimer -~ 1)
where
damthings (_,_,Nothing) = id
damthings (p,dir,Just crwl) = damageCrWall (thedamage p dir) crwl
thedamage p dir = Damage Electrical 5 (p -.- q) p (p +.+ q) NoDamageEffect
where
q = 5 *.* unitVectorAtAngle dir
-- todo: fix electrical damage location
moveTeslaArc
:: Point2 -- ^ Emmission position
@@ -43,8 +70,10 @@ moveTeslaArc
-> (World, Maybe Particle)
moveTeslaArc p d w pt
| t == 2 =
(foldr damCrs w hitCrs & randGen .~ g & colSpark 8 nc q2 (argV sv)
& damThingHitWith (\p1 p2 p3 -> Damage Electrical 50 p1 p2 p3 NoDamageEffect)
( foldr damCrs w hitCrs
& randGen .~ g
& colSpark 8 nc q2 (argV sv)
& damThingHitWith (\p1 p2 p3 -> Damage Electrical 50 p1 p2 p3 NoDamageEffect)
q1 ((2 *.* q2) -.- q1) thHit
, Just $ pt & ptTimer -~ 1 & ptPoints .~ ps'
)
@@ -52,9 +81,9 @@ moveTeslaArc p d w pt
| otherwise = (w , Just $ pt & ptTimer -~ 1)
where
t = _ptTimer pt
ps = take 25 $ p : map f (crsLightChain p d 0 w)
ps = take 5 $ p : map f (crsLightChain p d 0 w)
f (E3x1 cr) = _crPos cr
f (E3x2 p1) = p1
f (E3x2 (p1,_)) = p1
f (E3x3 p1) = p1
ps' = lightningMids d pers ps
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
@@ -85,7 +114,7 @@ lightningMids d1 (p:pers) (p1:p3:ps)
lightningMids _ _ ps = ps
{- Finds a list of hit things from a given point.
'E3x1' objects are creatures, 'E3x2' objects are points on walls, 'E3x3' objects are points in space. -}
crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature Point2 Point2]
crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature (Point2,Wall) Point2]
crsLightChain p d wlAttract w = case crOrWallSensitive p d wlAttract w of
E3x1 cr -> E3x1 cr : crsLightChain (_crPos cr) (argV (_crPos cr -.- p))
(min 1 (wlAttract + 0.3)) w
@@ -103,29 +132,27 @@ crOrWallSensitive
-> Float -- ^ Direction (radians)
-> Float -- ^ Wall attraction parameter
-> World
-> Either3 Creature Point2 Point2
-> Either3 Creature (Point2,Wall) Point2
crOrWallSensitive p dir wlAttract w = fromMaybe (E3x3 $ p +.+ rotateV dir (V2 arcLen 0))
. listToMaybe
. sortBy (compare `on` g)
$ catMaybes [cr,wlp]
where
cr = E3x1 <$> nearestCrInFront p dir 100 w
wlp = fmap E3x2
wlp = fmap E3x2
. listToMaybe
. sortBy (compare `on` dist p)
. sortBy (compare `on` dist p . fst)
$ mapMaybe
( fmap fst
. (\p1 -> reflectPointWalls p p1 $ wallsNearPoint p w)
( (\p1 -> collidePointWallsWall p p1 $ wallsNearPoint p w)
. (+.+) p
. (\d -> rotateV d (V2 100 0))
. (+ dir)
. (* wlAttract)
)
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
g (E3x2 (p1,_)) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
g (E3x1 cr1) = dist p $ _crPos cr1
g _ = 0
(arcLen,_) = randomR (25,50) $ _randGen w
-- BUG: can hit crs through walls
-8
View File
@@ -1,6 +1,5 @@
module Dodge.WorldEvent.HitEffect
( destroyOnImpact
, doFlameDam
, noEff
, penWalls
) where
@@ -61,12 +60,5 @@ penWalls crEff wlEff pt hitThings w = case hitThings of
-> first (wlEff pt p wl) $ penWalls crEff wlEff pt hs w
((p,Right wl):_) -> (wlEff pt p wl w, destroyAt p pt)
doFlameDam :: Int -> Particle -> Point2 -> Creature -> World -> World
doFlameDam amount pt p cr = creatures . ix (_crID cr) . crState . crDamage .:~
Damage Flaming amount sp p ep NoDamageEffect
where
sp = _ptPos pt
ep = sp +.+ _ptVel pt
noEff :: a -> b -> c -> d -> d
noEff _ _ _ = id
+9
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@@ -25,3 +25,12 @@ iterateUntil t m = do
iterateWhile :: Monad m => (a -> Bool) -> m a -> m a
iterateWhile t = iterateUntil (not . t)
unfoldrMID :: (Monad m) => (a -> m (Maybe a)) -> a -> m [a]
unfoldrMID f = go
where
go z = do
x <- f z
case x of
Nothing -> return [z]
Just y -> (z :) <$> go y