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