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
+9 -45
View File
@@ -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
View File
@@ -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