Implement remote screen for launcher projectiles
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@@ -16,9 +16,9 @@ import LensHelp
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fireShell :: Item -> Muzzle -> Item -> Creature -> World -> World
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fireShell ammoitem muz it cr =
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makeShell
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Nothing
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ammoitem
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muz
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it
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cr
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[ PJShellCollisionCheck
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, PJDecTimMvVel
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@@ -32,8 +32,8 @@ fireShell ammoitem muz it cr =
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spinamount = _shellSpinAmount params
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thrustdelay = _shellThrustDelay params
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makeShell :: Item -> Muzzle -> Item -> Creature -> [ProjectileUpdate] -> World -> World
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makeShell ammoitem muz it cr theupdate w = fromMaybe w $ do
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makeShell :: Maybe Int -> Item -> Muzzle -> Creature -> [ProjectileUpdate] -> World -> World
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makeShell mscreeninvid ammoitem muz cr theupdate w = fromMaybe w $ do
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aparams <- ammoitem ^? itUse . amagParams
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return $
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w & cWorld . lWorld . projectiles . at i
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@@ -50,27 +50,30 @@ makeShell ammoitem muz it cr theupdate w = fromMaybe w $ do
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, _prjPayload = _ampPayload aparams
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, _prjTimer = 350
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, _prjUpdates = theupdate
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, _prjMITID = Just $ _itID it
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-- , _prjMITID = Just $ _itID it
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}
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& updatescreen
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where
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updatescreen = fromMaybe id $ do
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screeninvid <- mscreeninvid
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return $ cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix screeninvid
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. itUse . atLinkedProjectile ?~ i
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i = IM.newKey $ w ^. cWorld . lWorld . projectiles -- _props (_cWorld w)
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dir = _crDir cr + _mzRot muz
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pos = _crPos cr +.+ rotateV dir (_mzPos muz)
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--am = _heldConsumption $ _itUse it
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fireTrackingShell :: Item -> Muzzle -> Item -> Creature -> World -> World
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fireTrackingShell ammoitem muz it cr = fromMaybe id $ do
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return $
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makeShell
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fireTrackingShell :: Int -> Int -> Item -> Muzzle -> Item -> Creature -> World -> World
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fireTrackingShell screenid screeninvid ammoitem muz it cr = makeShell
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(Just screeninvid)
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ammoitem
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muz
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it
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cr
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[ PJRemoteShellCollisionCheck
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[ PJRemoteShellCollisionCheck screenid
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, PJDecTimMvVel
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, PJSpin 335 (_crID cr) spinamount
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, PJTrack (350 - thrustdelay) 0 (_itID it)
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, PJRemoteSetDirection (350 - thrustdelay) 0 screenid
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, PJThrust (350 - thrustdelay) 0
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, PJReduceSpin (1 - fromIntegral spindrag * 2 / 200)
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]
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@@ -39,8 +39,8 @@ shellCollisionCheck doExplode pj w
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vel = _prjVel pj
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newPos = oldPos +.+ vel
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remoteShellCollisionCheck :: Proj -> World -> World
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remoteShellCollisionCheck = shellCollisionCheck $ \pj -> explodeRemoteRocket (fromJust (_prjMITID pj)) (_prjID pj)
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remoteShellCollisionCheck :: Int -> Proj -> World -> World
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remoteShellCollisionCheck screenid = shellCollisionCheck $ \pj -> explodeRemoteRocket screenid (_prjID pj)
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plainShellCollisionCheck :: Proj -> World -> World
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plainShellCollisionCheck = shellCollisionCheck $ \pj ->
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@@ -53,7 +53,7 @@ upsProjectile pj w' = foldr (`upProjectile` pj) w' (_prjUpdates pj)
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upProjectile :: ProjectileUpdate -> Proj -> World -> World
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upProjectile pu pj = case pu of
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PJRemoteShellCollisionCheck -> remoteShellCollisionCheck pj
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PJRemoteShellCollisionCheck screenid -> remoteShellCollisionCheck screenid pj
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PJShellCollisionCheck -> plainShellCollisionCheck pj
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PJDecTimMvVel -> decTimMvVel pj
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PJThrust st et
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@@ -62,15 +62,17 @@ upProjectile pu pj = case pu of
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PJSpin t cid spinamount
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| ain t -> trySpinByCID cid spinamount pj
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| otherwise -> id
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PJTrack st et crid
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| act st et -> pjTrack crid pj
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PJRemoteSetDirection st et screenid
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| act st et -> pjRemoteSetDirection screenid pj
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| otherwise -> id
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PJReduceSpin x -> reduceSpinBy x pj
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PJRemoteDirection st et cid itid
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| act st et -> setRemoteDir cid itid pj
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| otherwise -> id
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PJSetScope itid -> setRemoteScope itid (_prjPos pj)
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-- PJRemoteDirection st et cid itid
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-- | act st et -> setRemoteDir cid itid pj
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-- | otherwise -> id
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-- PJSetScope itid -> setRemoteScope itid (_prjPos pj)
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PJRetireRemote itid 0 pjid -> retireRemoteProj itid pjid
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-- the following requires that this is at the top of the update list, which is
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-- not ideal
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PJRetireRemote _ _ pjid -> cWorld . lWorld . projectiles . ix pjid . prjUpdates . ix 0 . pjuTimer -~ 1
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where
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time = _prjTimer pj
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@@ -78,26 +80,38 @@ upProjectile pu pj = case pu of
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ain t = time == t
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retireRemoteProj :: Int -> Int -> World -> World
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retireRemoteProj itid pjid w =
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w
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& pointerToItemLocation (w ^?! cWorld . lWorld . itemLocations . ix itid)
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%~ ( (itScope . remotePos .~ V2 0 0)
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-- . (itUse . heldUse .~ HeldFireRemoteShell)
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. (itUse . heldMods .~ FireRemoteShellMod)
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)
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& cWorld . lWorld . props %~ IM.delete pjid
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setRemoteDir :: Int -> Int -> Proj -> World -> World
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setRemoteDir cid itid pj w = w & cWorld . lWorld . projectiles . ix (_prjID pj) . prjAcc .~ turntonewdir
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retireRemoteProj itid pjid w = w & cWorld . lWorld . projectiles %~ IM.delete pjid
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& removelink
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where
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turntonewdir = magV (_prjAcc pj) *.* unitVectorAtAngle newdir
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--i = _prjID pj
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newdir
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| SDL.ButtonRight `M.member` _mouseButtons (_input w)
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&& w ^? cWorld . lWorld . creatures . ix cid . crManipulation . manObject . imSelectedItem
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== w ^? cWorld . lWorld . itemLocations . ix itid . ilInvID
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= (w ^. wCam . camRot) + argV (_mousePos (_input w))
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| otherwise = _prjDir pj
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removelink = fromMaybe id $ do
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loc <- w ^? cWorld . lWorld . itemLocations . ix itid
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itm <- w ^? pointerToItemLocation loc . itUse . atLinkedProjectile . _Just
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guard $ itm == pjid
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--return $ pointerToItemLocation . itUse . atLinkedProjectile .~ Nothing
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return $ pointerToItemLocation loc . itUse . atLinkedProjectile .~ Nothing
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--retireRemoteProj :: Int -> Int -> World -> World
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--retireRemoteProj itid pjid w =
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-- w
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-- & pointerToItemLocation (w ^?! cWorld . lWorld . itemLocations . ix itid)
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-- %~ ( (itScope . remotePos .~ V2 0 0)
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-- . (itUse . heldUse .~ HeldFireRemoteShell)
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-- . (itUse . heldMods .~ FireRemoteShellMod)
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-- )
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-- & cWorld . lWorld . props %~ IM.delete pjid
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--setRemoteDir :: Int -> Int -> Proj -> World -> World
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--setRemoteDir cid itid pj w = w & cWorld . lWorld . projectiles . ix (_prjID pj) . prjAcc .~ turntonewdir
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-- where
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-- turntonewdir = magV (_prjAcc pj) *.* unitVectorAtAngle newdir
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-- --i = _prjID pj
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-- newdir
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-- | SDL.ButtonRight `M.member` _mouseButtons (_input w)
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-- && w ^? cWorld . lWorld . creatures . ix cid . crManipulation . manObject . imSelectedItem
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-- == w ^? cWorld . lWorld . itemLocations . ix itid . ilInvID
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-- = (w ^. wCam . camRot) + argV (_mousePos (_input w))
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-- | otherwise = _prjDir pj
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doThrust :: Proj -> World -> World
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doThrust pj w =
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@@ -137,19 +151,46 @@ trySpinByCID cid i pj w = w & cWorld . lWorld . projectiles . ix pjid . prjSpin
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_ -> 0
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spinFactor = 5 * (6 - fromIntegral i)
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pjTrack :: Int -> Proj -> World -> World
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pjTrack crid pj w = rotateToTarget pj w
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--pjTrack :: Int -> Proj -> World -> World
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--pjTrack crid pj w = rotateToTarget pj w
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-- where
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-- rotateToTarget _ = fromMaybe id $ do
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-- tpos <- w ^? cWorld . lWorld . creatures . ix crid . crTargeting . ctPos . _Just
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-- return $
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-- cWorld . lWorld . projectiles . ix (_prjID pj) . prjSpin
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-- .~ turnToAmount
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-- 0.15
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-- (_prjPos pj)
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-- tpos
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-- (argV $ _prjAcc pj)
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-- --itPoint = pointerToItemLocation $ w ^?! cWorld . lWorld . itemLocations . ix itid
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-- note this only allows YOU to remotely track projectiles
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pjRemoteSetDirection :: Int -> Proj -> World -> World
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pjRemoteSetDirection screenid pj w = w
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& cWorld . lWorld . projectiles . ix (_prjID pj) . prjAcc .~ turntonewdir
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where
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rotateToTarget _ = fromMaybe id $ do
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tpos <- w ^? cWorld . lWorld . creatures . ix crid . crTargeting . ctPos . _Just
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return $
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cWorld . lWorld . projectiles . ix (_prjID pj) . prjSpin
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.~ turnToAmount
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0.15
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(_prjPos pj)
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tpos
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(argV $ _prjAcc pj)
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--itPoint = pointerToItemLocation $ w ^?! cWorld . lWorld . itemLocations . ix itid
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turntonewdir = magV (_prjAcc pj) *.* unitVectorAtAngle newdir
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--i = _prjID pj
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newdir
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| w ^? cWorld . lWorld . creatures . ix 0 . crManipulation . manObject . imSelectedItem
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== w ^? cWorld . lWorld . itemLocations . ix screenid . ilInvID
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= (w ^. wCam . camRot) + argV (_mousePos (_input w))
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| otherwise = _prjDir pj
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--pjTrack :: Int -> Proj -> World -> World
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--pjTrack screenid pj w = w-- rotateToTarget pj w
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-- where
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-- rotateToTarget _ = fromMaybe id $ do
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-- tpos <- w ^? cWorld . lWorld . creatures . ix crid . crTargeting . ctPos . _Just
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-- return $
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-- cWorld . lWorld . projectiles . ix (_prjID pj) . prjSpin
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-- .~ turnToAmount
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-- 0.15
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-- (_prjPos pj)
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-- tpos
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-- (argV $ _prjAcc pj)
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-- --itPoint = pointerToItemLocation $ w ^?! cWorld . lWorld . itemLocations . ix itid
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reduceSpinBy :: Float -> Proj -> World -> World
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reduceSpinBy x pj = cWorld . lWorld . projectiles . ix (_prjID pj) . prjSpin *~ x
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