Rename WorldActions to WorldEvent

This commit is contained in:
2021-03-23 03:26:27 +01:00
parent afb3d8a712
commit 63a50f0e05
5 changed files with 767 additions and 0 deletions
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module Dodge.WorldEvent.Bullet
where
import Dodge.Data
import Dodge.Base
import Dodge.WorldEvent.ThingsHit
import Picture
import Geometry
import Control.Lens
import Data.Maybe
import Data.List
import Data.Function (on)
import Data.Bifunctor
import qualified Data.IntMap.Strict as IM
mvBulletTrajectory :: (Int -> [Point2]) -> World -> Particle' -> (World, Maybe Particle')
mvBulletTrajectory velF w bt
| t <= 0 = (w, Nothing)
| t < 4 = (w, Just $ set btPassThrough' Nothing
$ set btTrail' (replicate numPs p ++ (p:ps) )
$ set ptPict' (bulLineLen numPs col wth (replicate numPs p ++ (p:ps) ) )
$ set btTimer' (t-1)
bt
)
| otherwise = (w, Just $ set btPassThrough' Nothing
$ set btVel' newVel -- this may be useful for hit effects
$ set btTrail' (init (reverse newPs) ++ (p:ps))
$ set ptPict' (bulLineLen numPs col wth (init (reverse newPs) ++ (p:ps)))
$ set btTimer' (t-1) bt
)
-- | otherwise = case firstThingHit $ thingsHitExceptCrCurve mcr (p:newPs) w of
-- (_,Nothing) -> (w, Just $ set btPassThrough' Nothing
-- $ set btVel' newVel -- this may be useful for hit effects
-- $ set btTrail' (init (reverse newPs) ++ (p:ps))
-- $ set ptPict' (bulLineLen numPs col wth (init (reverse newPs) ++ (p:ps)))
-- $ set btTimer' (t-1) bt
-- )
-- (mvPs,Just (hitp,thing))
-- -> let newMvPs = leftPad numPs hitp (init $ reverse mvPs)
-- hitVel = speed *.* normalizeV ( hitp -.- (head $ reverse mvPs) )
-- in ( hiteff bt (hitp,thing) w
-- --in ( w
-- , Just $ set btPassThrough' Nothing
-- $ set btVel' hitVel -- this may be useful for hit effects
-- $ set btTrail' (newMvPs ++ (p:ps))
-- $ set ptPict' (bulLineLen numPs col wth (newMvPs ++ (p:ps)) )
-- $ set btTimer' 3 bt
-- )
where mcr = _btPassThrough' bt
col = _btColor' bt
(p:ps) = _btTrail' bt
hiteff = _btHitEffect' bt
wth = _btWidth' bt
t = _btTimer' bt
newPs = velF t
numPs = (length $ newPs) - 1
firstThingHit :: [[(Point2,(Either3 Creature Wall ForceField))]]
-> ([Point2], Maybe (Point2,Either3 Creature Wall ForceField))
firstThingHit hitList = second last $ unzip $ zip newPs
$ takeUntil isJust
$ map listToMaybe hitList
newVel = speed *.* ( last newPs -.- (last $ init newPs) )
speed = sum . map magV $ zipWith (-.-) (init newPs) (tail newPs)
thingsHitExceptCrCurve :: Maybe Int -> [Point2] -> World
-> [ [(Point2, (Either3 Creature Wall ForceField))]
]
thingsHitExceptCrCurve mcid ps@(a:b:_) w
= zipWith (\x y -> thingsHitExceptCr mcid x y w) ps $ tail ps
thingsHitExceptCrLine _ _ _ = []
thingsHitExceptCr :: Maybe Int -> Point2 -> Point2 -> World
-> [(Point2, (Either3 Creature Wall ForceField))]
thingsHitExceptCr Nothing sp ep = thingsHit sp ep
thingsHitExceptCr (Just cid) sp ep = filter crNotCid . thingsHit sp ep
where crNotCid (_,(E3x1 cr)) = _crID cr /= cid
crNotCid _ = True
mvGenBullet' :: World -> Particle' -> (World, Maybe Particle')
mvGenBullet' w bt
| t <= 0 = (w, Nothing)
| t < 4 = (w, Just $ set btPassThrough' Nothing
$ set btTrail' (p:p:ps)
$ set ptPict' (bulLine col wth (p:p:ps))
$ set btTimer' (t-1) bt
)
| otherwise = case thingsHitExceptCr mcr p (p +.+ vel) w of
[] -> (w, Just $ set btPassThrough' Nothing
$ set btTrail' (p +.+ vel :p:ps)
$ set ptPict' (bulLine col wth (p +.+ vel:p:ps))
$ set btTimer' (t-1) bt
)
hits -> hiteff bt hits w
where mcr = _btPassThrough' bt
col = _btColor' bt
(p:ps) = _btTrail' bt
vel = _btVel' bt
hiteff = _btHitEffect' bt
wth = _btWidth' bt
t = _btTimer' bt
bulLineLen :: Int -> Color -> Float -> [Point2] -> Picture
bulLineLen n c w ps =
setLayer 1 . onLayer HPtLayer $ color c $ thickLine (take (n * 2) ps) w
bulLine c w = setLayer 1 . bulLineb w
bulLineb :: Float -> [Point2] -> Picture
bulLineb w ps = color white $ thickLine (take 2 ps) w
bulLinea :: Color -> Float -> [Point2] -> Picture
bulLinea _ _ [] = blank
bulLinea _ _ (x:[]) = blank
bulLinea col width (a:b:[]) -- (a:b:[])
= onLayer HPtLayer $ pictures $ reverse
[polygonCol $ zip (wedgeGeom width b a) $ [white,withAlpha 0 white,withAlpha 0 white]
,polygonCol $ zip (lineGeom (width+1.5) a b) $ [col,col,withAlpha 0 col,withAlpha 0 col]
]
bulLinea col width (a:b:c:[]) -- (a:b:[])
= onLayer HPtLayer $ pictures $ reverse
[polygonCol $ zip (wedgeGeom width b a) $ repeat white
,polygonCol $ zip (wedgeGeom width b c) $ [white,white,withAlpha 0 white]
,polygonCol $ zip (lineGeom (width+1.5) a c) $ [col,col,withAlpha 0 col,withAlpha 0 col]
]
bulLinea col width (a:b:_:c:[]) -- (a:b:[])
= onLayer HPtLayer $ pictures $ reverse
[polygonCol $ zip (wedgeGeom width b a) $ repeat white
,polygonCol $ zip (wedgeGeom width b c) $ [white,white,withAlpha 0 white]
,polygonCol $ zip (lineGeom (width+1.5) a c) $ [col,col,withAlpha 0 col,withAlpha 0 col]
]
bulLinea col width (a:b:_:_:c:_) -- (a:b:[])
= onLayer HPtLayer $ pictures $ reverse
[polygonCol $ zip (wedgeGeom width b a) $ repeat white
,polygonCol $ zip (wedgeGeom width b c) $ [white,white,withAlpha 0 white]
,polygonCol $ zip (lineGeom (width+1.5) a c) $ [col,col,withAlpha 0 col,withAlpha 0 col]
]
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module Dodge.WorldEvent.Flash
where
import Dodge.Data
import Dodge.Base
import Dodge.WorldEvent.ThingsHit
import Dodge.WorldEvent.HelperParticle
import Picture
import Geometry
import Control.Lens
flareAt' :: Color -> Float -> Float -> Point2 -> World -> World
flareAt' col alphax alphay p
= -- over particles' ((:) (flashColAt col alphax p))
-- .
lowLightColAt col alphay p
lowLightColAt :: Color -> Float -> Point2 -> World -> World
lowLightColAt col alphay p w = foldr (lowLightWidthHit 10 5 col alphay p) w ps
where ps = map ((+.+) p) $ nRaysRad 20 30
lowLightWidthHit :: Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
lowLightWidthHit len wdth col alphay a b w
= case thingsHitLongLine a b w of
((p, E3x2 wall):_)
-> over particles' ((:) (wallGlareWidth len wdth col alphay p wall)) w
((p, E3x1 cr):_)
-> over particles' ((:) (crGlareWidth wdth col alphay p cr)) w
_ -> w
flashColAt :: Color -> Float -> Point2 -> Particle'
flashColAt col alphax (x,y) =
Particle'
{ _ptPict' = pictures $
map (\i -> onLayerL [levLayer PtLayer]
$ color (withAlpha alphax col) $ translate x y $ circleSolid i
)
[20,25,30,35,40,45,50]
, _ptUpdate' = ptTimer' 1
}
wallGlareWidth :: Float -> Float -> Color -> Float -> Point2 -> Wall -> Particle'
wallGlareWidth len wdth col alphay p wl =
Particle'
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l
, _ptUpdate' = ptTimer' 1
}
where l = color (withAlpha alphay col) $ lineOfThickness wdth $ [p +.+ x, p -.- x]
x = len *.* ( normalizeV $ a -.- b)
(a:b:_) = _wlLine wl
crGlareWidth :: Float -> Color -> Float -> Point2 -> Creature -> Particle'
crGlareWidth wdth col alphay p cr =
Particle'
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l cp
, _ptUpdate' = \w pt -> (w, Just $ pt {_ptPict' = onLayerL [levLayer GloomLayer + 2] $ upp cid w
,_ptUpdate' = ptTimer' 0
}
)
}
where l x = uncurry translate x
$ rotate (-0.25*pi + argV (p -.- x))
$ color (withAlpha alphay col)
$ thickArc 0 (pi/2) (_crRad cr) wdth
cp = _crPos cr
cid = _crID cr
upp cid' w' = case w' ^? creatures . ix cid . crPos of
Just y -> l y
_ -> blank
flareWidth :: Float -> Float -> Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
flareWidth len wdth rad rays col ax ay p
= over particles' ((:) (flashRadAt rad col ax p))
. lowLightWidthAt len wdth col ay rays rad p
flareRad :: Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
flareRad rad rays col ax ay p
= over particles' ((:) (flashRadAt rad col ax p))
. lowLightWidthAt 10 5 col ay rays rad p
flashRadAt :: Float -> Color -> Float -> Point2 -> Particle'
flashRadAt rad col alphax (x,y) =
Particle'
{ _ptPict' = pictures $
map (\i -> onLayerL [levLayer PtLayer]
$ color (withAlpha alphax col) $ translate x y $ circleSolid i
)
[rad/5,2*rad/5,3*rad/5,4*rad/5,rad]
, _ptUpdate' = ptTimer' 1
}
lowLightWidthAt :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
lowLightWidthAt len wdth col alphay rays rad p w = foldr (lowLightWidthHit len wdth col alphay p) w ps
where ps = map ((+.+) p) $ nRaysRad rays rad
explosionFlashAt = lowLightWidthAt 10 5 white 0.3 75 150
flameGlareAt = lowLightWidthAt 10 5 orange 0.05 8 50
lowLightDirected :: Color -> Float -> Point2 -> Point2 -> [Float] -> World -> World
lowLightDirected col alpha a b angles w
= foldr (\angle w' -> lowLightWidthHit 10 5 col alpha a (a +.+ rotateV angle b) w') w angles
muzFlareAt :: Point2 -> World -> World
muzFlareAt p = over particles' ((:) (muzzleFlareAt p))
. lowLightAt p
muzzleFlareAt :: Point2 -> Particle'
muzzleFlareAt (x,y) =
Particle'
{ _ptPict' = setDepth 0
. setLayer 1
. translate x y
$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
, _ptUpdate' = ptTimer' 1
}
lowLightAt :: Point2 -> World -> World
lowLightAt p w = lowLightWidthAt 10 5 white 0.5 20 30 p w
lowLightAt' :: Point2 -> World -> World
lowLightAt' p w = foldr (lowLightHit' p) w ps
where ps = map ((+.+) p) $ nRaysRad 20 30
lowLightHit' :: Point2 -> Point2 -> World -> World
lowLightHit' a b w
= case thingsHitLongLine a b w of
((p, E3x2 wall):_)
-> over particles' ((:) (wallGlare' p wall)) w
_ -> w
wallGlare' :: Point2 -> Wall -> Particle'
wallGlare' p wl = wallGlareWidth 5 5 white 0.1 p wl
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module Dodge.WorldEvent.HelperParticle
where
import Dodge.Data
ptTimer' :: Int -> World -> Particle' -> (World, Maybe Particle')
ptTimer' 0 w pt = (w, Nothing)
ptTimer' n w pt = (w, Just $ pt {_ptUpdate' = ptTimer' (n-1)})
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module Dodge.WorldEvent.ThingsHit
where
import Dodge.Data
import Dodge.Base
import Geometry
import qualified Data.IntMap.Strict as IM
import Data.List
import Data.Maybe
import Data.Function (on)
thingsHitExceptCrLongLine :: Maybe Int -> Point2 -> Point2 -> World
-> [(Point2, (Either3 Creature Wall ForceField))]
thingsHitExceptCrLongLine Nothing sp ep = thingsHitLongLine sp ep
thingsHitExceptCrLongLine (Just cid) sp ep = filter crNotCid . thingsHitLongLine sp ep
where crNotCid (_,(E3x1 cr)) = _crID cr /= cid
crNotCid _ = True
thingsHitLongLine :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))]
thingsHitLongLine sp ep w
| sp == ep = []
| otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
where
crs = zip crPs (map E3x1 hitCrs)
hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
$ _creatures w
-- $ creaturesAlongLine sp ep w
crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls)
hitWls = wallsOnLine sp ep $ wallsAlongLine sp ep w
hitPoint wl = intersectSegSeg' sp ep (_wlLine wl !! 0) (_wlLine wl !! 1)
hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w)
ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs
thingsHit :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))]
thingsHit sp ep w
| sp == ep = []
| otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
where
hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
$ _creatures w
crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
crs = zip crPs (map E3x1 hitCrs)
hitWls = wallsOnLine sp ep (IM.unions [f b $ f a $ _wallsZone w | a<-[x-1,x,x+1]
, b<-[y-1,y,y+1]])
(x,y) = zoneOfPoint (0.5 *.* (sp +.+ ep))
f i m = case IM.lookup i m of Just val -> val
_ -> IM.empty
walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls)
hitPoint w = intersectSegSeg' sp ep (_wlLine w !! 0) (_wlLine w !! 1)
hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w)
ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs
thingsHitOnPath :: [Point2] -> World -> [ [ ( Point2, (Either3 Creature Wall ForceField) ) ] ]
thingsHitOnPath [] _ = error "tried to find thingsHitOnPath containing no points"
thingsHitOnPath ps w = map (flip (uncurry thingsHit) w) . zip ps $ tail ps