Add jitter when receiving damage

This commit is contained in:
2022-05-19 12:41:20 +01:00
parent 41e5538eb7
commit 6ba41d3c0b
4 changed files with 26 additions and 2 deletions
+8 -2
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@@ -61,12 +61,18 @@ applyIndividualDamage cr w dm = applyDamageEffect dm (_dmEffect dm) cr $ applyIn
applyIndividualDamage' :: Creature -> World -> Damage -> World
applyIndividualDamage' cr w dm = case _dmType dm of
Piercing -> applyPiercingDamage cr dm w
_ -> w & creatures . ix (_crID cr) . crHP -~ _dmAmount dm
_ -> w & damageHP cr (_dmAmount dm)
applyPiercingDamage :: Creature -> Damage -> World -> World
applyPiercingDamage cr dm
| crIsArmouredFrom p cr = colSpark 8 (brightX 10 1.5 orange) p1 (argV (p1 -.- p))
| otherwise = creatures . ix (_crID cr) . crHP -~ _dmAmount dm
| otherwise = damageHP cr $ _dmAmount dm
where
p = _dmAt dm
p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
damageHP :: Creature -> Int -> World -> World
damageHP cr x = creatures . ix (_crID cr) %~
( (crHP -~ x)
. (crPastDamage +~ x)
)
+16
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@@ -8,6 +8,7 @@ import Dodge.Reloading
import Dodge.Base
import Dodge.Creature.State.WalkCycle
import Dodge.Creature.Impulse.Movement
--import Dodge.Creature.Test
--import Dodge.Base
import Dodge.SoundLogic
@@ -93,10 +94,25 @@ dropByState cr w = foldr (copyInvItemToFloor cr) w $ case cr ^. crState . crDrop
doDamage :: Creature -> World -> World
doDamage cr w = w
& creatures . ix (_crID cr) . crState . crDamage .~ []
& applyPastDamages cr
& _crApplyDamage cr dams cr
where
dams = _crDamage $ _crState cr
-- TODO generalise shake to arbitrary damage amounts
applyPastDamages :: Creature -> World -> World
applyPastDamages cr w
| _crPastDamage cr > 200 = let (p,g) = runState (randInCirc 3) (_randGen w)
in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 100))
& randGen .~ g
| _crPastDamage cr > 20 = let (p,g) = runState (randInCirc 2) (_randGen w)
in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 10))
& randGen .~ g
| _crPastDamage cr > 0 = let (p,g) = runState (randInCirc 1) (_randGen w)
in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 1))
& randGen .~ g
| otherwise = w
movementSideEff :: Creature -> World -> World
movementSideEff cr w
| hasJetPack = case cr ^? crStance . carriage of
+1
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@@ -282,6 +282,7 @@ data Creature = Creature
, _crState :: CreatureState
, _crCorpse :: Picture
, _crApplyDamage :: [Damage] -> Creature -> World -> World
, _crPastDamage :: Int
, _crStance :: Stance
, _crActionPlan :: ActionPlan
, _crMeleeCooldown :: Int
+1
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@@ -45,6 +45,7 @@ defaultCreature = Creature
, _crState = defaultState
, _crCorpse = setLayer BottomLayer $ setDepth 5 $ color (greyN 0.5) $ circleSolid 10
, _crApplyDamage = defaultApplyDamage
, _crPastDamage = 0
, _crStance = Stance
{_carriage=Walking 0 WasLeftForward
,_posture=AtEase