Sometimes crush creatures when doors close on them
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@@ -30,6 +30,7 @@ import Dodge.Data.Creature.State
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import Dodge.Data.Item
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import Dodge.Data.Material
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import Geometry.Data
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import qualified Data.IntMap.Strict as IM
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--import qualified IntMapHelp as IM
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data Creature = Creature
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@@ -57,6 +58,7 @@ data Creature = Creature
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, _crIntention :: Intention
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, _crName :: String
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, _crDeathTimer :: Int
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, _crCrushTimers :: IM.IntMap Int
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}
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data CrHP
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+39
-1
@@ -42,6 +42,45 @@ overDebugEvent u = fromMaybe u $ do
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debugEvent :: DebugBool -> Universe -> Universe
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debugEvent db u = u & uvDebug . at db .~ debugItem db u
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& debugEvent' db
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-- possibly don't want this running when the game is paused/not running normally
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-- note this happens before functionalUpdate
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debugEvent' :: DebugBool -> Universe -> Universe
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debugEvent' = \case
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Collision_test -> id
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Circ_collision_test -> id
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Show_walls_near_point_cursor -> id
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Show_walls_near_segment -> id
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Display_debug -> id
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Noclip -> id
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Remove_LOS -> id
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Cull_more_lights -> id
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Close_shape_culling -> id
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Bound_box_screen -> id
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Show_ms_frame -> id
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View_gr_boundaries -> id
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View_rm_boundaries -> id
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Show_bound_box -> id
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Show_wall_search_rays -> id
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Show_dda_test -> id
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Show_far_wall_detect -> id
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Show_walls_near_you -> id
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Show_zone_near_point_cursor -> id
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Show_zone_circ -> id
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Inspect_wall -> id
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Cr_awareness -> id
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Show_sound -> id
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Cr_status -> id
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Mouse_position -> id
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Walls_info -> id
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Pathing -> id
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Show_path_between -> id
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Show_writable_values -> id
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Show_mouse_click_pos -> id
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Debug_get -> id
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Debug_put -> id
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Muzzle_positions -> id
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debugItem :: DebugBool -> Universe -> Maybe [DebugItem]
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debugItem = \case
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@@ -109,7 +148,6 @@ doDebugGet u =
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where
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f s = DebugItem s (setClip s)
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debugShowPath :: Universe -> DebugItem
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debugShowPath u =
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DebugItem (u ^. uvDebugPathShowType . to show) f
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@@ -55,6 +55,7 @@ defaultCreature =
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-- , _crStatistics = CreatureStatistics 50 50 50
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, _crDeathTimer = 5 -- how long a creature remains standing
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-- after a killing blow has been dealt
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, _crCrushTimers = mempty
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}
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--defaultCreatureSkin :: CreatureType
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@@ -1,6 +1,4 @@
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module Dodge.Render.Lights (
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lightsToRender,
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) where
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module Dodge.Render.Lights (lightsToRender) where
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import Data.List (sortOn)
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import Data.Maybe
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@@ -33,7 +33,12 @@ import Data.Monoid
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import RandomHelp
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testStringInit :: Universe -> [String]
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testStringInit u = [show $ u ^? uvWorld . input . mouseContext . mcoRotateDist]
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--testStringInit u = [show $ u ^? uvWorld . input . mouseContext . mcoRotateDist]
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testStringInit u = fmap show (u ^.. uvWorld . cWorld . lWorld . creatures . each . crHP . _HP)
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<> fmap show (u ^.. uvWorld . cWorld . lWorld . creatures . each . crPos . _xy)
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<> fmap show (u ^.. uvWorld . cWorld . lWorld . creatures . each . crOldPos . _xy)
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<> fmap show (u ^.. uvWorld . cWorld . lWorld . creatures . each . crCrushTimers)
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<> fmap show (u ^.. uvWorld . cWorld . lWorld . debris . each . dbPos)
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-- (fmap show $ u ^.. uvWorld . cWorld . lWorld . machines . each . mcType . _McDamSensor . sensAmount)
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-- <> (fmap show $ u ^.. uvWorld . cWorld . lWorld . machines . each . mcMaterial)
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--testStringInit u = map show (u ^.. uvWorld . cWorld . lWorld . machines . traverse . mcDir)
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@@ -6,6 +6,7 @@ module Dodge.WallCreatureCollisions (
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crOnWall,
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) where
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import Data.Foldable
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import Linear
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import Dodge.Creature.Radius
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import Control.Lens
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@@ -25,30 +26,64 @@ noclipCheck cfig w c
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| otherwise = colCrWall w c
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colCrWall :: World -> Creature -> Creature
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colCrWall w c
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colCrWall w c -- = cornpush . wallpush $ pushthrough c
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| p1 == p2 = pushOrCrush ls c
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-- | _crPos c' == _crPos c'' = c'
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-- | otherwise = c & crPos .~ _crOldPos c
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| otherwise = c'
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| otherwise = cornpush . wallpush $ pushthrough c
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-- | otherwise = wallpush $ pushthrough c
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-- | otherwise = c'
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where
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-- c'' = c' & crPos %~ pushOutFromWalls rad ls
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--c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
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c' =
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c & crPos . _xy
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%~ pushOutFromCorners r ls'
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. pushOutFromWalls r ls'
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. fst
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. flip (collidePoint p1) wls -- check push throughs
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-- . flip (collidePointWalls' p1) wls -- check push throughs
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cornpush = crPos . _xy %~ pushOutFromCorners r ls'
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--wallpush = crPos . _xy %~ pushOutFromWalls r ls'
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wallpush = pushCr' wls
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pushthrough = crPos . _xy %~ fst . flip (collidePoint p1) wls -- check push throughs
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-- c' = c & crPos . _xy
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-- %~ pushOutFromCorners r ls'
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-- . pushOutFromWalls r ls'
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-- . fst
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-- . flip (collidePoint p1) wls -- check push throughs
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r = crRad (c ^. crType) + wallBuffer
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p1 = c ^. crOldPos . _xy
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p2 = c ^. crPos . _xy
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ls = _wlLine <$> wls
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ls' = filter (uncurry $ isLHS p1) ls
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--wls = filter notff $ wlsNearRect (p2 + V2 r r) (p2 - V2 r r) w
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wls = filter notff $ wlsNearCirc p2 r w
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notff x = x ^. wlMaterial /= ForceField
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pushCr' :: [Wall] -> Creature -> Creature
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pushCr' wls cr
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| dist ep sp > r
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&& dist ep ap > r = ecr & crDamage <>~ [Crushing 1000 10]
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& crPos . _xy +~ r *^ ep - ap
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| otherwise = ecr
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where
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ep = ecr ^. crPos . _xy
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ap = cr ^. crOldPos . _xy
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sp = cr ^. crPos . _xy
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ecr = foldl' f (cr & crCrushTimers .~ mempty) wls
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r = crRad (cr ^. crType)
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f acr wl = case pushOutFromWall r (acr ^. crPos . _xy) (wl ^. wlLine) of
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Just p -> acr & crPos . _xy .~ p & crCrushTimers . at (_wlID wl) ?~ 0
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Nothing -> acr
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--apushCr :: [Wall] -> Creature -> Creature
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--apushCr wls cr = case wallPushList r wls cp of
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--a [] -> cr
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--a [(p,wl)] -> cr & crPos . _xy .~ p
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--a-- [(p1,w1),(p2,w2)] | dd p1 p2 >= 0 ->
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--a [(p1,w1),(p2,w2)] ->
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--a let v1 = p1 - cp
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--a v2 = p2 - cp
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--a mp = intersectLineLine p1 (p1 + vNormal v1) p2 (p2 + vNormal v2)
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--a --p = fromMaybe (cr ^. crOldPos . _xy) mp
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--a p = (cr ^. crOldPos . _xy)
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--a in cr & crPos . _xy .~ p
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--a-- [(p1,w1),(p2,w2)] -> cr & crPos . _xy .~ p1
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--a xs -> cr
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--a where
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--a dd p1 p2 = dotV (p1 - cp) (p2 - cp)
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--a r = crRad (cr ^. crType)
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--a cp = cr ^. crPos . _xy
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-- the amount to push creatures out from walls, extra to their radius
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wallBuffer :: Float
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wallBuffer = 0
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@@ -65,6 +100,14 @@ pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall
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Nothing -> p1
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Just p2 -> pushOutFromWalls rad (tail wls) p2
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--wallPushList :: Float -> [Wall] -> Point2 -> [(Point2, Wall)]
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--wallPushList rad wls p1 = mapMaybe f wls
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-- where
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-- f :: Wall -> Maybe (Point2,Wall)
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-- f wl = case pushOutFromWall rad p1 (wl ^. wlLine) of
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-- Nothing -> Nothing
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-- Just p -> Just (p,wl)
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-- possible improvement: choose between the closer of p2 and "p3" to p1
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--pushOutFromWalls' :: Float -> [(Point2,Point2)] -> Point2 -> Point2
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@@ -76,6 +119,7 @@ pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall
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pushOrCrush :: [(Point2, Point2)] -> Creature -> Creature
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pushOrCrush wls cr = case mapMaybe (pushOutFromWall (crRad (cr ^. crType)) cpos) wls of
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[] -> cr
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--(p : _) -> cr & crPos . _xy .~ p & crDamage <>~ [Crushing 1000 0]
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(p : _) -> cr & crPos . _xy .~ p
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where
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-- (_:p:_) -> cr
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@@ -102,9 +146,9 @@ pushOutFromWall rad cp2 (wp1, wp2)
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| isOnWall = Just newP
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| otherwise = Nothing
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where
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n = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
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wp1' = wp1 +.+ rad *.* n
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wp2' = wp2 +.+ rad *.* n
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n = errorNormalizeV 61 $ vNormal (wp1 - wp2)
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wp1' = wp1 + rad *^ n
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wp2' = wp2 + rad *^ n
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newP = errorClosestPointOnLine 5 wp1' wp2' cp2
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isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
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@@ -115,4 +159,4 @@ pushOutFromCorners r = flip $ foldr (squashIntersectCirclePoint r . fst)
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squashIntersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
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squashIntersectCirclePoint rad p cCen
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| dist cCen p > rad = cCen
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| otherwise = p +.+ (rad *.* squashNormalizeV (cCen -.- p))
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| otherwise = p + (rad *^ squashNormalizeV (cCen - p))
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