Work on sensor machines, remove some datatypes associated with placements

This commit is contained in:
2021-11-01 23:07:58 +00:00
parent 82de39657b
commit 7ef1da9be5
16 changed files with 265 additions and 220 deletions
+22
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@@ -0,0 +1,22 @@
module Dodge.WorldEvent.Damage
( damThingHitWith
) where
import Dodge.Data
import Dodge.Data.DamageType
import Dodge.Creature.State.Data
import Geometry
import Dodge.Wall.Damage
import Control.Lens
damThingHitWith
:: (Point2 -> Point2 -> Point2 -> DamageType)
-> Point2
-> Point2
-> Maybe (Point2, Either Creature Wall)
-> World
-> World
damThingHitWith partDT sp ep mayEiCrWl = case mayEiCrWl of
Just (hitp,Left cr ) -> creatures . ix (_crID cr) . crState . crDamage %~ (partDT sp hitp ep :)
Just (hitp,Right wl) -> damageWall (partDT sp hitp ep) wl
Nothing -> id
+1 -145
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@@ -5,25 +5,17 @@ module Dodge.WorldEvent.SpawnParticle
( makeGasCloud
, aFlameParticle
, makeFlameletTimed
, makeTeslaArcAt
, colSpark
, colSpark'
) where
import Dodge.Data
import Dodge.Data.DamageType
import Dodge.Data.SoundOrigin
import Dodge.Creature.State.Data
--import Dodge.WorldEvent.Damage
import Dodge.Base
import Dodge.Zone
import Dodge.Base.Collide
import Dodge.Picture
--import Dodge.Picture.Layer
import Dodge.WorldEvent.HitEffect
import Dodge.WorldEvent.ThingsHit
import Dodge.WorldEvent.Cloud
import Dodge.WorldEvent.Flash
import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
import Dodge.SoundLogic
import Dodge.SoundLogic.LoadSound
import Dodge.RandomHelp
@@ -37,9 +29,6 @@ import qualified IntMapHelp as IM
import Control.Lens
import System.Random
import Control.Monad.State
import Data.Function (on)
import Data.List
import Data.Maybe
import Data.Tuple
aFlameParticle
:: Int -- ^ Timer
@@ -252,136 +241,3 @@ cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedC
damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (stripZ $ _clPos c) w
f cr = dist3 (addZ 20 $ _crPos cr) (_clPos c) < _crRad cr + _clRad c + 10
doDam cr = cr & crState . crDamage %~ (PoisonDam 1 :)
makeTeslaArcAt :: Color -> Point2 -> Float -> Particle
makeTeslaArcAt col pos dir = LinearParticle
{ _ptPoints = [pos]
, _ptDraw = drawTeslaArc
, _ptUpdate = moveTeslaArc pos dir
, _ptTimer = 2
, _ptColor = brightX 100 1.5 col
}
drawTeslaArc :: Particle -> Picture
drawTeslaArc pt = setLayer 1 $ pictures
[ setDepth 20.5 $ color (brightX 2 1 $ _ptColor pt) $ lineOfThickness 3 ps
, setDepth 20 $ color (V4 0 0 0 0.5) $ lineOfThickness 10 ps
]
where
ps = _ptPoints pt
-- todo: fix electrical damage location
moveTeslaArc
:: Point2 -- ^ Emmission position
-> Float -- ^ Emmission direction
-> World
-> Particle
-> (World, Maybe Particle)
moveTeslaArc p d w pt
| t == 2 =
(foldr damCrs w hitCrs & randGen .~ g
& colSpark 8 nc q2 (argV sv)
, Just $ pt
& ptTimer -~ 1
& ptPoints .~ ps'
)
| t < 1 = (w , Nothing)
| otherwise = (w , Just $ pt & ptTimer -~ 1)
where
t = _ptTimer pt
ps = take 25 $ p : map f (crsLightChain p d 0 w)
f (E3x1 cr) = _crPos cr
f (E3x2 p1) = p1
f (E3x3 p1) = p1
ps' = lightningMids d pers ps
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
nc = brightX 100 1.5 $ numColor colid
(colid,g) = randomR (0::Int,5) $ _randGen w
f1 (E3x1 cr) = Just $ _crID cr
f1 _ = Nothing
hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
damCrs cid = over (creatures . ix cid . crState . crDamage) (Electrical 5 cpos cpos cpos :)
where
cpos = _crPos (_creatures w IM.! cid)
q1 = last $ init ps'
q2 = last ps'
hitWall = reflectPointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
sv = maybe (q2 -.- q1) snd hitWall
{- Finds a point somewhere roughly inbetween two points. -}
lightningMid :: Float -> Point2 -> Point2 -> Point2
lightningMid d p1 p2 = (0.25 *.* (p1 +.+ p2)) +.+ 0.5 *.* p3
where p3 = errorClosestPointOnLine 1 p1 (p1 +.+ unitVectorAtAngle d) p2
{- Finds extra middle points between successive points in a list of points. -}
lightningMids :: Float -> [Point2] -> [Point2] -> [Point2]
lightningMids d1 (p:pers) (p1:p3:ps)
= let p2 = p +.+ lightningMid d1 p1 p3
d2 = argV $ p3 -.- p2
in p1 : p2 : lightningMids d2 pers (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 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
E3x2 p1 -> [E3x2 p1]
E3x3 p1 -> E3x3 p1 : crsLightChain p1 (dChange + argV (p1 -.- p)) (min 1 (wlAttract + 0.3)) (set randGen g w)
where
(dChange, g) = randomR (-0.5,0.5) $ _randGen w
{-
Finds whether a creature or wall is in front of a given point and direction.
Evaluates to a creature as an 'E3x1' or a wall as an 'E3x2'.
Has a parameter to tweak how attracted the test is to walls.
-}
crOrWallSensitive
:: Point2 -- ^ Start point
-> Float -- ^ Direction (radians)
-> Float -- ^ Wall attraction parameter
-> World
-> Either3 Creature Point2 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
. listToMaybe
. sortBy (compare `on` dist p)
$ mapMaybe
( fmap fst
. (\p1 -> reflectPointWalls 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) = 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
colSpark :: Int -> Color -> Point2 -> Float -> World -> World
colSpark = colSpark' 0.7
colSpark' :: Float -> Int -> Color -> Point2 -> Float -> World -> World
colSpark' randDir time col pos baseDir w = w
& worldEvents %~ ( over particles (spark :) . )
& randGen .~ g
where
(a,g) = randomR (-randDir,randDir) $ _randGen w
dir = a + baseDir
spark = BulletPt
{ _ptDraw = drawBul
, _ptUpdate = mvGenBullet
, _btVel' = rotateV dir (V2 5 0)
, _btColor' = col
, _btTrail' = [pos]
, _btPassThrough' = Nothing
, _btWidth' = 1
, _btTimer' = time
, _btHitEffect' = destroyOnImpact sparkEff noEff
}
sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage %~ ( SparkDam 1 sp p ep : )
where
sp = head (_btTrail' bt)
ep = sp +.+ _btVel' bt
+3
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@@ -3,6 +3,7 @@ Find which objects lie upon a line.
-}
module Dodge.WorldEvent.ThingsHit
( thingsHit
, thingHit
, thingsHitLongLine
, thingsHitExceptCr
, thingsHitExceptCrLongLine
@@ -40,6 +41,8 @@ thingsHit sp ep w
_ -> IM.empty
wls = zip (map (fromJust . hitPoint) hitWls) (map Right hitWls)
hitPoint w' = uncurry (intersectSegSeg sp ep) (_wlLine w')
thingHit :: Point2 -> Point2 -> World -> Maybe (Point2, Either Creature Wall)
thingHit sp ep = listToMaybe . thingsHit sp ep
{- List objects that appear on a line.
Can filter out a creature. -}
thingsHitExceptCr