Refactoring, linting

This commit is contained in:
2021-04-30 15:22:24 +02:00
parent c8e84c775f
commit 83c2220813
6 changed files with 205 additions and 263 deletions
+7 -5
View File
@@ -17,11 +17,13 @@ import Control.Monad
Displays the item name, ammo if loaded, and any selected '_itCharMode'.
-}
basicWeaponDisplay :: Item -> String
basicWeaponDisplay it = case it ^? itAttachment . _Just . itCharMode of
Just (c :<| _) -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded) ++ [' ',c]
basicWeaponDisplay it = case it ^? itAttachment . _Just of
Just ItCharMode {_itCharMode = (c :<| _)} -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded) ++ [' ',c]
Just ItMode {_itMode = i} -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded) ++ show i
_ -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded)
where
availableAmmo = show $ _wpMaxAmmo it
aIfLoaded = case _wpReloadState it of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
aIfLoaded = case it ^? wpReloadState of
Just 0 -> show $ _wpLoadedAmmo it
Just x -> "R" ++ show x
_ -> ""
+4 -6
View File
@@ -197,7 +197,6 @@ withMuzFlare f cid w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cid w
dir = _crDir cr
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
{- |
Rotates the creature randomly, applies the effect, rotates the creature back. -}
withRandomDir
@@ -213,8 +212,8 @@ withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
$ set randGen g
w
where (a, g) = randomR (-acc,acc) $ _randGen w
{- | Creates a bullet with a given velocity, width, and 'HitEffect'
-}
{- |
Creates a bullet with a given velocity, width, and 'HitEffect' -}
withVelWthHiteff
:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
-> Float -- ^ Bullet width
@@ -231,7 +230,8 @@ withVelWthHiteff vel width hiteff cid w
dir = _crDir cr
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
{- | Translate the creature sideways a random amount, apply the effect, translate back. -}
{- |
Translate the creature sideways a random amount, apply the effect, translate back. -}
withRandomOffset
:: Float -- ^ Max possible translate
-> (Int -> World -> World)
@@ -249,7 +249,6 @@ withRandomOffset offsetAmount f cid w
(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
cr = _creatures w IM.! cid
offV = rotateV (_crDir cr) (0,offsetVal)
-- | Rotates a creature with minimum rotation at least 0.1.
-- Rotates the player creature before applying the effect, other creatures after.
torqueBeforeForced
@@ -269,7 +268,6 @@ torqueBeforeForced torque feff cid w
(rot, g) = randomR (-torque,torque) $ _randGen w
rot' | rot < 0 = rot - 0.1
| otherwise = rot + 0.1
-- | Rotates the player creature before applying an effect.
-- Note this currently (29/4/2021) rotates other creatures /after/ applying the effect.
torqueBefore
+91 -2
View File
@@ -6,6 +6,7 @@ module Dodge.Item.Weapon.UseEffect
import Dodge.Data
import Dodge.Base
import Dodge.Item.Weapon.Decoration
import Dodge.Item.Weapon.TriggerType
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.ThingsHit
import Picture
@@ -102,9 +103,97 @@ mvRadar x p w pt = (putBlips w, Just $ pt {_ptDraw = const pic
++ (IM.elems $ wallsAlongCirc p r w)
r = fromIntegral (800 - x*16)
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
]
globalAlpha | x > 10 = 1
| otherwise = fromIntegral x / 10
colHelper y = color (withAlpha (y * globalAlpha) red)
aTractorBeam
:: Int -- ^ Color id
-> Int -- ^ Creature id
-> World
-> World
aTractorBeam col cid w
= set (creatures . ix cid . crInv . ix itRef . wpFire)
(shoot $ aTractorBeam ((col + 1) `mod` 10))
$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
where
i = newProjectileKey w
cr = (_creatures w IM.! cid)
pos = _crPos cr +.+ ((_crRad cr +10) *.* unitVectorAtAngle dir)
dir = _crDir cr
itRef = _crInvSel cr
tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
tractorBeamAt colID i pos dir = Projectile
{ _pjPos = pos
, _pjStartPos = p'
, _pjVel = d
, _pjPict = blank
, _pjID = i
, _pjUpdate = updateTractor colID 10 i
}
where
d = unitVectorAtAngle dir
p' = pos +.+ 400 *.* d
{- |
The interaction of this with objects, walls etc needs more thought. -}
updateTractor :: Int -> Int -> Int -> World -> World
updateTractor colID time i w
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
$ set (projectiles . ix i . pjPict) pic
$ over creatures (IM.map tractCr)
$ over floorItems (IM.map tractFlIt)
w
| otherwise = over projectiles (IM.delete i) w
where
tractCr cr
| circOnSeg p1 p2 cP 10
= over crPos (\p ->
p -.- m *.* ((0.3/ x) *.* q +.+ (f y *.* p4))
) cr
| otherwise = cr
where
x = abs y + 1
y = errorClosestPointOnLineParam 1 p1 p3 cP
cP = _crPos cr
m | dist cP p1 < 350 = 1
| otherwise = (400 - dist cP p1) / 50
tractFlIt it | circOnSeg p1 p2 iP 10
= over flItPos (\p -> p -.- m *.*
( (0.3/ x) *.* q +.+ (f y *.* p4))
) it
| otherwise = it
where x = abs y + 1
y = errorClosestPointOnLineParam 2 p1 p3 iP
iP = _flItPos it
m | dist iP p1 < 350 = 1
| otherwise = (410 - dist iP p1) / 60
pj = _projectiles w IM.! i
q = _pjVel pj
p1 = _pjPos pj
p' = _pjStartPos pj
p2 = maybe p' fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
p4 = vNormal p5
p5 = errorNormalizeV 12 $ p2 -.- p1
p3 = p1 +.+ p4
g x | x > 5 = (10 - x) / 5
| x > 1 = 1
| x > -1 = x
| x > -5 = -1
| otherwise = (x - 10) / 5
d = errorNormalizeV 13 $ p' -.- p1
f x = g x / 50
cID = fromIntegral colID / 10
col = mixColors 0.5 0.5 white blue
px z = (fromIntegral time + 5) *.* z
pz z = fromIntegral time * 10 *.* z
pic = setLayer 1 $ onLayer PtLayer $ color (withAlpha 0.05 col)
$ polygon [ p1 +.+ px p4
, p1 -.- 10 *.* p5
, p1 -.- px p4
, (p' -.- pz p5) -.- px p4
, (p' -.- pz p5) +.+ px p4]