Refactor item drawing
This commit is contained in:
+5
-5
@@ -285,7 +285,7 @@ data Item
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, _wpSpread :: Float
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, _wpRange :: Float
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, _itHammer :: HammerPosition
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, _itFloorPict :: SPic
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, _itFloorPict :: Item -> SPic
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itAimingSpeed :: Float
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@@ -310,7 +310,7 @@ data Item
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _cnEffect :: Int -> World -> Maybe World
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, _itFloorPict :: SPic
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, _itFloorPict :: Item -> SPic
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, _itEquipPict :: Creature -> Int -> SPic
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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@@ -324,7 +324,7 @@ data Item
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: SPic
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, _itFloorPict :: Item -> SPic
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, _itEquipPict :: Creature -> Int -> SPic
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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@@ -336,7 +336,7 @@ data Item
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: SPic
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, _itFloorPict :: Item -> SPic
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, _itEquipPict :: Creature -> Int -> SPic
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, _itIdentity :: ItemIdentity
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, _itEffect :: ItEffect
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@@ -354,7 +354,7 @@ data Item
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: SPic
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, _itFloorPict :: Item -> SPic
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, _twMaxRange :: Float
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, _twAccuracy :: Float
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, _itUse :: Item -> Creature -> World -> World
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@@ -130,7 +130,7 @@ defaultEquipment = Equipment
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, _itName = "genericEquipment"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ setLayer 0 $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \_ -> (,) emptySH $ setLayer 0 $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itEffect = NoItEffect
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, _itHammer = HammerUp
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@@ -152,7 +152,7 @@ defaultConsumable = Consumable
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, _itMaxStack = 9
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, _itAmount = 1
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, _cnEffect = \_ _ -> Nothing
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color blue $ circleSolid 3
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color blue $ circleSolid 3
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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, _itInvColor = blue
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@@ -199,7 +199,7 @@ defaultIt = Consumable
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, _itMaxStack = 3
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, _itAmount = 2
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, _cnEffect = const return
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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, _itInvDisplay = _itName
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@@ -29,7 +29,7 @@ defaultGun = Weapon
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itHammer = HammerUp
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, _itFloorPict = emptyBlank
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, _itFloorPict = \_ -> emptyBlank
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, _itAmount = 1
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, _itMaxStack = 1
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, _itAimingSpeed = 1
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+2
-2
@@ -16,7 +16,7 @@ keyToken n = defaultEquipment
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, _itName = "KEYTOKEN "++show n
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, _itMaxStack = 5
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ setDepth 0.5 keyPic
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, _itFloorPict = \it -> (,) emptySH $ setDepth 0.5 keyPic
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, _itEquipPict = \_ _ -> (,) emptySH $ setDepth 0 $ translate (-5) (-5) $ rotate (pi/2.5) keyPic
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, _itEffect = NoItEffect
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, _itHammer = HammerUp
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@@ -40,7 +40,7 @@ latchkey n = defaultEquipment
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, _itName = "KEY "++show n
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ setDepth 0.5 latchkeyPic
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, _itFloorPict = \it -> (,) emptySH $ setDepth 0.5 latchkeyPic
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, _itEquipPict = \_ _ -> (,) emptySH $ setDepth 0 $ translate (-5) (-5) $ rotate (pi/2.5) latchkeyPic
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, _itEffect = NoItEffect
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, _itHammer = HammerUp
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@@ -22,7 +22,7 @@ medkit i = defaultConsumable
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, _itMaxStack = 9
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, _itAmount = 1
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, _cnEffect = heal i
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, _itFloorPict = (,) emptySH $ setLayer 0 . onLayer FlItLayer . color blue $ circleSolid 3
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, _itFloorPict = \it -> (,) emptySH $ setLayer 0 . onLayer FlItLayer . color blue $ circleSolid 3
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, _itEquipPict = pictureItem $ (,) emptySH $ color blue $ circleSolid 3
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, _itID = Nothing
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}
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+21
-3
@@ -10,13 +10,31 @@ import ShapePicture
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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{- | Places an item picture onto a creature when the item is selected. -}
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pictureWeaponOnAim
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:: (Item -> SPic)
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-> Creature
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-> Int -- ^ Position of item in inventory
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-> SPic
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pictureWeaponOnAim f cr i = pictureWeaponOnAimItem pic cr i
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where
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pic = f (_crInv cr IM.! i)
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pictureWeaponAim
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:: (Item -> SPic)
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-> Creature
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-> Int -- ^ Position of item in inventory
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-> SPic
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pictureWeaponAim f cr i = pictureWeaponOnAimItem pic cr i
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where
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pic = f (_crInv cr IM.! i)
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{- | Places an item picture onto a creature when the item is selected. -}
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pictureWeaponOnAimItem
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:: SPic
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-> Creature
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-> Int -- ^ Position of item in inventory
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-> SPic
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pictureWeaponOnAim p cr posInInv
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pictureWeaponOnAimItem p cr posInInv
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| isSelected && _posture (_crStance cr) == Aiming && isTwisting
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= shoulderD twistWep
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| isSelected && _posture (_crStance cr) == Aiming && isOneHand
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@@ -29,7 +47,7 @@ pictureWeaponOnAim p cr posInInv
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= handD holsteredWep
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| otherwise = emptyBlank
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where
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shoulderD = translateSPz 20.5
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shoulderD = translateSPz 18
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handD = translateSPz 15
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isSelected = _crInvSel cr == posInInv
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drawnWep = translateSPf (_crRad cr) 0 p
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@@ -15,7 +15,7 @@ magShield = defaultEquipment
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, _itName = "MAGSHIELD"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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}
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@@ -25,7 +25,7 @@ flameShield = defaultEquipment
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, _itName = "FLAMESHIELD"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \cr _ -> (,) emptySH $ onLayer CrLayer $ pictures [color cyan $ circle (_crRad cr+2)]
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, _itID = Nothing
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}
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@@ -36,7 +36,7 @@ frontArmour = defaultEquipment
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, _itName = "FARMOUR"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ translate 0 (-5) $ pictures
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ translate 0 (-5) $ pictures
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[color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
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]
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@@ -54,7 +54,7 @@ jetPack = defaultEquipment
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, _itName = "JETPACK"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH $ onLayer CrLayer
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$ pictures [color yellow $ polygon $ rectNSEW 5 (-5) (-3) (-11) ]
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, _itEffect = NoItEffect
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+82
-51
@@ -83,7 +83,7 @@ pistol = defaultGun
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, _itAimingSpeed = 1
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, _itAimingRange = 0
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, _itZoom = defaultItZoom
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, _itEquipPict = pictureWeaponOnAim pistolPic
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, _itEquipPict = pictureWeaponAim pistolPic
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, _itAttachment = NoItAttachment
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, _itID = Nothing
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, _itEffect = wpRecock
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@@ -93,11 +93,22 @@ pistol = defaultGun
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, _itWorldTrigger = Nothing
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, _wpAmmo = basicBullet
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}
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pistolPic :: SPic
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pistolPic =
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( colorSH green $ upperPrismPoly 3 $ rectNESW 5 5 (-5) (-5)
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pistolPic :: Item -> SPic
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pistolPic it =
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( (colorSH green $ prismPoly
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(map (addZ 3) $ rectNESW 3 3 (-3) (-3))
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(map (addZ 0) $ rectNESW 5 3 (-5) (-7))
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)
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<> translateSH (V3 (-4) (5.5) 4) (rotateSH (pi) $ bulletClip am)
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, mempty
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)
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where
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am = loadedAmmo it
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bulletClip :: Int -> Shape
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bulletClip x = (rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW 3 0 (3 - 0.25 * am) (-5))
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where
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am = fromIntegral x
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effectGun :: String -> (Creature -> World -> World) -> Item
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@@ -124,13 +135,13 @@ rezGun = defaultGun
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[]
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, _wpSpread = 0.001
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, _wpRange = 20
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color chartreuse $ pictures
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color chartreuse $ pictures
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[polygon $ rectNESW 7 3 1 (-3)
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,polygon $ rectNESW (-1) 3 (-7) (-3)
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]
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, _itAimingSpeed = 0.4
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, _itAimingRange = 0
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, _itEquipPict = pictureWeaponOnAim $ (,) emptySH $ color chartreuse $ pictures
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, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color chartreuse $ pictures
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[polygon $ rectNESW 7 3 1 (-3)
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,polygon $ rectNESW (-1) 3 (-7) (-3)
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]
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@@ -155,11 +166,11 @@ teslaGun = defaultGun
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]
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, _wpSpread = 0.001
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, _wpRange = 20
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, _itFloorPict = teslaGunPic
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, _itFloorPict = \it -> teslaGunPic
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, _itAimingSpeed = 0.4
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, _itZoom = defaultItZoom
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, _itAimingRange = 0
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, _itEquipPict = pictureWeaponOnAim teslaGunPic
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, _itEquipPict = pictureWeaponOnAim $ \it -> teslaGunPic
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}
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teslaGunPic :: SPic
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teslaGunPic =
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@@ -192,19 +203,25 @@ lasGun = defaultAutoGun
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]
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, _wpSpread = 0.001
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, _wpRange = 20
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, _itFloorPict = lasGunPic
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, _itFloorPict = \it -> lasGunPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 1
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, _itEquipPict = pictureWeaponOnAim lasGunPic
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, _itEquipPict = pictureWeaponOnAim $ \it -> lasGunPic
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, _itAttachment = ItCharMode $ Seq.fromList "/VZ"
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, _itScroll = scrollCharMode
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, _itInvDisplay = basicWeaponDisplay
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}
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lasGunPic :: SPic
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lasGunPic =
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( colorSH blue . upperPrismPoly 5 $ rectNESW 3 15 (-3) (-15)
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( colorSH blue $
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(upperPrismPoly 4 $ rectNESW 3 15 1 (-15))
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<> (upperPrismPoly 4 $ rectNESW (-1) 15 (-3) (-15))
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-- <> (upperPrismPoly 4 $ rectNESW (5) l (-5) (l-2))
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<> (upperPrismPoly 1 $ rectNESW (3) 15 (-3) (-15))
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, mempty
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)
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where
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l = 0
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forceFieldGun :: Item
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forceFieldGun = defaultGun
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{ _itName = "FORCEFIELD"
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@@ -218,7 +235,7 @@ forceFieldGun = defaultGun
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, _itUse = undefined
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
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, _itAimingSpeed = 0.4
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, _itAimingRange = 0.5
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}
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@@ -257,10 +274,10 @@ tractorGun = defaultAutoGun
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]
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, _wpSpread = 0.00001
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, _wpRange = 20
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, _itFloorPict = tractorGunSPic
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, _itFloorPict = \it -> tractorGunSPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 0.5
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, _itEquipPict = pictureWeaponOnAim tractorGunSPic
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, _itEquipPict = pictureWeaponOnAim $ \it -> tractorGunSPic
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}
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-- TODO own picture for tractor gun
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tractorGunSPic :: SPic
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@@ -288,10 +305,10 @@ remoteLauncher = defaultGun
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]
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = remoteLauncherSPic
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, _itFloorPict = \it -> remoteLauncherSPic
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, _itAimingSpeed = 0.2
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, _itAimingRange = 0.5
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, _itEquipPict = pictureWeaponOnAim remoteLauncherSPic
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, _itEquipPict = pictureWeaponOnAim $ \it -> remoteLauncherSPic
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, _itAttachment = ItScope (V2 0 0) 0 1 True
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}
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remoteLauncherSPic :: SPic
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@@ -319,10 +336,10 @@ hvAutoGun = defaultAutoGun
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, withMuzFlareI
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]
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, _wpRange = 20
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, _itFloorPict = hvAutoGunPic
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, _itFloorPict = \it -> hvAutoGunPic
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, _itAimingSpeed = 0.2
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, _itAimingRange = 1
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, _itEquipPict = pictureWeaponOnAim hvAutoGunPic
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, _itEquipPict = pictureWeaponOnAim $ \it -> hvAutoGunPic
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, _wpAmmo = hvBullet
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}
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hvAutoGunPic :: SPic
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@@ -353,11 +370,11 @@ ltAutoGun = defaultAutoGun
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]
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, _wpSpread = 0.5
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, _wpRange = 20
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, _itFloorPict = ltAutoGunPic
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, _itFloorPict = \it -> ltAutoGunPic
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, _itAimingSpeed = 1
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, _itAimingRange = 0
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, _itZoom = defaultItZoom
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, _itEquipPict = pictureWeaponOnAim ltAutoGunPic
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, _itEquipPict = pictureWeaponOnAim $ \it -> ltAutoGunPic
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, _itAimStance = OneHand
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, _wpAmmo = ltBullet
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}
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@@ -412,10 +429,10 @@ miniGun = defaultAutoGun
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, withSmoke 1 black 20 200 5
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]
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, _wpRange = 20
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, _itFloorPict = miniGunPict
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, _itFloorPict = miniGunPictItem
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, _itAimingSpeed = 0.4
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, _itAimingRange = 1
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, _itEquipPict = pictureWeaponOnAim miniGunPict
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, _itEquipPict = pictureWeaponAim miniGunPictItem
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, _wpAmmo = basicBullet
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}
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where
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@@ -430,13 +447,27 @@ miniGun = defaultAutoGun
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[ 0.25, 0.5, 0.9]
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--[ 0.75, 0.5, 0.25]
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--[ 0, 0, 0]
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miniGunPict :: SPic
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miniGunPict =
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( (translateSHf 5 0 . colorSH red $ upperPrismPoly 10 $ rectNESW 9 7 (-9) (-5))
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++ (colorSH red . upperPrismPoly 5 $ rectNESW 4 12 (-4) (-12))
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miniGunPictItem :: Item -> SPic
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miniGunPictItem it = miniGunPict spin (loadedAmmo it)
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where
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spin = 10 * _wpLoadedAmmo it + _wpCurWarmUp it
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miniGunPict :: Int -> Int -> SPic
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miniGunPict spin am =
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( ( rotateSHx a .translateSH (V3 5 0 (-9)) . colorSH red $ upperPrismPoly 18 $ rectNESW 9 7 (-9) (-5))
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<> (colorSH red $ prismPoly
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(map (addZ 5) $ rectNESW 2 12 (-2) (-12))
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(map (addZ 0) $ rectNESW 4 12 (-4) (-16))
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)
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<> f (-1) 0
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<> f (-7) 0
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, mempty
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)
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where
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a = fromIntegral spin / 100
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x = fromIntegral am / 20
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f y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW (negate $ 3 + 0.25 * x) (y) 3 (y-5))
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spreadGun :: Item
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spreadGun = defaultGun
|
||||
{ _itName = "SPREAD"
|
||||
@@ -461,10 +492,10 @@ spreadGun = defaultGun
|
||||
]
|
||||
, _wpSpread = spreadGunSpread
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = spreadGunPic
|
||||
, _itFloorPict = \it -> spreadGunPic
|
||||
, _itAimingSpeed = 1
|
||||
, _itAimingRange = 0
|
||||
, _itEquipPict = pictureWeaponOnAim spreadGunPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> spreadGunPic
|
||||
, _wpAmmo = basicBullet
|
||||
, _wpNumBarrels = 50
|
||||
}
|
||||
@@ -496,12 +527,12 @@ multGun = defaultGun
|
||||
]
|
||||
, _wpSpread = spreadGunSpread
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = multGunSPic
|
||||
, _itFloorPict = \it -> multGunSPic
|
||||
, _itAimingSpeed = 0.4
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomFac = 1.5}
|
||||
, _itEquipPict = pictureWeaponOnAim multGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> multGunSPic
|
||||
, _itAimStance = TwoHandTwist
|
||||
, _wpAmmo = basicBullet
|
||||
, _wpNumBarrels = 5
|
||||
@@ -544,12 +575,12 @@ longGun = defaultGun
|
||||
, withMuzFlareI
|
||||
]
|
||||
, _wpRange = 200
|
||||
, _itFloorPict = longGunSPic
|
||||
, _itFloorPict = \it -> longGunSPic
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = 0.5, _itZoomMin = 0.5}
|
||||
, _itEquipPict = pictureWeaponOnAim longGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> longGunSPic
|
||||
, _itScroll = zoomLongGun
|
||||
, _itAttachment = ItScope (V2 0 0) 0 1 False
|
||||
, _itEffect = itemLaserScopeEffect
|
||||
@@ -591,11 +622,11 @@ poisonSprayer = defaultAutoGun
|
||||
, spreadNumI
|
||||
]
|
||||
, _wpRange = 8
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 0
|
||||
, _itZoom = defaultItZoom
|
||||
, _itEquipPict = pictureWeaponOnAim $ (,) emptySH $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
|
||||
, _wpSpread = 0.1
|
||||
, _wpNumBarrels = 3
|
||||
}
|
||||
@@ -618,12 +649,12 @@ flamer = defaultAutoGun
|
||||
]
|
||||
, _wpSpread = 0
|
||||
, _wpRange = 8
|
||||
, _itFloorPict = flamerPic
|
||||
, _itFloorPict = \it -> flamerPic
|
||||
, _itAimingSpeed = 0.5
|
||||
, _itAimingRange = 0
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = 5, _itZoomMin = 1.5}
|
||||
, _itEquipPict = pictureWeaponOnAim flamerPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> flamerPic
|
||||
, _itAttachment = NoItAttachment
|
||||
}
|
||||
flamerPic :: SPic
|
||||
@@ -651,7 +682,7 @@ blinkGun = defaultGun
|
||||
, _itLeftClickUse = Just $ hammerCheckL $ shootL aSelfL
|
||||
, _wpSpread = 0.05
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2[(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2[(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itAimingSpeed = 1
|
||||
, _itAimingRange = 0
|
||||
}
|
||||
@@ -669,7 +700,7 @@ boosterGun = defaultGun
|
||||
, _itLeftClickUse = Just $ boostSelfL 10
|
||||
, _wpSpread = 0.05
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itAimingSpeed = 1
|
||||
, _itAimingRange = 0
|
||||
, _itEffect = resetAttachmentID
|
||||
@@ -842,7 +873,7 @@ grenade = Throwable
|
||||
, _itIdentity = Grenade
|
||||
, _itMaxStack = 8
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _twMaxRange = 150
|
||||
, _twAccuracy = 30
|
||||
, _itUse = \_ -> throwGrenade makeExplosionAt
|
||||
@@ -853,7 +884,7 @@ grenade = Throwable
|
||||
, _itAimingRange = 0
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = f fuseTime, _itZoomMin = f fuseTime}
|
||||
, _itEquipPict = pictureWeaponOnAim $ grenadePic fuseTime
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> grenadePic fuseTime
|
||||
, _itID = Nothing
|
||||
, _itUseRate = 25
|
||||
, _itUseTime = 0
|
||||
@@ -895,7 +926,7 @@ remoteBomb = defaultThrowable
|
||||
, _itIdentity = RemoteBomb
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _twMaxRange = 150
|
||||
, _twAccuracy = 30
|
||||
, _itUse = const throwRemoteBomb
|
||||
@@ -903,7 +934,7 @@ remoteBomb = defaultThrowable
|
||||
[ hammerCheckI
|
||||
]
|
||||
, _itAttachment = ItScope (V2 0 0) 0 1 True
|
||||
, _itEquipPict = pictureWeaponOnAim $ (,) emptySH remoteBombUnarmedPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH remoteBombUnarmedPic
|
||||
}
|
||||
|
||||
fireRemoteLauncher :: Creature -> World -> World
|
||||
@@ -1053,7 +1084,7 @@ explodeRemoteBomb itid pjid cr w
|
||||
cid = _crID cr
|
||||
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEBOMB"
|
||||
resetPict = set (creatures . ix cid . crInv . ix j . itEquipPict )
|
||||
(pictureWeaponOnAim $ (,) emptySH remoteBombUnarmedPic)
|
||||
(pictureWeaponOnAim $ \it -> (,) emptySH remoteBombUnarmedPic)
|
||||
-- resetScope = creatures . ix cid . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
|
||||
j = _crInvSel $ _creatures w IM.! cid
|
||||
remoteBombPic
|
||||
@@ -1075,7 +1106,7 @@ pipe = Craftable
|
||||
, _itName = "PIPE"
|
||||
, _itMaxStack = 3
|
||||
, _itAmount = 3
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = \_ _ -> emptyBlank
|
||||
, _itID = Nothing
|
||||
, _itInvDisplay = _itName
|
||||
@@ -1101,13 +1132,13 @@ radar = defaultGun
|
||||
, _wpSpread = autogunSpread
|
||||
, _wpRange = 20
|
||||
, _itHammer = HammerUp
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itAmount = 1
|
||||
, _itMaxStack = 1
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom { _itZoomMax = 1}
|
||||
, _itAimZoom = defaultItZoom { _itZoomMax = 1}
|
||||
, _itEquipPict = pictureWeaponOnAim $ (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
}
|
||||
{- |
|
||||
Sends out pulses that display creatures. -}
|
||||
@@ -1127,13 +1158,13 @@ sonar = defaultGun
|
||||
]
|
||||
, _wpRange = 20
|
||||
, _itHammer = HammerUp
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itAmount = 1
|
||||
, _itMaxStack = 1
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom {_itZoomMax = 1}
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = 1}
|
||||
, _itEquipPict = pictureWeaponOnAim $ (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
}
|
||||
{- |
|
||||
Automatically sends out pulses that display creatures. -}
|
||||
@@ -1143,7 +1174,7 @@ autoSonar = defaultEquipment
|
||||
, _itName = "AUTOSONAR"
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = \_ _ -> (,) emptySH blank
|
||||
, _itEffect = autoSonarEffect
|
||||
, _itID = Nothing
|
||||
@@ -1160,7 +1191,7 @@ autoRadar = defaultEquipment
|
||||
, _itName = "AUTORADAR"
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = \_ _ -> (,) emptySH blank
|
||||
, _itEffect = autoRadarEffect
|
||||
, _itID = Nothing
|
||||
|
||||
@@ -46,3 +46,8 @@ withDelayedVelWthHiteff vfact vel width hiteff cr = over particles (newbul : )
|
||||
newbul = aDelayedBulAt vfact (Just cid) pos (rotateV dir vel) hiteff width
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
|
||||
|
||||
loadedAmmo :: Item -> Int
|
||||
loadedAmmo it
|
||||
| _wpReloadState it == 0 = fromIntegral $ _wpLoadedAmmo it
|
||||
| otherwise = 0
|
||||
|
||||
@@ -63,13 +63,17 @@ autoGun = defaultAutoGun
|
||||
, _itInvDisplay = basicWeaponDisplay
|
||||
, _wpAmmo = basicBullet
|
||||
}
|
||||
autoGunPic :: SPic
|
||||
autoGunPic =
|
||||
( colorSH red $ prismPoly
|
||||
autoGunPic :: Item -> SPic
|
||||
autoGunPic it =
|
||||
( (colorSH red $ prismPoly
|
||||
(map (addZ 5) $ rectNESW 2 12 (-2) (-8))
|
||||
(map (addZ 0) $ rectNESW 4 12 (-4) (-12))
|
||||
)
|
||||
<> translateSHf 0 (-1) (rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW (negate $ 3 + 0.25 * x) 0 3 (-5))
|
||||
, mempty
|
||||
)
|
||||
where
|
||||
x = fromIntegral $ loadedAmmo it
|
||||
|
||||
autogunSpread :: Float
|
||||
autogunSpread = 0.07
|
||||
|
||||
@@ -35,8 +35,8 @@ bezierGun = defaultGun
|
||||
. withRecoilI 40
|
||||
. torqueBefore 0.05
|
||||
]
|
||||
, _itFloorPict = bezierGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim bezierGunSPic
|
||||
, _itFloorPict = \it -> bezierGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> bezierGunSPic
|
||||
, _itAttachment = NoItAttachment
|
||||
, _itScroll = \_ _ -> removeItTarget
|
||||
, _itHammer = HammerUp
|
||||
|
||||
@@ -97,5 +97,5 @@ throwArmReset x = ItInvEffect {_itInvEffect = f ,_itEffectCounter = x }
|
||||
counterDown it
|
||||
| _itEffectCounter (_itEffect it) == 0 = it
|
||||
& itHammer .~ HammerUp
|
||||
& itEquipPict .~ pictureWeaponOnAim (grenadePic 50)
|
||||
& itEquipPict .~ pictureWeaponOnAim (\itp -> grenadePic 50)
|
||||
| otherwise = it & itEffect . itEffectCounter -~ 1
|
||||
|
||||
@@ -49,10 +49,10 @@ launcher = defaultGun
|
||||
]
|
||||
, _wpSpread = 0.02
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = launcherPic
|
||||
, _itFloorPict = \it -> launcherPic
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 0.5
|
||||
, _itEquipPict = pictureWeaponOnAim launcherPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> launcherPic
|
||||
, _itHammer = NoHammer
|
||||
, _itEffect = NoItEffect
|
||||
, _wpAmmo = defaultShellAmmo
|
||||
|
||||
@@ -168,7 +168,3 @@ shiftRoomTreeConstruction (Node t ts) = (Node t [] :) $ concat $
|
||||
f r = shiftRoomBy ( V2 0 0 -.- rotateV (pi-a) p , 0) $ shiftRoomBy (V2 0 0,pi-a) r
|
||||
where
|
||||
(p,a) = last $ _rmLinks r
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -75,7 +75,7 @@ annoToRoomTree [OrAno as] = do
|
||||
annoToRoomTree [Corridor] = pure . Right <$> randomiseOutLinks corridor
|
||||
annoToRoomTree [CorridorDebug] = pure . Right <$> randomiseOutLinks corridorDebug
|
||||
annoToRoomTree [DoorAno] = roomThenCorridor door
|
||||
annoToRoomTree [DoorNumAno i,AirlockAno] = airlock i >>= roomThenCorridor
|
||||
annoToRoomTree [DoorNumAno i,AirlockAno] = airlock >>= roomThenCorridor
|
||||
annoToRoomTree [FirstWeapon] = do
|
||||
branchWP <- branchRectWith weaponRoom
|
||||
blockedC <- longBlockedCorridor
|
||||
|
||||
@@ -38,8 +38,31 @@ data Placement = Placement
|
||||
{ _placementSpot :: PlacementSpot
|
||||
, _idPlacement :: Int -> Maybe Placement
|
||||
}
|
||||
|
||||
sPS :: Point2 -> Float -> PSType -> Placement
|
||||
sPS p a pt = Placement (PS p a pt) (const Nothing)
|
||||
|
||||
jsps :: Point2 -> Float -> PSType -> Maybe Placement
|
||||
jsps p a pst = Just $ Placement (PS p a pst) $ const Nothing
|
||||
|
||||
jsps0 :: PSType -> Maybe Placement
|
||||
jsps0 pst = Just $ sPS (V2 0 0) 0 pst
|
||||
|
||||
sps0 :: PSType -> Placement
|
||||
sps0 pst = sPS (V2 0 0) 0 pst
|
||||
|
||||
jspsJ :: Point2 -> Float -> PSType -> Placement -> Maybe Placement
|
||||
jspsJ p a pst plm = Just $ Placement (PS p a pst) $ \_ -> Just plm
|
||||
|
||||
jsps0J :: PSType -> Placement -> Maybe Placement
|
||||
jsps0J pst plm = Just $ Placement (PS (V2 0 0) 0 pst) $ \_ -> Just plm
|
||||
|
||||
ps0 :: PSType -> (Int -> Maybe Placement) -> Placement
|
||||
ps0 pst = Placement (PS (V2 0 0) 0 pst)
|
||||
|
||||
ps0j :: PSType -> Placement -> Placement
|
||||
ps0j pst plmnt = Placement (PS (V2 0 0) 0 pst) (const $ Just plmnt)
|
||||
|
||||
makeLenses ''PSType
|
||||
makeLenses ''PlacementSpot
|
||||
makeLenses ''Placement
|
||||
|
||||
@@ -3,7 +3,6 @@ module Dodge.LightSources.Fitting
|
||||
import Dodge.LightSources.Lamp
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.Room.Foreground
|
||||
import Dodge.Placement
|
||||
import Geometry
|
||||
|
||||
mountedLight :: Point2 -> Point3 -> Placement
|
||||
@@ -15,7 +14,7 @@ mountedLight wallPos lampPos@(V3 x y z)
|
||||
|
||||
wallMountL :: Point2 -> Point3 -> Placement
|
||||
wallMountL wallpos lamppos@(V3 x y z)
|
||||
= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (turnpos `extendAway` wallposUp)
|
||||
<> thinHighBar (z + 5) turnpos (V2 x y `extendAway` turnpos)
|
||||
where
|
||||
@@ -25,7 +24,7 @@ wallMountL wallpos lamppos@(V3 x y z)
|
||||
|
||||
wallMountJ :: Point2 -> Point3 -> Placement
|
||||
wallMountJ wallpos lamppos@(V3 x y z)
|
||||
= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp turn1
|
||||
<> thinHighBar (z + 5) turn1 turn2
|
||||
<> thinHighBar (z + 5) turn2 (endpos `extendAway` turn2)
|
||||
@@ -39,7 +38,7 @@ wallMountJ wallpos lamppos@(V3 x y z)
|
||||
|
||||
wallMountl :: Point2 -> Point3 -> Placement
|
||||
wallMountl wallpos lamppos@(V3 x y z)
|
||||
= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (turnpos `extendAway` wallposUp)
|
||||
<> thinHighBar (z + 5) turnpos (V2 x y `extendAway` turnpos)
|
||||
where
|
||||
@@ -49,14 +48,20 @@ wallMountl wallpos lamppos@(V3 x y z)
|
||||
|
||||
wallMountA :: Point2 -> Point3 -> Placement
|
||||
wallMountA wallpos lamppos@(V3 x y z)
|
||||
= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
$ \_ -> jsps0 $ PutForeground $ girder (z+10) 20 10 pout wallpos
|
||||
where
|
||||
pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
|
||||
|
||||
mountedLightI :: Float -> Point2 -> Point2 -> Placement
|
||||
mountedLightI h a b = ps0j (PutLS $ lightAt (V3 x y h) 0)
|
||||
$ sps0 $ PutForeground $ highPipe (h + 5) a b
|
||||
where
|
||||
V2 x y = 0.5 *.* (a +.+ b)
|
||||
|
||||
mountedLightV :: Point2 -> Point3 -> Placement
|
||||
mountedLightV wallpos lamppos@(V3 x y z)
|
||||
= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
|
||||
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (lxy `extendAway` wallposUp)
|
||||
<> thinHighBar (z + 5) wallposDown (lxy `extendAway` wallposDown)
|
||||
where
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
module Dodge.Placement
|
||||
where
|
||||
import Geometry
|
||||
import Dodge.LevelGen.Data
|
||||
|
||||
jsps0 :: PSType -> Maybe Placement
|
||||
jsps0 pst = Just $ sPS (V2 0 0) 0 pst
|
||||
|
||||
sps0 :: PSType -> Placement
|
||||
sps0 pst = sPS (V2 0 0) 0 pst
|
||||
|
||||
jspsJ :: Point2 -> Float -> PSType -> Placement -> Maybe Placement
|
||||
jspsJ p a pst plm = Just $ Placement (PS p a pst) $ \_ -> Just plm
|
||||
|
||||
jsps0J :: PSType -> Placement -> Maybe Placement
|
||||
jsps0J pst plm = Just $ Placement (PS (V2 0 0) 0 pst) $ \_ -> Just plm
|
||||
|
||||
place0 :: PSType -> (Int -> Maybe Placement) -> Placement
|
||||
place0 pst = Placement (PS (V2 0 0) 0 pst)
|
||||
@@ -7,5 +7,5 @@ import ShapePicture
|
||||
floorItemSPic :: FloorItem -> SPic
|
||||
floorItemSPic flit
|
||||
= uncurryV translateSPf (_flItPos flit)
|
||||
$ rotateSP (_flItRot flit) (_itFloorPict (_flIt flit))
|
||||
$ rotateSP (_flItRot flit) (_itFloorPict (_flIt flit) (_flIt flit))
|
||||
|
||||
|
||||
+1
-1
@@ -524,5 +524,5 @@ spawnerRoom = do
|
||||
]
|
||||
let f (V2 lx _,_) = lx < x/2-5
|
||||
roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect x y 2 2)
|
||||
aRoom <- airlock 0
|
||||
aRoom <- airlock
|
||||
return $ treeFromTrunk [Left aRoom] roomWithSpawner
|
||||
|
||||
+35
-51
@@ -4,7 +4,9 @@ Rooms that contain two doors and a switch alternating both. -}
|
||||
module Dodge.Room.Airlock
|
||||
where
|
||||
import Dodge.Room.Data
|
||||
import Dodge.LightSources.Fitting
|
||||
import Dodge.Room.Placement
|
||||
import Dodge.Room.Foreground
|
||||
import Dodge.Default.Room
|
||||
import Dodge.Data
|
||||
import Dodge.LevelGen.Data
|
||||
@@ -13,7 +15,8 @@ import Dodge.RandomHelp
|
||||
import Geometry
|
||||
import Picture
|
||||
|
||||
import qualified Data.Map as M
|
||||
import qualified Data.Map.Strict as M
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import System.Random
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
@@ -39,18 +42,14 @@ airlockOneWay n = defaultRoom
|
||||
|
||||
{- |
|
||||
A passage with a switch that opens forward access while closing backwards access. -}
|
||||
airlock
|
||||
:: RandomGen g
|
||||
=> Int -- ^ Door id
|
||||
-> State g Room
|
||||
airlock n = takeOne [airlock0 n,airlock90 n,airlockCrystal n]
|
||||
airlock :: RandomGen g => State g Room
|
||||
--airlock = takeOne [airlock0,airlock90,airlockCrystal]
|
||||
airlock = takeOne [airlock0]
|
||||
|
||||
{- |
|
||||
Straight airlock -}
|
||||
airlock0
|
||||
:: Int -- ^ Door id
|
||||
-> Room
|
||||
airlock0 n = defaultRoom
|
||||
airlock0 :: Room
|
||||
airlock0 = defaultRoom
|
||||
{ _rmPolys =
|
||||
[ rectNSWE 100 0 0 40
|
||||
, rectNSWE 65 35 (-40) 20
|
||||
@@ -60,12 +59,11 @@ airlock0 n = defaultRoom
|
||||
,(V2 20 45,V2 20 5)
|
||||
]
|
||||
, _rmPS =
|
||||
[sPS (V2 0 20) 0 $ PutDoubleDoor col (not . cond) (V2 1 0) (V2 39 0) 2
|
||||
,sPS (V2 0 80) 0 $ PutDoubleDoor col cond (V2 1 0) (V2 39 0) 2
|
||||
,sPS (V2 35 50) (pi/2) $ PutButton $ makeSwitch col red
|
||||
(over worldState (M.insert (DoorNumOpen n) True))
|
||||
(over worldState (M.insert (DoorNumOpen n) False))
|
||||
,sPS (V2 (-25) 50) 0 putLamp
|
||||
[Placement (PS (V2 (-35) 50) (negate $ pi/2) $ PutButton $ makeSwitch col red id id)
|
||||
$ \btid -> jspsJ (V2 0 20) 0 (PutDoubleDoor col (not . cond' btid) (V2 1 0) (V2 39 0) 2)
|
||||
$ sPS (V2 0 80) 0 $ PutDoubleDoor col (cond' btid) (V2 1 0) (V2 39 0) 2
|
||||
,mountedLightI 70 (V2 (-2) 30) (V2 (-2) 70)
|
||||
,sps0 $ PutForeground $ thinHighBar 75 (V2 40 50) (V2 (-1) 50)
|
||||
]
|
||||
, _rmBound = [rectNSWE 75 15 0 40]
|
||||
}
|
||||
@@ -73,13 +71,12 @@ airlock0 n = defaultRoom
|
||||
lnks = [(V2 20 95,0)
|
||||
,(V2 20 5,pi)
|
||||
]
|
||||
cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
|
||||
cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn
|
||||
col = dim $ dim $ bright red
|
||||
|
||||
airlock90
|
||||
:: Int -- ^ Door id
|
||||
-> Room
|
||||
airlock90 n = defaultRoom
|
||||
:: Room
|
||||
airlock90 = defaultRoom
|
||||
{ _rmPolys =
|
||||
[ rectNSWE 100 10 10 100
|
||||
, rectNSWE 20 0 20 60
|
||||
@@ -99,11 +96,9 @@ airlock90 n = defaultRoom
|
||||
,(V2 40 0,V2 0 40)
|
||||
]
|
||||
, _rmPS =
|
||||
[sPS (V2 5 5) 0 $ PutDoor col (not . cond) pss
|
||||
,sPS (V2 120 120) (3* pi/4) $ PutButton $ makeSwitch col red
|
||||
(over worldState (M.insert (DoorNumOpen n) True))
|
||||
(over worldState (M.insert (DoorNumOpen n) False))
|
||||
,sPS (V2 60 60) 0 putLamp
|
||||
[ Placement (PS (V2 120 120) (3 * pi/4) (PutButton $ makeSwitch col red id id))
|
||||
$ \btid -> jsps (V2 5 5) 0 $ PutDoor col (cond btid) pss
|
||||
,mountedLightV (V2 20 20) (V3 70 70 50)
|
||||
]
|
||||
, _rmBound =
|
||||
[map toV2 [ (10,10)
|
||||
@@ -114,45 +109,34 @@ airlock90 n = defaultRoom
|
||||
]]
|
||||
}
|
||||
where
|
||||
cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
|
||||
--cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
|
||||
cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
|
||||
col = dim $ dim $ bright red
|
||||
pss = (V2 0 0 ,) <$> arcStepwise 3 (negate $ pi/2) (V2 0 0) (V2 0 55)
|
||||
|
||||
airlockCrystal
|
||||
:: Int -- ^ Door id
|
||||
-> Room
|
||||
airlockCrystal n = defaultRoom
|
||||
:: Room
|
||||
airlockCrystal = defaultRoom
|
||||
{ _rmPolys =
|
||||
[ rectNSWE 140 0 0 40
|
||||
, orderPolygon $ map toV2
|
||||
[(39,20)
|
||||
,(150,60)
|
||||
,(150,80)
|
||||
,(39,120)
|
||||
]
|
||||
, orderPolygon $ map toV2 [ (39,20) , (150,60) , (150,80) , (39,120) ]
|
||||
]
|
||||
, _rmLinks =
|
||||
[(V2 20 130,0)
|
||||
,(V2 20 0 ,pi)
|
||||
]
|
||||
, _rmPath =
|
||||
[
|
||||
]
|
||||
, _rmLinks = [(V2 20 130,0) ,(V2 20 0 ,pi) ]
|
||||
, _rmPath = [ ]
|
||||
, _rmPS =
|
||||
[sPS (V2 0 0) 0 $ PutDoor col (not . cond) pss
|
||||
,sPS (V2 145 70) (pi/2) $ PutButton $ makeSwitch col red
|
||||
(over worldState (M.insert (DoorNumOpen n) False))
|
||||
(over worldState (M.insert (DoorNumOpen n) True))
|
||||
,crystalLine (V2 0 70) (V2 40 70)
|
||||
--,sPS (V2 20 40) 0 putLamp
|
||||
--,sPS (V2 20 100) 0 putLamp
|
||||
[ Placement (PS (V2 145 70) (pi/2) (PutButton $ makeSwitch col red id id))
|
||||
$ \btid -> jsps0 $ PutDoor col (cond btid) pss
|
||||
, crystalLine (V2 0 70) (V2 40 70)
|
||||
, mountedLightV (V2 150 70) (V3 110 70 70)
|
||||
]
|
||||
, _rmBound =
|
||||
[ ]
|
||||
}
|
||||
where
|
||||
cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
|
||||
--cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
|
||||
cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
|
||||
col = dim $ dim $ bright red
|
||||
pss :: [(Point2,Point2)]
|
||||
pss = reverse $ fmap ( (\x -> (V2 50 x,V2 50 (x+50)) ) . fromIntegral)
|
||||
pss = reverse $ fmap ( (\x -> (V2 50 (x - 10),V2 50 (x+60)) ) . fromIntegral)
|
||||
[20::Int,22..70]
|
||||
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
module Dodge.Room.Corridor
|
||||
where
|
||||
import Dodge.Room.Data
|
||||
import Dodge.Room.Foreground
|
||||
--import Dodge.Room.Foreground
|
||||
import Dodge.Default.Room
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.LightSources.Lamp
|
||||
--import Dodge.LevelGen.Data
|
||||
--import Dodge.LightSources.Lamp
|
||||
import Dodge.LightSources.Fitting
|
||||
import Geometry
|
||||
import Tile
|
||||
|
||||
@@ -16,10 +17,7 @@ corridor = defaultRoom
|
||||
{ _rmPolys = [poly]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (V2 20 60) . fst) lnks
|
||||
, _rmPS =
|
||||
[sPS (V2 20 40) 0 $ PutLS (lightAt (V3 0 0 50) 0)
|
||||
,sPS (V2 0 0) 0 $ PutForeground $ highPipe 55 (V2 0 40) (V2 40 40)
|
||||
]
|
||||
, _rmPS = [ mountedLightI 50 (V2 0 40) (V2 40 40) ]
|
||||
, _rmBound = [ rectNSWE 50 30 0 40 ]
|
||||
, _rmFloor = [makeTileFromPoly poly 2]
|
||||
}
|
||||
|
||||
@@ -16,7 +16,6 @@ import Dodge.RandomHelp
|
||||
import Dodge.Creature.Inanimate
|
||||
import Dodge.Creature
|
||||
import Dodge.LightSources.Lamp
|
||||
import Dodge.Placement
|
||||
import Picture
|
||||
import Geometry
|
||||
|
||||
@@ -42,8 +41,8 @@ twinSlowDoorRoom w h x = defaultRoom
|
||||
, _rmPS =
|
||||
[ Placement (PS (V2 0 (h-5)) pi $ PutButton $ makeSwitch col red id id)
|
||||
$ \btid -> jsps0J (PutSingleDoor col (cond' btid) (V2 x 1) (V2 x h) wlSpeed)
|
||||
$ place0 (PutSingleDoor col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
|
||||
$ \did -> Just $ place0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
|
||||
$ ps0 (PutSingleDoor col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
|
||||
$ \did -> Just $ ps0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
|
||||
$ \lsid -> jsps0 $ PutProp $ addColorChange lsid did $ lampCoverWhen (drmoving did) (V2 0 (h-1)) lampHeight
|
||||
]
|
||||
, _rmBound = ps
|
||||
|
||||
@@ -29,11 +29,10 @@ centerVaultExplosiveExit
|
||||
centerVaultExplosiveExit = do
|
||||
cr <- takeOne [miniGunCrit, autoCrit]
|
||||
let extraPS =
|
||||
[sPS (V2 0 175) 0 $ PutCrit explosiveBarrel
|
||||
,sPS (V2 5 195) 0 $ PutCrit explosiveBarrel
|
||||
,sPS (V2 0 200) 0 $ PutCrit explosiveBarrel
|
||||
,sPS (V2 (-4) 195) 0 $ PutCrit explosiveBarrel
|
||||
[sPS (V2 0 110) 0 $ PutCrit explosiveBarrel
|
||||
,sPS (V2 5 115) 0 $ PutCrit explosiveBarrel
|
||||
,sPS (V2 0 120) 0 $ PutCrit explosiveBarrel
|
||||
,sPS (V2 0 0) 0 $ PutCrit (cr & crState . crDropsOnDeath .~ DropAll)
|
||||
]
|
||||
r <- centerVaultRoom 200 200 50 <&> rmPS %~ (extraPS ++)
|
||||
r <- centerVaultRoom 120 120 50 <&> rmPS %~ (extraPS ++)
|
||||
randomiseLinksBy shuffleTail r <&> rmLinks %~ take 2
|
||||
|
||||
@@ -4,6 +4,7 @@ module Dodge.Room.Placement
|
||||
import Dodge.Data
|
||||
import Dodge.Default.Wall
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.LevelGen.Switch
|
||||
import Dodge.Room.Data
|
||||
import Dodge.Creature.Inanimate
|
||||
import Picture
|
||||
@@ -11,6 +12,7 @@ import Geometry
|
||||
|
||||
import Data.List
|
||||
import Control.Lens
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
|
||||
putColorLamp :: Point3 -> PSType
|
||||
putColorLamp col = PutCrit (colorLamp col 90)
|
||||
@@ -178,3 +180,11 @@ putBlockN a x b y = [ blockLine (V2 a b) (V2 a y)
|
||||
, blockLine (V2 x b) (V2 a b)
|
||||
, blockLine (V2 x y) (V2 x b)
|
||||
]
|
||||
|
||||
switchDoor :: Point2 -> Float -> Point2 -> Point2 -> Color -> Placement
|
||||
switchDoor btpos btrot dra drb col = Placement (PS btpos btrot $ PutButton $ makeSwitch col red id id)
|
||||
$ \btid -> jsps0J (PutSingleDoor col (cond btid) dra drc 2)
|
||||
$ sps0 (PutSingleDoor col (cond btid) drb drc 2)
|
||||
where
|
||||
drc = 0.5 *.* (dra +.+ drb)
|
||||
cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
|
||||
|
||||
@@ -15,7 +15,6 @@ import Dodge.Room.Data
|
||||
import Dodge.Room.Placement
|
||||
import Dodge.Room.Link
|
||||
import Dodge.Room.Path
|
||||
import Dodge.Placement
|
||||
import Dodge.Default.Room
|
||||
import Dodge.Item.Consumable
|
||||
import Dodge.Item.Equipment
|
||||
@@ -28,6 +27,7 @@ import Dodge.LightSources.Fitting
|
||||
import Dodge.Creature
|
||||
--import Dodge.Default
|
||||
import Geometry
|
||||
import Geometry.Vector3D
|
||||
import Picture
|
||||
import Data.Tile
|
||||
|
||||
@@ -235,12 +235,14 @@ centerVaultRoom w h d = do
|
||||
,sps0 $ PutWall (rectNSEW ( d) (d - 30) (-d) (30 - d)) defaultWall
|
||||
,sps0 $ PutWall (rectNSEW (-d) (30 - d) ( d) (d - 30)) defaultWall
|
||||
,sps0 $ PutWall (rectNSEW (-d) (30 - d) (-d) (30 - d)) defaultWall
|
||||
,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
|
||||
,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
|
||||
,mountedLight (V2 (-w) (h/2-20)) (V3 (20-w) (h/2-20) 70)
|
||||
,mountedLight (V2 w (h/2-20)) (V3 (w-20) (h/2-20) 70)
|
||||
,mountedLightV (V2 0 (d-20)) (V3 0 0 70)
|
||||
-- ,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
|
||||
,sps0 $ PutForeground $ girder 70 10 10 (V2 (d-11) (-d)) (V2 (d-11) (-h))
|
||||
-- ,mountedLight (V2 (-w) (h/2-20)) (V3 (20-w) (h/2-20) 70)
|
||||
-- ,mountedLight (V2 w (h/2-20)) (V3 (w-20) (h/2-20) 70)
|
||||
-- ,mountedLightV (V2 0 (d-20)) (V3 0 0 70)
|
||||
]
|
||||
++ map (\a -> mountedLightV (rotateV a $ V2 0 d) (rotate3z a $ V3 0 (d+30) 70))
|
||||
[0,0.5*pi,pi,1.5*pi]
|
||||
++ concat (map (\r -> map (shiftPSBy (V2 0 0,r)) $ theDoor)
|
||||
[0,pi/2,pi,3*pi/2])
|
||||
, _rmBound = [rectNSWE h (-h) (-w) w]
|
||||
|
||||
@@ -13,6 +13,7 @@ import Dodge.LevelGen.Data
|
||||
--import Dodge.RandomHelp
|
||||
import Dodge.Creature
|
||||
import Dodge.Layout.Tree.Polymorphic
|
||||
import Dodge.LightSources.Fitting
|
||||
|
||||
import Data.Tree
|
||||
import Control.Monad.State
|
||||
@@ -71,8 +72,9 @@ longBlockedCorridor = do
|
||||
blockedCorridor :: RandomGen g => State g (Tree (Either Room Room))
|
||||
blockedCorridor = do
|
||||
r <- state $ randomR (0,pi)
|
||||
let plmnts = [sPS (V2 20 40) r $ PutBlock [5,5,5] (V4 (150/256) ( 75/256) 0 ( 250/256))
|
||||
let plmnts =
|
||||
[sPS (V2 20 40) r $ PutBlock [5,5,5] (V4 (150/256) ( 75/256) 0 ( 250/256))
|
||||
$ reverse $ rectNSWE 10 (-10) (-10) 10
|
||||
,sPS (V2 20 15) 0 putLamp
|
||||
]
|
||||
,mountedLightI 55 (V2 0 15) (V2 40 15)
|
||||
]
|
||||
sequence $ treeFromPost [] $ return $ Right $ set rmPS plmnts corridor
|
||||
|
||||
@@ -49,6 +49,12 @@ rotate3 a (V3 x y z) = V3 x' y' z
|
||||
where
|
||||
(V2 x' y') = rotateV a (V2 x y)
|
||||
|
||||
rotate3z :: Float -> Point3 -> Point3
|
||||
{-# INLINE rotate3z #-}
|
||||
rotate3z a (V3 x y z) = V3 x' y' z
|
||||
where
|
||||
(V2 x' y') = rotateV a (V2 x y)
|
||||
|
||||
rotate3x :: Float -> Point3 -> Point3
|
||||
{-# INLINE rotate3x #-}
|
||||
rotate3x a (V3 x y z) = V3 x y' z'
|
||||
|
||||
Reference in New Issue
Block a user