Fix scope rotation after torque

This commit is contained in:
2023-05-28 16:22:54 +01:00
parent 24939094c6
commit 9283ae187f
7 changed files with 39 additions and 41 deletions
+1 -12
View File
@@ -39,25 +39,14 @@ defaultBangCane =
volleyGun :: Int -> Item
volleyGun i =
defaultBangCane
& itUse . heldDelay . rateMax .~ 6
& itUse . heldMods .~ VolleyGunMod
& itUse . heldAim . aimWeight .~ 6
& itUse . heldAim . aimRange .~ 1
& itUse . heldAim . aimStance .~ TwoHandFlat
& itUse . heldAim . aimZoom .~ defaultItZoom{_izFac = 1.5}
-- & itUse . heldAim . aimHandlePos .~ 5
& itUse . heldAim . aimMuzzles .~ [Muzzle (V2 15 x) 0 0.01 | x <- spreadAroundCenter i 3]
& itUse . heldConsumption . laSource . _InternalSource . iaMax .~ i
& itParams
.~ BulletShooter
{ _muzVel = 0.8
, _rifling = 0.9
, _bore = 2
, _recoil = 50
, _torqueAfter = 0.1
, _randomOffset = 0
}
& itParams . torqueAfter .~ 0.48 + 0.2 * fromIntegral i
& itParams . torqueAfter .~ 0.15 + 0.05 * fromIntegral i
& itType . iyBase .~ HELD (VOLLEYGUN i)
rifle :: Item
-1
View File
@@ -49,7 +49,6 @@ elephantGun =
& itUse . heldAim . aimMuzzles . ix 0 . mzInaccuracy .~ 0.05
& itUse . heldMods .~ ElephantGunMod
& itParams . recoil .~ 50
& itParams . torqueAfter .~ 0.1
amr :: Item
amr =
+7
View File
@@ -2,9 +2,11 @@ module Dodge.Item.Location (
pointerToItemLocation,
getItem,
pointerToItem,
pointerYourItem,
) where
import Control.Lens
import Data.Maybe
import Dodge.Data.World
getItem :: Int -> World -> Maybe Item
@@ -26,6 +28,11 @@ pointerToItemLocation (InInv cid invid) = cWorld . lWorld . creatures . ix cid .
pointerToItemLocation (OnFloor flid) = cWorld . lWorld . floorItems . ix flid . flIt
pointerToItemLocation _ = const pure
pointerYourItem :: Applicative a => (Item -> a Item) -> World -> a World
pointerYourItem f w = fromMaybe (pure w) $ do
itinvid <- w ^? cWorld . lWorld . creatures . ix 0 . crManipulation . manObject . inInventory . ispItem
Just $ pointerToItemLocation (InInv 0 itinvid) f w
pointerToItem ::
Applicative f =>
Item ->
+9 -6
View File
@@ -59,6 +59,7 @@ module Dodge.Item.Weapon.TriggerType (
blCheck,
) where
import Dodge.Item.Location
import Dodge.Creature.HandPos
import Data.Foldable
import Data.Maybe
@@ -202,16 +203,16 @@ withWarmUp ::
withWarmUp soundID f item cr w
| curWarmUp < maxWarmUp && crWeaponReady cr =
w
& pointerToItem . itUse . heldDelay . warmTime +~ 2
& pointertoitem . itUse . heldDelay . warmTime +~ 2
& soundContinue (CrWeaponSound cid 0) (_crPos cr) soundID (Just 2)
| otherwise =
w
& pointerToItem . itUse . heldDelay . warmTime .~ maxWarmUp
& pointertoitem . itUse . heldDelay . warmTime .~ maxWarmUp
& f item cr
where
cid = _crID cr
itRef = cr ^?! crManipulation . manObject . inInventory . ispItem -- unsafe!! TODO change
pointerToItem = cWorld . lWorld . creatures . ix cid . crInv . ix itRef
pointertoitem = cWorld . lWorld . creatures . ix cid . crInv . ix itRef
curWarmUp = _warmTime . _heldDelay $ _itUse item
maxWarmUp = _warmMax . _heldDelay $ _itUse item
@@ -411,7 +412,7 @@ shootL ::
World
shootL f item cr w
| fireCondition =
f item cr w & pointerToItem
f item cr w & cWorld . lWorld . creatures . ix cid . crInv . ix invid
%~ ( itUseCharge 1
. (itUse . leftDelay . rateTime .~ _rateMax (_leftDelay (_itUse item)))
)
@@ -420,7 +421,6 @@ shootL f item cr w
where
cid = _crID cr
invid = _ipInvID $ _itLocation item
pointerToItem = cWorld . lWorld . creatures . ix cid . crInv . ix invid
fireCondition =
_rateTime (_leftDelay (_itUse item)) == 0
&& _arLoaded (_leftConsumption (_itUse item)) > 0
@@ -587,13 +587,16 @@ torqueBeforeAtLeast minTorque exTorque feff item cr w
withTorqueAfter :: ChainEffect
withTorqueAfter feff item cr w
-- | cid == 0 = rotateScope $ set randGen g $ over cameraRot (+rot) $ feff item cr w
| cid == 0 = set randGen g $ over (wCam . camRot) (+ rot) $ feff item cr w
| cid == 0 = rotateScope . set randGen g $ over (wCam . camRot) (+ rot) $ feff item cr w
| otherwise = set randGen g $ over (cWorld . lWorld . creatures . ix cid . crDir) (+ rot) $ feff item cr w
where
cid = _crID cr
(rot, g) = randomR (- torque, torque) $ _randGen w
torque = fromMaybe 0 $ item ^? itParams . torqueAfter
--rotateScope = cWorld . lWorld . creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
rotateScope = pointerYourItem . itScope . scopePos %~ rotateV rot
sideEffectOnFrame ::
Int ->
(Item -> Creature -> WdWd) ->