Fix glass debris bug
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+1
-1
@@ -52,10 +52,10 @@ checkBlockHP bl
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destroyBlock :: Block -> World -> World
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destroyBlock bl w = w
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& flip (foldr unshadowBlock) (_blShadows bl)
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& _blDeath bl bl
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& deleteWallIDs wlids
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& blocks %~ IM.delete (_blID bl)
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-- & matDesSound (_blMaterial bl) pos
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& _blDeath bl bl
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& flip (foldr (wlDustAt awl)) (map (pos +.+) ps)
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where
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wlids = _blWallIDs bl
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@@ -79,7 +79,7 @@ glassDebris = PropZ
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{_prPos = 0
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,_pjStartPos = 0
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,_pjVel = 0
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,_prDraw = \pr -> drawMovingShape pr (debrisShape 2 pr)
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,_prDraw = \pr -> drawMovingShape pr (shardShape 4 pr)
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,_pjID = 0
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,_pjUpdate = fallSmallBounce
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,_pjPosZ = 10
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@@ -92,8 +92,16 @@ glassDebris = PropZ
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crystalDebris :: Prop
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crystalDebris = glassDebris
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& pjColor .~ withAlpha 0.5 aquamarine
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shardShape :: Float -> Prop -> Shape
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shardShape size pr = colorSH (_pjColor pr) . translateSHz (-size) $ upperPrismPoly size $
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[V2 size 0
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,V2 (-size) 1
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,V2 (-size) (-1)
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]
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debrisShape :: Float -> Prop -> Shape
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debrisShape size pr = colorSH (_pjColor pr) . translateSHz (-size) $ upperPrismPoly 8 $ square size
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debrisShape size pr = colorSH (_pjColor pr) . translateSHz (-size) $ upperPrismPoly (2*size) $ square size
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matDesSound :: Material -> Point2 -> World -> World
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matDesSound mat = case mat of
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@@ -27,7 +27,7 @@ import Dodge.Placement.Instance
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--import Dodge.LevelGen.Data
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import Dodge.Room.Procedural
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import Dodge.Room.Corridor
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import Dodge.Room.Tanks
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--import Dodge.Room.Tanks
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import Dodge.Room.Link
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import Dodge.Room.Door
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import Dodge.Room.Airlock
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@@ -40,18 +40,13 @@ import qualified Data.Set as S
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roomC :: RandomGen g => Float -> Float -> State g Room
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roomC w h = do
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wallf <- takeOne [ crystalLine , windowLine ]
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ntanks <- takeOne [0,0,0,0,0,1,1,1,1,2,3,4]
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thetank <- randomTank <&> plSpot .~ rprBool (\rp _ ->
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_rpPlacementUse rp == 0
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&& rpIsOffPath rp
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&& (xV2 (_rpPos rp) > w / 2 + 5 || xV2 (_rpPos rp) < w / 2 - 5 ))
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maybeaddgird <- takeOne [return, addRandomGirderFrom West 0, addRandomGirderFrom North 0]
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maybeaddgird =<< shuffleLinks (roomRectAutoLinks w h
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& rmLinks %~
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( setInLinks (\rl -> S.fromList [FromEdge East 0,OnEdge South] `S.isSubsetOf` _rlType rl)
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. setOutLinks (\rl -> OnEdge West `S.member` _rlType rl)
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)
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& rmPmnts .++~ (wallf (V2 (w/2) 0) (V2 (w/2) (h-60)) : replicate ntanks thetank)
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& rmPmnts .:~ wallf (V2 (w/2) 0) (V2 (w/2) (h-60))
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& rmRandPSs .~ [farside]
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)
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where
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@@ -8,7 +8,6 @@ import Dodge.Block
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import Geometry
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import LensHelp
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import Data.Bifunctor
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import Control.Monad.State
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--import Data.Maybe
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@@ -17,7 +16,9 @@ defaultWallDamage dm wl = flip (.) (wallDamageEffect dm wl) $ case _wlMaterial w
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Stone -> stoneWallDamage dm wl
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Glass -> windowWallDamage dm wl
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Dirt -> dirtWallDamage dm wl
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_ -> second (const 0) . stoneWallDamage dm wl
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Crystal -> crystalWallDamage dm wl
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Metal -> stoneWallDamage dm wl
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Wood -> stoneWallDamage dm wl
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stoneWallDamage :: Damage -> Wall -> World -> (World,Int)
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stoneWallDamage dm wl = case _dmType dm of
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@@ -25,17 +26,17 @@ stoneWallDamage dm wl = case _dmType dm of
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PIERCING -> a d $ colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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BLUNT -> a d $ wlDustAt wl outTo
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SHATTERING -> a d $ muchWlDustAt wl outTo
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CRUSHING -> a d $ id
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EXPLOSIVE -> a d $ id
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CUTTING -> a d $ id
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SPARKING -> a 0 $ id
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FLAMING -> a 0 $ id
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ELECTRICAL -> a 0 $ id
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CONCUSSIVE -> a d $ id
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TORQUEDAM -> a 0 $ id
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PUSHDAM -> a 0 $ id
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POISONDAM -> a 0 $ id
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ENTERREMENT -> a 0 $ id
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CRUSHING -> a d id
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EXPLOSIVE -> a d id
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CUTTING -> a d id
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SPARKING -> a 0 id
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FLAMING -> a 0 id
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ELECTRICAL -> a 0 id
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CONCUSSIVE -> a d id
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TORQUEDAM -> a 0 id
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PUSHDAM -> a 0 id
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POISONDAM -> a 0 id
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ENTERREMENT -> a 0 id
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where
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a x f w = (f w,x)
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d = _dmAmount dm
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@@ -51,17 +52,17 @@ windowWallDamage dm wl w = w & case _dmType dm of
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PIERCING -> a d $ dosplint . colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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BLUNT -> a d $ dosplint . wlDustAt wl outTo
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SHATTERING -> a d $ dosplint . muchWlDustAt wl outTo
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CRUSHING -> a d $ dosplint
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EXPLOSIVE -> a d $ dosplint
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CUTTING -> a d $ dosplint
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SPARKING -> a 0 $ id
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FLAMING -> a 0 $ id
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ELECTRICAL -> a 0 $ id
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CONCUSSIVE -> a 0 $ dosplint
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TORQUEDAM -> a 0 $ id
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PUSHDAM -> a 0 $ id
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POISONDAM -> a 0 $ id
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ENTERREMENT -> a 0 $ id
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CRUSHING -> a d dosplint
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EXPLOSIVE -> a d dosplint
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CUTTING -> a d dosplint
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SPARKING -> a 0 id
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FLAMING -> a 0 id
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ELECTRICAL -> a 0 id
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CONCUSSIVE -> a 0 dosplint
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TORQUEDAM -> a 0 id
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PUSHDAM -> a 0 id
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POISONDAM -> a 0 id
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ENTERREMENT -> a 0 id
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where
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mbl = do
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blid <- wl ^? wlStructure . wsBlock
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@@ -71,34 +72,56 @@ windowWallDamage dm wl w = w & case _dmType dm of
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a :: Int -> (World -> World) -> World -> (World,Int)
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a x f w' = (f w',x)
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dosplint = maybe id splinterBlock mbl
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-- fromMaybe w $ do
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-- blid <- wl ^? wlStructure . wsBlock
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-- bl <- w ^? blocks . ix blid
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-- return $ splinterBlock bl w
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-- & blocks . ix blid . blHP %~ min 1
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sp = _dmFrom dm
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p = _dmAt dm
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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crystalWallDamage :: Damage -> Wall -> World -> (World,Int)
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crystalWallDamage dm wl = case _dmType dm of
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LASERING -> a 0 $ colSparkRandDir 0.2 8 lSparkCol outTo (reflDirWall sp p wl)
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PIERCING -> a 0 $ colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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BLUNT -> a 0 $ wlDustAt wl outTo
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SHATTERING -> a d $ muchWlDustAt wl outTo
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CRUSHING -> a 0 id
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EXPLOSIVE -> a 0 id
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CUTTING -> a 0 id
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SPARKING -> a 0 id
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FLAMING -> a 0 id
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ELECTRICAL -> a 0 id
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CONCUSSIVE -> a 0 id
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TORQUEDAM -> a 0 id
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PUSHDAM -> a 0 id
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POISONDAM -> a 0 id
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ENTERREMENT -> a 0 id
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where
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a x f w = (f w,x)
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d = _dmAmount dm
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sp = _dmFrom dm
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p = _dmAt dm
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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dirtWallDamage :: Damage -> Wall -> World -> (World,Int)
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dirtWallDamage dm wl = case _dmType dm of
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LASERING -> a d $ wlDustAt wl outTo
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PIERCING -> a d $ wlDustAt wl outTo
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BLUNT -> a d $ wlDustAt wl outTo
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SHATTERING -> a d $ muchWlDustAt wl outTo
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CRUSHING -> a d $ id
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EXPLOSIVE -> a d $ id
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CUTTING -> a d $ id
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SPARKING -> a 0 $ id
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FLAMING -> a 0 $ id
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ELECTRICAL -> a 0 $ id
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CONCUSSIVE -> a d $ id
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TORQUEDAM -> a 0 $ id
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PUSHDAM -> a 0 $ id
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POISONDAM -> a 0 $ id
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ENTERREMENT -> a 0 $ id
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CRUSHING -> a d $ wlDustAt wl outTo
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EXPLOSIVE -> a d $ muchWlDustAt wl outTo
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CUTTING -> a d $ muchWlDustAt wl outTo
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SPARKING -> a 0 id
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FLAMING -> a 0 id
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ELECTRICAL -> a 0 id
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CONCUSSIVE -> a d id
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TORQUEDAM -> a 0 id
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PUSHDAM -> a 0 id
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POISONDAM -> a 0 id
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ENTERREMENT -> a 0 id
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where
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a x f w = (f w,x)
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d = _dmAmount dm
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