Fix glass debris bug

This commit is contained in:
2022-06-19 16:42:41 +01:00
parent 4924aa0a57
commit 9e311cccf4
4 changed files with 76 additions and 50 deletions
+63 -40
View File
@@ -8,7 +8,6 @@ import Dodge.Block
import Geometry
import LensHelp
import Data.Bifunctor
import Control.Monad.State
--import Data.Maybe
@@ -17,7 +16,9 @@ defaultWallDamage dm wl = flip (.) (wallDamageEffect dm wl) $ case _wlMaterial w
Stone -> stoneWallDamage dm wl
Glass -> windowWallDamage dm wl
Dirt -> dirtWallDamage dm wl
_ -> second (const 0) . stoneWallDamage dm wl
Crystal -> crystalWallDamage dm wl
Metal -> stoneWallDamage dm wl
Wood -> stoneWallDamage dm wl
stoneWallDamage :: Damage -> Wall -> World -> (World,Int)
stoneWallDamage dm wl = case _dmType dm of
@@ -25,17 +26,17 @@ stoneWallDamage dm wl = case _dmType dm of
PIERCING -> a d $ colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
BLUNT -> a d $ wlDustAt wl outTo
SHATTERING -> a d $ muchWlDustAt wl outTo
CRUSHING -> a d $ id
EXPLOSIVE -> a d $ id
CUTTING -> a d $ id
SPARKING -> a 0 $ id
FLAMING -> a 0 $ id
ELECTRICAL -> a 0 $ id
CONCUSSIVE -> a d $ id
TORQUEDAM -> a 0 $ id
PUSHDAM -> a 0 $ id
POISONDAM -> a 0 $ id
ENTERREMENT -> a 0 $ id
CRUSHING -> a d id
EXPLOSIVE -> a d id
CUTTING -> a d id
SPARKING -> a 0 id
FLAMING -> a 0 id
ELECTRICAL -> a 0 id
CONCUSSIVE -> a d id
TORQUEDAM -> a 0 id
PUSHDAM -> a 0 id
POISONDAM -> a 0 id
ENTERREMENT -> a 0 id
where
a x f w = (f w,x)
d = _dmAmount dm
@@ -51,17 +52,17 @@ windowWallDamage dm wl w = w & case _dmType dm of
PIERCING -> a d $ dosplint . colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
BLUNT -> a d $ dosplint . wlDustAt wl outTo
SHATTERING -> a d $ dosplint . muchWlDustAt wl outTo
CRUSHING -> a d $ dosplint
EXPLOSIVE -> a d $ dosplint
CUTTING -> a d $ dosplint
SPARKING -> a 0 $ id
FLAMING -> a 0 $ id
ELECTRICAL -> a 0 $ id
CONCUSSIVE -> a 0 $ dosplint
TORQUEDAM -> a 0 $ id
PUSHDAM -> a 0 $ id
POISONDAM -> a 0 $ id
ENTERREMENT -> a 0 $ id
CRUSHING -> a d dosplint
EXPLOSIVE -> a d dosplint
CUTTING -> a d dosplint
SPARKING -> a 0 id
FLAMING -> a 0 id
ELECTRICAL -> a 0 id
CONCUSSIVE -> a 0 dosplint
TORQUEDAM -> a 0 id
PUSHDAM -> a 0 id
POISONDAM -> a 0 id
ENTERREMENT -> a 0 id
where
mbl = do
blid <- wl ^? wlStructure . wsBlock
@@ -71,34 +72,56 @@ windowWallDamage dm wl w = w & case _dmType dm of
a :: Int -> (World -> World) -> World -> (World,Int)
a x f w' = (f w',x)
dosplint = maybe id splinterBlock mbl
-- fromMaybe w $ do
-- blid <- wl ^? wlStructure . wsBlock
-- bl <- w ^? blocks . ix blid
-- return $ splinterBlock bl w
-- & blocks . ix blid . blHP %~ min 1
sp = _dmFrom dm
p = _dmAt dm
outTo = p +.+ squashNormalizeV (sp -.- p)
pSparkCol = V4 5 1 0.5 2
lSparkCol = V4 20 (-5) 0 1
crystalWallDamage :: Damage -> Wall -> World -> (World,Int)
crystalWallDamage dm wl = case _dmType dm of
LASERING -> a 0 $ colSparkRandDir 0.2 8 lSparkCol outTo (reflDirWall sp p wl)
PIERCING -> a 0 $ colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
BLUNT -> a 0 $ wlDustAt wl outTo
SHATTERING -> a d $ muchWlDustAt wl outTo
CRUSHING -> a 0 id
EXPLOSIVE -> a 0 id
CUTTING -> a 0 id
SPARKING -> a 0 id
FLAMING -> a 0 id
ELECTRICAL -> a 0 id
CONCUSSIVE -> a 0 id
TORQUEDAM -> a 0 id
PUSHDAM -> a 0 id
POISONDAM -> a 0 id
ENTERREMENT -> a 0 id
where
a x f w = (f w,x)
d = _dmAmount dm
sp = _dmFrom dm
p = _dmAt dm
outTo = p +.+ squashNormalizeV (sp -.- p)
pSparkCol = V4 5 1 0.5 2
lSparkCol = V4 20 (-5) 0 1
dirtWallDamage :: Damage -> Wall -> World -> (World,Int)
dirtWallDamage dm wl = case _dmType dm of
LASERING -> a d $ wlDustAt wl outTo
PIERCING -> a d $ wlDustAt wl outTo
BLUNT -> a d $ wlDustAt wl outTo
SHATTERING -> a d $ muchWlDustAt wl outTo
CRUSHING -> a d $ id
EXPLOSIVE -> a d $ id
CUTTING -> a d $ id
SPARKING -> a 0 $ id
FLAMING -> a 0 $ id
ELECTRICAL -> a 0 $ id
CONCUSSIVE -> a d $ id
TORQUEDAM -> a 0 $ id
PUSHDAM -> a 0 $ id
POISONDAM -> a 0 $ id
ENTERREMENT -> a 0 $ id
CRUSHING -> a d $ wlDustAt wl outTo
EXPLOSIVE -> a d $ muchWlDustAt wl outTo
CUTTING -> a d $ muchWlDustAt wl outTo
SPARKING -> a 0 id
FLAMING -> a 0 id
ELECTRICAL -> a 0 id
CONCUSSIVE -> a d id
TORQUEDAM -> a 0 id
PUSHDAM -> a 0 id
POISONDAM -> a 0 id
ENTERREMENT -> a 0 id
where
a x f w = (f w,x)
d = _dmAmount dm