Stop inanimate objects from opening walls
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@@ -15,8 +15,10 @@ import Picture
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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defaultInanimate = defaultCreature & crIsAnimate .~ False
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lamp :: Creature
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lamp = defaultCreature
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lamp = defaultInanimate
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{ _crUpdate = initialiseLamp
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, _crHP = 500
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, _crPict = \ _ -> onLayer CrLayer $ color white $ circleSolid 10
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@@ -40,7 +42,7 @@ updateLamp i = unrandUpdate handleLS internalUpdate
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barrel :: Creature
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barrel = defaultCreature
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barrel = defaultInanimate
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{ _crUpdate = updateBarrel
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, _crHP = 500
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, _crPict = \ _ -> onLayer CrLayer $ pictures
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@@ -56,7 +58,7 @@ barrel = defaultCreature
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}
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explosiveBarrel :: Creature
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explosiveBarrel = defaultCreature
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explosiveBarrel = defaultInanimate
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crPict = \ _ -> onLayer CrLayer $ pictures [ color orange $ circleSolid 10
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@@ -1,14 +0,0 @@
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module Dodge.Creature.LookupStatus
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where
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import Dodge.Data
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import Geometry
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import Control.Lens
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isArmouredFrom :: Point2 -> Creature -> Bool
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isArmouredFrom p cr
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= p /= _crPos cr
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&& any (\it -> it ^? itIdentity == Just FrontArmour) (_crInv cr)
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&& angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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@@ -0,0 +1,20 @@
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module Dodge.Creature.Property
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where
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import Dodge.Data
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import Geometry
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import Control.Lens
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crIsArmouredFrom :: Point2 -> Creature -> Bool
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crIsArmouredFrom p cr
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= p /= _crPos cr
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&& any (\it -> it ^? itIdentity == Just FrontArmour) (_crInv cr)
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&& angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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crOnSeg :: Point2 -> Point2 -> Creature -> Bool
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crOnSeg p1 p2 cr = circOnLine p1 p2 (_crPos cr) (_crRad cr)
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crNearSeg :: Float -> Point2 -> Point2 -> Creature -> Bool
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crNearSeg d p1 p2 cr = circOnLine p1 p2 (_crPos cr) (_crRad cr + d)
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+19
-15
@@ -126,21 +126,25 @@ data TempLightSource = TLS
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}
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data Creature = Creature
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate :: World -> (World -> World,StdGen) -> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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, _crIsAnimate :: Bool
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}
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data CreatureState = CrSt
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@@ -64,6 +64,7 @@ defaultCreature = Creature
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, _crInvSel = 0
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, _crState = defaultState
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 10
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, _crIsAnimate = True
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}
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defaultState = CrSt { _goals = []
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, _stance = Stance {_carriage=Walking 0 0,_posture=AtEase}
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@@ -6,7 +6,7 @@ import Dodge.WorldEvent
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.Creature.LookupStatus
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import Dodge.Creature.Property
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import Geometry
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@@ -22,7 +22,7 @@ import Picture
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-- bullet effects
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bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulHitCr' bt p cr w
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| isArmouredFrom p cr
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| crIsArmouredFrom p cr
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= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing
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. addDamageArmoured $ w
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| otherwise
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@@ -43,7 +43,7 @@ bulHitCr' bt p cr w
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bulBounceArmCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulBounceArmCr' bt p cr w
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| isArmouredFrom p cr
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| crIsArmouredFrom p cr
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= addBouncer . addDamageArmoured $ w
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| otherwise
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= addDamage . hitSound . flashEff $ w
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@@ -5,6 +5,8 @@ import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.Creature.Property
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import Geometry
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import Picture
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@@ -24,7 +26,7 @@ autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
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is = [i..]
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mkAutoDoor :: Point2 -> Point2 -> [Int] -> [Wall]
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mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane [pl,pr])
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mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane (pl,pr))
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xs
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(lDoorClosed ++ rDoorClosed)
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(map shiftL lDoorClosed ++ map shiftR rDoorClosed)
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@@ -55,8 +57,8 @@ mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane [pl,pr])
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| otherwise = dm w
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where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
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autoDoorPane :: [Point2] -> Int -> [Point2] -> [Point2] -> Wall
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autoDoorPane trigL n closedPos openPos = Door
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autoDoorPane :: (Point2,Point2) -> Int -> [Point2] -> [Point2] -> Wall
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autoDoorPane (trigx,trigy) n closedPos openPos = Door
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{ _wlLine = closedPos
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, _wlID = n
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, _doorMech = dm
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@@ -66,24 +68,25 @@ autoDoorPane trigL n closedPos openPos = Door
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, _wlIsSeeThrough = False
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, _doorPathable = True
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}
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where
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a = closedPos !! 0
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b = closedPos !! 1
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dm w | crsNearLine 40 trigL w
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= flip (foldr changeZonedWall) zoneps
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$ over walls (IM.adjust openDoor n) w
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| otherwise = flip (foldr changeZonedWall') zoneps
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$ over walls (IM.adjust closeDoor n) w
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mvP !ep !p = mvPointTowardAtSpeed 2 ep p
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moveToward :: [Point2] -> Wall -> Wall
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moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
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in deepseq newPs $ w {_wlLine = newPs}
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--deepseq ps $ w & wlLine %~ zipWith mvP ps
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openDoor = moveToward openPos
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closeDoor = moveToward closedPos
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zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
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| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
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changeZonedWall (!x,!y)
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= over wallsZone $ adjustIMZone openDoor x y n
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changeZonedWall' (!x,!y)
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= over wallsZone $ adjustIMZone closeDoor x y n
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where
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a = closedPos !! 0
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b = closedPos !! 1
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dm w | any (crNearSeg 40 trigx trigy) $ IM.filter (_crIsAnimate) $ _creatures w
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-- crsNearLine 40 trigL w
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= flip (foldr changeZonedWall) zoneps
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$ over walls (IM.adjust openDoor n) w
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| otherwise = flip (foldr changeZonedWall') zoneps
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$ over walls (IM.adjust closeDoor n) w
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mvP !ep !p = mvPointTowardAtSpeed 2 ep p
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moveToward :: [Point2] -> Wall -> Wall
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moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
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in deepseq newPs $ w {_wlLine = newPs}
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--deepseq ps $ w & wlLine %~ zipWith mvP ps
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openDoor = moveToward openPos
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closeDoor = moveToward closedPos
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zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
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| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
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changeZonedWall (!x,!y)
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= over wallsZone $ adjustIMZone openDoor x y n
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changeZonedWall' (!x,!y)
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= over wallsZone $ adjustIMZone closeDoor x y n
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@@ -150,6 +150,7 @@ circOnLine' !p1 !p2 !c !rad = isJustTrue (fmap (\p -> magV (p -.- c) < rad) y)
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isJustTrue (Just True) = True
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isJustTrue _ = False
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-- this should probably be circOnSeg
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circOnLine :: Point2 -> Point2 -> Point2 -> Float -> Bool
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circOnLine !p1 !p2 !c !rad = magV (p1 -.- c) <= rad || magV (p2 -.- c) <= rad
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|| isJustTrue (fmap (\p -> magV (p -.- c) < rad) y)
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