Allow pausable reloads with discrete progess steps

This commit is contained in:
2022-06-22 14:20:20 +01:00
parent 029b6daf8e
commit ac0948cb64
6 changed files with 60 additions and 76 deletions
+4 -3
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@@ -5,9 +5,10 @@ import Sound.Data
import Dodge.Item.Data
import Control.Lens
data LoadAction
= Eject {_actionTime :: Int, _actionSound :: SoundID}
| Insert {_actionTime :: Int, _actionSound :: SoundID, _insertMax :: Maybe Int }
| Prime {_actionTime :: Int, _actionSound :: SoundID}
= LoadEject {_actionTime :: Int, _actionSound :: SoundID}
| LoadInsert {_actionTime :: Int, _actionSound :: SoundID}
| LoadAdd {_actionTime :: Int, _actionSound :: SoundID, _insertMax :: Int }
| LoadPrime {_actionTime :: Int, _actionSound :: SoundID}
deriving (Eq,Ord,Show)
data InvSel = InvSel {_iselPos :: Int, _iselAction :: InvSelAction }
data InvSelAction
+1 -1
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@@ -87,7 +87,7 @@ handlePressedKeyInGame scode w = case scode of
ScancodeP -> pauseGame $ escapeMap w
ScancodeF -> youDropItem w
ScancodeM -> toggleMap w
ScancodeR -> crStartReloading (you w) w
ScancodeR -> crToggleReloading (you w) w
ScancodeT -> testEvent w
ScancodeX -> w & hud . hudElement %~ toggleTweakInv
ScancodeC -> toggleCombineInv w
+9 -8
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@@ -55,14 +55,14 @@ showSelectedConsumption cr ic = case ic of
showReloadProgress :: Creature -> ItemConsumption -> String
showReloadProgress cr ic = case cr ^?! crInvSel . iselAction of
ReloadAction i la _ -> show i ++ showLoadActionType la
ReloadAction i la _ -> show i ++ showLoadActionType la (_laLoaded ic)
_ -> case ic ^? laProgress . _Just . ix 0 of
Nothing -> show $ _laLoaded ic
Just la -> show (_actionTime la) ++ showLoadActionType la
Just la -> show (_actionTime la) ++ showLoadActionType la (_laLoaded ic)
showLoadProgress :: Int -> Maybe [LoadAction] -> String
showLoadProgress x mlas = case mlas ^? _Just . ix 0 of
Just la -> show (_actionTime la) ++ showLoadActionType la
Just la -> show (_actionTime la) ++ showLoadActionType la x
Nothing -> show x
showConsumption :: ItemConsumption -> String
@@ -71,11 +71,12 @@ showConsumption ic = case ic of
am@ChargeableAmmo{} -> show $ _wpCharge am
x@ItemItselfConsumable{} -> show (_icAmount x)
NoConsumption -> ""
showLoadActionType :: LoadAction -> String
showLoadActionType la = case la of
Eject {} -> "E"
Insert {} -> "L"
Prime {} -> "P"
showLoadActionType :: LoadAction -> Int -> String
showLoadActionType la x = case la of
LoadEject {} -> "E"
LoadInsert {} -> "L"
LoadAdd {} -> "A" ++ show x
LoadPrime {} -> "P"
-- & itInvDisplay .~ \it -> head (basicItemDisplay it) :
-- ["*FIRERATE:" ++ fromMaybe "" (maybeRateStatus it)
+1 -1
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@@ -149,7 +149,7 @@ repeater :: Item
repeater = rifle
& itType . iyModules . at ModRifleMag ?~ EMPTYMODULE
& itType . iyBase .~ REPEATER
& itConsumption . laCycle .~ [loadEject 5, loadInsert 15 ,loadPrime 15]
& itConsumption . laCycle .~ [loadEject 20, loadInsert 20 ,loadPrime 20]
& itConsumption . laMax .~ 15
& itDimension . dimSPic .~ (\it -> noPic $ baseRifleShape
<> makeTinClipAt 0 (V3 10 (-2) 0) it
+41 -59
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@@ -1,14 +1,13 @@
module Dodge.Reloading
( crCancelReloading
, crStartReloading
, crToggleReloading
, stepReloading
) where
import Dodge.Data
--import Dodge.Base.Arithmetic
--import qualified Data.IntMap.Strict as IM
import Dodge.Hammer
import Control.Lens
import Data.Maybe
--import Data.Maybe
crCancelReloading :: Creature -> Creature
crCancelReloading cr = cr
@@ -17,75 +16,58 @@ crCancelReloading cr = cr
stepReloading :: Creature -> Creature
stepReloading cr = case cr ^?! crInvSel . iselAction of
ReloadAction _ _ (HasHammer HammerUp) -> cr & crInvSel . iselAction .~ NoInvSelAction
ReloadAction x la _
| x > 0 -> cr & crInvSel . iselAction . actionProgress -~ 1
| otherwise -> cr & completeLoadAction la
& crInvSel . iselAction . actionHammer . hammerPosition %~ moveHammerUp
| otherwise -> cr
& crInvSel . iselAction . actionHammer . hammerPosition %~ moveHammerUp
& crInv . ix (crSel cr) . itConsumption %~ doLoadAction la
& crInv . ix (crSel cr) . itConsumption %~ rotateActionProgress
& tryNextLoadAction
_ -> cr
crStartReloading :: Creature -> World -> World
crStartReloading cr w = fromMaybe w $ w
& creatures . ix (_crID cr) %%~ tryStartLoading
tryNextLoadAction :: Creature -> Creature
tryNextLoadAction cr = case cr ^? crInv . ix (crSel cr) . itConsumption . laProgress . _Just . ix 0 of
Nothing -> cr & crInvSel . iselAction .~ NoInvSelAction
Just la -> cr & crInvSel . iselAction . actionProgress .~ _actionTime la
& crInvSel . iselAction . reloadAction .~ la
tryStartLoading :: Creature -> Maybe Creature
tryStartLoading cr = case cr ^? crInv . ix (crSel cr) . itConsumption . laProgress of
Just Nothing -> Just . startLoadAction $ cr
& crInv . ix (crSel cr) . itConsumption %~ setLoadCycle
Just (Just (a:_)) -> Just . startNextLoadAction a $ cr
Just (Just []) -> Nothing
_ -> Nothing
-- Just (Just _) -> Just . continueLoading $ cr
-- Nothing -> Nothing
startLoadAction :: Creature -> Creature
startLoadAction cr = continueLoading $ cr
& crInvSel . iselAction .~ ReloadAction (_actionTime la) la NoHammer
crToggleReloading :: Creature -> World -> World
crToggleReloading cr w = case cr ^?! crInvSel . iselAction of
ReloadAction {} -> w & creatures . ix (_crID cr) . crInvSel . iselAction .~ NoInvSelAction
_ -> w & creatures . ix (_crID cr) %~ tryStartLoading
tryStartLoading :: Creature -> Creature
tryStartLoading cr = case ic ^? laProgress . _Just . ix 0 of
Just la -> cr & startLoadAction la
Nothing -> case ic ^? laCycle of
Nothing -> cr
Just [] -> error ("item has empty load cycle" ++ show (cr ^?! crInv . ix (crSel cr) . itType))
Just (la:las) -> cr & startLoadAction la
& crInv . ix (crSel cr) . itConsumption . laProgress ?~ (la:las)
where
la = cr ^?! crInv . ix (crSel cr) . itConsumption . laProgress . _Just . ix 0
ic = cr ^?! crInv . ix (crSel cr) . itConsumption
setLoadCycle :: ItemConsumption -> ItemConsumption
setLoadCycle ic = ic & laProgress ?~ _laCycle ic
startLoadAction :: LoadAction -> Creature -> Creature
startLoadAction la cr = cr & crInvSel . iselAction .~ ReloadAction (_actionTime la) la NoHammer
startNextLoadAction :: LoadAction -> Creature -> Creature
startNextLoadAction la cr = cr
& crInvSel . iselAction .~ ReloadAction (_actionTime la) la NoHammer
continueLoading :: Creature -> Creature
continueLoading cr = case cr ^? crInv . ix (crSel cr) . itConsumption . laProgress . _Just of
Just (la:_) -> cr & crInvSel . iselAction . reloadAction .~ la
& crInvSel . iselAction . actionProgress .~ _actionTime la
Just [] -> case cr ^?! crInv . ix (crSel cr) . itConsumption of
ic | _laLoaded ic < _laMax ic -> continueLoading $ cr
& crInv . ix (crSel cr) . itConsumption . laProgress ?~ _laCycle ic
_ -> cr & crInvSel . iselAction .~ NoInvSelAction
& crInv . ix (crSel cr) . itConsumption . laProgress .~ Nothing
_ -> cr & crInvSel . iselAction .~ NoInvSelAction
& crInv . ix (crSel cr) . itConsumption . laProgress .~ Nothing
completeLoadAction :: LoadAction -> Creature -> Creature
completeLoadAction la cr = continueLoading $ cr
& crInv . ix (crSel cr) . itConsumption . laProgress . _Just %~ tail
& crInv . ix (crSel cr) . itConsumption %~ doLoadAction la
rotateActionProgress :: ItemConsumption -> ItemConsumption
rotateActionProgress ic = case ic ^? laProgress . _Just of
Just (_:la:las) -> ic & laProgress . _Just .~ (la:las)
_ | _laLoaded ic < _laMax ic -> ic & laProgress ?~ _laCycle ic
_ -> ic & laProgress .~ Nothing
-- Just LoadFinished
-- | _laLoaded ic >= _laMax ic -> Nothing
-- | otherwise -> Just $ ic & laProgress
-- .~ LoadUnderway (_actionTime (head (_laCycle ic))) (_laCycle ic)
-- Just (LoadUnderway _ []) -> Just $ ic & laProgress .~ LoadFinished
-- Just (LoadUnderway t (a:_))
-- | t > 0 -> Just $ ic & laProgress . actionProgress -~ 1
-- | otherwise -> Just $ ic & doLoadAction a
-- & laProgress . futureActions %~ tail
-- & laProgress . actionProgress .~ _actionTime a
-- Just (LoadPaused (a:as)) -> Just $ ic & laProgress .~ LoadUnderway (_actionTime a) (a:as)
-- Just (LoadPaused []) -> Just $ ic & laProgress .~ LoadFinished
-- Nothing -> Nothing
doLoadAction :: LoadAction -> ItemConsumption -> ItemConsumption
doLoadAction la ic = case la of
Eject {} -> ic & laLoaded .~ 0
Insert {_insertMax = mx} -> ic & laLoaded +~ maybe id min mx (_laMax ic - _laLoaded ic)
Prime {} -> ic
LoadEject {} -> ic & laLoaded .~ 0
LoadInsert {} -> ic & laLoaded .~ _laMax ic
LoadAdd {_insertMax = x}
-> ic & laLoaded +~ min x (_laMax ic - _laLoaded ic)
LoadPrime {} -> ic
--{- | Start reloading if clip is empty. -}
--crAutoReload :: Creature -> Creature
+4 -4
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@@ -3,13 +3,13 @@ import Dodge.SoundLogic.ExternallyGeneratedSounds
import Dodge.Data.LoadAction
loadInsert :: Int -> LoadAction
loadInsert x = Insert x insertS Nothing
loadInsert x = LoadInsert x insertS
loadPartialInsert :: Int -> Int -> LoadAction
loadPartialInsert x y = Insert x insertOneS (Just y)
loadPartialInsert x y = LoadAdd x insertOneS y
loadEject :: Int -> LoadAction
loadEject x = Eject x ejectS
loadEject x = LoadEject x ejectS
loadPrime :: Int -> LoadAction
loadPrime x = Prime x primeS
loadPrime x = LoadPrime x primeS