Start to move damage effects of bullets into a more sensible place
This commit is contained in:
@@ -1,12 +1,12 @@
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module Dodge.Creature.Damage where
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import Dodge.Data
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import Dodge.SoundLogic
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import Dodge.Creature.Property
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import Dodge.Particle.Spark
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import Dodge.Particle.Bullet.Spawn
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import Color
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import Geometry
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import LensHelp
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import Control.Lens
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import Data.List
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defaultApplyDamage :: [Damage] -> Creature -> (World -> World, Creature)
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@@ -18,34 +18,52 @@ defaultApplyDamage ds cr = over _2 doPoisonDam $ foldl' applyIndividualDamage (i
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poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
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doPoisonDam = crHP -~ poisonDam
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applyDamageEffect :: Damage -> DamageEffect -> Creature -> Creature
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applyDamageEffect dm de cr = case de of
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NoDamageEffect -> cr
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PushDamage push pushexp pushRad -> cr
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& crPos %~ (+.+ (pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir)))
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applyDamageEffect :: Damage -> DamageEffect -> (World->World,Creature) -> (World -> World, Creature)
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applyDamageEffect dm de (f,cr) = case de of
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PushDamage push pushexp pushRad -> (f, cr
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& crPos %~ (+.+ (pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir))) )
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where
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pushAmount
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| dist (_crPos cr) fromDir == 0 = 0
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| otherwise = min 5 $ (push*5*pushRad / (dist (_crPos cr) fromDir * _crMass cr))**pushexp
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PushBackDamage pback -> cr
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PushBackDamage pback -> (f, cr
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& crPos %~ (+.+ ((1/_crMass cr) *.* pback ))
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TorqueDamage rot -> cr & crDir +~ rot
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)
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TorqueDamage rot -> (f, cr & crDir +~ rot)
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BounceBullet bt | crIsArmouredFrom p cr -> (f . (instantParticles .:~ bouncer), cr) -- TODO
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where
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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt)
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(_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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pOut = p +.+ 2 *.* newDir
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reflectVel = magV bulVel *.* newDir
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newDir = squashNormalizeV (p -.- _crPos cr)
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bulVel = _ptVel bt
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SparkBullet _ -> (f, cr) -- TODO
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_ -> (f,cr)
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where
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fromDir = _dmFrom dm
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p = _dmAt dm
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applyIndividualDamage :: (World -> World, Creature) -> Damage -> (World -> World, Creature)
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applyIndividualDamage (f,cr) dm = case _dmType dm of
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applyIndividualDamage (f,cr) dm = applyDamageEffect dm (_dmEffect dm) (f . f', cr')
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where
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(f',cr') = applyIndividualDamage' (f,cr) dm
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-- & applyDamageEffect dm (_dmEffect dm)
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applyIndividualDamage' :: (World -> World, Creature) -> Damage -> (World -> World, Creature)
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applyIndividualDamage' (f,cr) dm = case _dmType dm of
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Piercing -> applyPiercingDamage cr dm & _1 %~ (. f)
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_ -> (f , newcr )
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where
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newcr = cr
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& crHP -~ _dmAmount dm
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& applyDamageEffect dm (_dmEffect dm)
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applyPiercingDamage :: Creature -> Damage -> (World -> World, Creature)
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applyPiercingDamage cr dm
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| crIsArmouredFrom p cr = (colSpark 8 (brightX 10 1.5 orange) p1 (argV (p1 -.- p)) , cr)
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| otherwise = (id,cr & crHP -~ _dmAmount dm & applyDamageEffect dm (_dmEffect dm))
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| otherwise = (id, cr & crHP -~ _dmAmount dm)
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where
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p = _dmAt dm
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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@@ -4,18 +4,10 @@ module Dodge.Creature.State.Data
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where
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--import Geometry
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import Geometry.Data
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import Dodge.Data.DamageType
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import Color
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import Control.Lens
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import qualified Data.IntSet as IS
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import qualified Data.Vector as V
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data CreatureState = CrSt
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{ _crDamage :: [Damage]
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, _crPastDamage :: V.Vector [Damage]
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, _crSpState :: CrSpState
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, _crDropsOnDeath :: CreatureDropType
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}
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data CreatureDropType
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= DropAll
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| DropAmount Int
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@@ -43,5 +35,4 @@ data CrGroup
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| CrGroupID { _crGroupID :: Int }
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| ShieldGroup
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deriving (Eq, Show)
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makeLenses ''CreatureState
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makeLenses ''CrSpState
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@@ -44,6 +44,7 @@ import Dodge.GameRoom
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import Color
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import Shape
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import qualified Data.Vector as V
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import GHC.Generics
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import Control.Lens
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import Control.Monad.State
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@@ -1002,6 +1003,47 @@ data Goal
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newtype Zone a = Zone
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{ _znObjects :: IM.IntMap (IM.IntMap a)
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}
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data DamageEffect
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= PushDamage
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{ _dePush :: Float
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, _dePushExp :: Float
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, _dePushRadius :: Float
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}
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| TorqueDamage { _deTorque :: Float }
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| PushBackDamage {_dePushBack :: Point2 }
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| BounceBullet {_bulToBounce :: Particle}
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| SparkBullet {_bulToSpark :: Particle}
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| NoDamageEffect
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-- deriving (Eq,Ord,Show)
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data Damage = Damage
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{ _dmType :: DamageType
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, _dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2
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, _dmEffect :: DamageEffect
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}
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-- deriving (Eq,Ord,Show)
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isElectrical :: Damage -> Bool
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isElectrical dm = case _dmType dm of
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Electrical{} -> True
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_ -> False
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isMovementDam :: Damage -> Bool
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isMovementDam dm = case _dmType dm of
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TorqueDam{} -> True
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PushDam{} -> True
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_ -> False
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data CreatureState = CrSt
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{ _crDamage :: [Damage]
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, _crPastDamage :: V.Vector [Damage]
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, _crSpState :: CrSpState
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, _crDropsOnDeath :: CreatureDropType
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}
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makeLenses ''CreatureState
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makeLenses ''Damage
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makeLenses ''DamageEffect
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makeLenses ''World
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makeLenses ''Cloud
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makeLenses ''Creature
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@@ -1,17 +1,11 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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{-
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Datatypes describing the type of damage effects that are to be applied to
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creatures.
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-}
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module Dodge.Data.DamageType
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where
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--import Geometry
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import Geometry.Data
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import Control.Lens
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data DamageType = Piercing
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module Dodge.Data.DamageType where
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data DamageType
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= Piercing
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| Blunt
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| Cutting
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| SparkDam
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@@ -24,36 +18,3 @@ data DamageType = Piercing
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| PushDam
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| PoisonDam
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deriving (Eq,Ord,Show)
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-- this should possibly be pushed into the damage type
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data DamageEffect
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= PushDamage
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{ _dePush :: Float
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, _dePushExp :: Float
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, _dePushRadius :: Float
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}
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| TorqueDamage { _deTorque :: Float }
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| PushBackDamage {_dePushBack :: Point2 }
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| NoDamageEffect
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-- deriving (Eq,Ord,Show)
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data Damage = Damage
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{ _dmType :: DamageType
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, _dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2
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, _dmEffect :: DamageEffect
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}
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-- deriving (Eq,Ord,Show)
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isElectrical :: Damage -> Bool
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isElectrical dm = case _dmType dm of
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Electrical{} -> True
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_ -> False
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isMovementDam :: Damage -> Bool
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isMovementDam dm = case _dmType dm of
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TorqueDam{} -> True
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PushDam{} -> True
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_ -> False
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makeLenses ''Damage
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makeLenses ''DamageEffect
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@@ -4,7 +4,6 @@ module Dodge.Particle.Bullet.DestroyDamage
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import Dodge.Data
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import Dodge.WorldEvent.HitEffect
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import Dodge.Wall.Damage
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import Dodge.SoundLogic
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import Geometry
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import LensHelp
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@@ -31,28 +31,6 @@ crArmourSplit normalf armourf bt p cr
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| crIsArmouredFrom p cr = armourf bt p cr
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| otherwise = normalf bt p cr
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basicHitCr :: Particle -> Point2 -> Creature -> World -> World
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basicHitCr bt p cr = addDamage
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ Damage PushDam 1 sp p ep . PushBackDamage $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage .++~
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(Damage Piercing 100 sp p ep NoDamageEffect : mvDams)
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cid = _crID cr
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-- | Basic bullet hit creature effect.
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basicHitArmour :: Particle -> Point2 -> Creature -> World -> World
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basicHitArmour bt p cr w = colSpark 8 (_ptColor bt) p1 (argV (p1 -.- p)) $ addDamageArmoured w
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ Damage PushDam 1 sp p ep . PushBackDamage $ 2 *.* bulVel ]
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addDamageArmoured = creatures . ix cid . crState . crDamage .++~ mvDams
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cid = _crID cr
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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bounceArmour :: Particle -> Point2 -> Creature -> World -> World
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bounceArmour bt p cr = addBouncer . addDamageArmoured
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@@ -73,12 +51,20 @@ bounceArmour bt p cr = addBouncer . addDamageArmoured
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-- | Basic bullet hit creature effect.
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bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr = basicHitCr
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--bulHitCr = crArmourSplit basicHitCr basicHitArmour
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bulHitCr bt p cr = addDamage
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ Damage PushDam 1 sp p ep . PushBackDamage $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage .++~
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(Damage Piercing 100 sp p ep NoDamageEffect : mvDams)
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cid = _crID cr
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{- | Bounce off armoured creatures, otherwise do damage. -}
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bulBounceArmCr :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr = crArmourSplit basicHitCr bounceArmour
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bulBounceArmCr = crArmourSplit bulHitCr bounceArmour
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{- | Heavy bullet effects when hitting creature:
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piercing, blunt, twisting and pushback damage all applied. -}
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hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
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@@ -145,18 +131,10 @@ bulHitWall bt p = damageWall (Damage Piercing 100 sp p ep NoDamageEffect)
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sp = head $ _ptTrail bt
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall bt p wl = damageWall (Damage Blunt 50 sp p ep NoDamageEffect) wl
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. over instantParticles (bouncer :)
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bulBounceWall bt p = damageWall (Damage Blunt 50 sp p ep (BounceBullet bt))
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt) (_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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reflectVel = reflVelWall wl (_ptVel bt)
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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-- this list
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hvBulHitWall
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:: Particle
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@@ -1,13 +1,15 @@
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module Dodge.Wall.DamageEffect where
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import Dodge.Data
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import Dodge.Particle.Spark
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import Dodge.Particle.Bullet.Spawn
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import Dodge.Wall.Reflect
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import Dodge.Wall.Dust
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import Geometry
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import Color
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import LensHelp
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defaultWallDamage :: Damage -> Wall -> World -> World
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defaultWallDamage dm wl = case _dmType dm of
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defaultWallDamage dm wl = wallDamageEffect dm wl . case _dmType dm of
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Lasering -> colSpark 8 lSparkCol outTo (reflDirWall sp p wl)
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Piercing -> colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl)
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. wlDustAt wl outTo
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@@ -27,3 +29,15 @@ defaultWallDamage dm wl = case _dmType dm of
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = brightX 100 1.5 white
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lSparkCol = V4 20 (-5) 0 1
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wallDamageEffect :: Damage -> Wall -> World -> World
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wallDamageEffect dm wl = case _dmEffect dm of
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BounceBullet bt -> instantParticles .:~ thebouncer
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where
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reflectVel = reflVelWall wl (_ptVel bt)
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thebouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt) (_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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pOut = p +.+ squashNormalizeV (sp -.- p)
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p = _dmAt dm
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sp = _dmFrom dm
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_ -> id
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