Commit before apply different damage amounts to different materials

This commit is contained in:
2025-10-24 09:28:09 +01:00
parent 8f17582889
commit b2265297b5
6 changed files with 71 additions and 104 deletions
+16 -19
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@@ -1,39 +1,36 @@
{-# LANGUAGE LambdaCase #-}
module Dodge.Block (
splinterBlock,
destroyBlock,
) where
module Dodge.Block (destroyBlock) where
import qualified Data.Set as S
import Control.Lens
import Control.Monad
import Data.Foldable
import qualified Data.IntSet as IS
--import qualified Data.IntSet as IS
import Data.Maybe
import Dodge.Base.Collide
import Dodge.Block.Debris
import Dodge.Data.World
import Dodge.Material.Sound
--import Dodge.Material.Sound
import Dodge.Path
import Dodge.Wall.Delete
import Dodge.Wall.Zone
import Dodge.WorldEvent.Sound
--import Dodge.WorldEvent.Sound
import Dodge.Zoning.Wall
import qualified IntMapHelp as IM
splinterBlock :: Block -> World -> World
splinterBlock bl w =
foldl' unshadowBlock w (_blShadows bl) -- foldr shiftTowardCen w (_blWallIDs bl)
& soundOriginsIDsAt
[MaterialSound bm 0, MaterialSound bm 1, MaterialSound bm 2]
(weakenMatS bm)
(_blPos bl)
where
bm = fromMaybe Stone $ do
wlids <- w ^? cWorld . lWorld . blocks . ix (_blID bl) . blWallIDs
(wlid, _) <- IS.minView wlids
w ^? cWorld . lWorld . walls . ix wlid . wlMaterial
--splinterBlock :: Block -> World -> World
--splinterBlock bl w =
-- foldl' unshadowBlock w (_blShadows bl) -- foldr shiftTowardCen w (_blWallIDs bl)
-- & soundOriginsIDsAt
-- [MaterialSound bm 0, MaterialSound bm 1, MaterialSound bm 2]
-- (weakenMatS bm)
-- (_blPos bl)
-- where
-- bm = fromMaybe Stone $ do
-- wlids <- w ^? cWorld . lWorld . blocks . ix (_blID bl) . blWallIDs
-- (wlid, _) <- IS.minView wlids
-- w ^? cWorld . lWorld . walls . ix wlid . wlMaterial
unshadowBlock :: World -> Int -> World
unshadowBlock w wlid = case w ^? cWorld . lWorld . walls . ix wlid of
+2 -2
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@@ -21,13 +21,13 @@ data Block = Block
{ _blID :: Int
, _blWallIDs :: IS.IntSet
, _blHP :: Int
, _blShadows :: [Int] -- a list of blocks/walls? that are not shown when this block exists
, _blShadows :: [Int] -- a list of walls that are not shown when this block exists
, _blFootprint :: [Point2] -- TODO check whether this should be clockwise/anticlockwise
, _blPos :: Point2
, _blDir :: Float
, _blHeight :: Float
, _blMaterial :: Material
, _blDraw :: BlockDraw --Block -> SPic
, _blDraw :: BlockDraw
, _blObstructs :: [(Int,Int)]
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+34 -32
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@@ -1,38 +1,40 @@
module Dodge.Item.Weapon.Shatter (shootShatter) where
import Linear
import Dodge.Base.Collide
import Dodge.Block.Debris
--import Linear
--import Dodge.Base.Collide
--import Dodge.Block.Debris
import Dodge.Data.World
import Dodge.Wall.Damage
import Geometry
import LensHelp
--import Dodge.Wall.Damage
--import Geometry
--import LensHelp
shootShatter :: Item -> Creature -> World -> World
shootShatter _ cr w =
maybe w (uncurry $ shatterWall w sp ep) $
sequence $
collidePointWallsFilter canshatter sp ep w
where
canshatter wl = case _wlOpacity wl of
Opaque {} -> True
SeeThrough -> True
_ -> False
sp = cr ^. crPos ._xy +.+ 10 *.* unitVectorAtAngle dir
-- the 10 is arbtrary and should be changed to a muzzle position
dir = _crDir cr
ep = sp +.+ 200 *.* unitVectorAtAngle dir
shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
shatterWall w sp ep p wl =
w
-- & makeDebris (_wlMaterial wl) (_wlColor wl) p
& makeDebris (_wlMaterial wl) p
& makeDebrisDirected
(pi / 2)
(argV $ vNormal $ uncurry (-) $ _wlLine wl)
(_wlMaterial wl)
-- (_wlColor wl)
p
& damageWall (Shattering 1000 p (ep - sp)) wl
shootShatter _ _ w = w
--shootShatter _ cr w =
-- maybe w (uncurry $ shatterWall w sp ep) $
-- sequence $
-- collidePointWallsFilter canshatter sp ep w
-- where
-- canshatter wl = case _wlOpacity wl of
-- Opaque {} -> True
-- SeeThrough -> True
-- _ -> False
-- sp = cr ^. crPos ._xy +.+ 10 *.* unitVectorAtAngle dir
-- -- the 10 is arbtrary and should be changed to a muzzle position
-- dir = _crDir cr
-- ep = sp +.+ 200 *.* unitVectorAtAngle dir
--
--shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
----shatterWall w sp ep p wl =
--shatterWall w sp ep p wl =
-- w
---- & makeDebris (_wlMaterial wl) (_wlColor wl) p
-- & makeDebris (_wlMaterial wl) p
-- & makeDebrisDirected
-- (pi / 2)
-- (argV $ vNormal $ uncurry (-) $ _wlLine wl)
-- (_wlMaterial wl)
---- (_wlColor wl)
-- p
---- & damageWall (Shattering 1000 p (ep - sp)) wl
+17 -44
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@@ -6,15 +6,15 @@
-}
module Dodge.Placement.PlaceSpot (placeSpot) where
import Dodge.Default.Wall
import qualified Data.Set as S
import Control.Monad.State
import Data.Bifunctor
import Data.Foldable
import qualified Data.IntSet as IS
import Data.Maybe
import qualified Data.Set as S
import Dodge.Base.NewID
import Dodge.Data.GenWorld
import Dodge.Default.Wall
import Dodge.Path
import Dodge.Placement.PlaceSpot.Block
import Dodge.Placement.PlaceSpot.TriggerDoor
@@ -134,7 +134,7 @@ placeSpotID rid ps pt w = case pt of
PutMachine pps mc mitm -> plMachine (map doShift pps) mc mitm p rot w
PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p' rot ls) w
RandPS _ -> error "RandPS should not be reachable here" --evaluateRandPS rid rgn ps w
PutDoor eo f l p1 p2 -> plDoor eo f l (pashift p1) (pashift p2) w
PutDoor eo f l p1 p2 -> plDoor eo f l (pashift p1) (pashift p2) w
PutCoord cp -> plNewID (gwWorld . coordinates) (doShift cp) w
PutSlideDr wl dr eo off a b ->
plSlideDoor wl dr eo off (doShift a) (doShift b) w
@@ -165,7 +165,7 @@ placeChasm gw rid ps shiftps =
& gwWorld %~ f
where
f w = foldl' g w (loopPairs shiftps)
g w (x,y) = fst $ obstructPathsCrossing (S.singleton ChasmObstacle) x y w
g w (x, y) = fst $ obstructPathsCrossing (S.singleton ChasmObstacle) x y w
--evaluateRandPS
-- :: Int -> State StdGen PSType -> PlacementSpot -> GenWorld -> (Int, GenWorld)
@@ -211,51 +211,24 @@ plMachine ::
Float ->
GenWorld ->
(Int, GenWorld)
plMachine wallpoly mc = \case
Nothing -> plMachine' wallpoly mc
Just itm -> plTurret wallpoly mc itm
plTurret ::
[Point2] ->
Machine ->
-- Wall ->
Item ->
Point2 ->
Float ->
GenWorld ->
(Int, GenWorld)
plTurret wallpoly mc itm p rot gw =
plMachine wallpoly mc mitm p rot gw =
( mcid
, gw & gwWorld . cWorld . lWorld . machines %~ addMc
& gwWorld . cWorld . lWorld . walls %~ placeMachineWalls wallpoly mcid wlid
& gwWorld . cWorld . lWorld . items . at itid ?~ itm'
, gw & tolw . machines . at mcid ?~ themc
& tolw . walls %~ placeMachineWalls wallpoly mcid wlid
& tolw %~ maybe id placeturretitm mitm
)
where
itm' =
itm & itID .~ NInt itid
& itLocation .~ OnTurret mcid
itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items
tolw = gwWorld . cWorld . lWorld
mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls
wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
addMc =
IM.insert
mcid
( mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
& mcType . mctTurret . tuWeapon .~ itid
)
plMachine' :: [Point2] -> Machine -> Point2 -> Float -> GenWorld -> (Int, GenWorld)
plMachine' wallpoly mc p rot gw =
( mcid
, gw & gwWorld . cWorld . lWorld . machines %~ addMc
& gwWorld . cWorld . lWorld . walls %~ placeMachineWalls wallpoly mcid wlid
)
where
mcid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . machines
wlid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . walls
wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
addMc = IM.insert mcid (mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids})
wlids = IS.fromList $ take (length wallpoly) [wlid ..]
themc = mc{_mcPos = p, _mcDir = rot, _mcID = mcid, _mcWallIDs = wlids}
placeturretitm itm =
(items . at itid ?~ itm')
. (machines . ix mcid . mcType . mctTurret . tuWeapon .~ itid)
where
itid = IM.newKey $ gw ^. gwWorld . cWorld . lWorld . items
itm' = itm & itID .~ NInt itid & itLocation .~ OnTurret mcid
-- TODO correctly remove/shift pathfinding lines (removePathsCrossing)
placeMachineWalls :: [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
+1 -3
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@@ -250,7 +250,6 @@ functionalUpdate =
. over uvWorld updateCreatureSoundPositions
. colCrsWalls
. over uvWorld simpleCrSprings
-- . over uvWorld (updateIMl' (_doors . _lWorld . _cWorld) updateDoor)
. over uvWorld updateDoors
. over uvWorld doWorldEvents
. over uvWorld updateDelayedEvents
@@ -290,8 +289,7 @@ functionalUpdate =
-- creatures should be updated early so that crOldPos is set before any position change
. over (uvWorld . cWorld . lWorld . creatures) (fmap setOldPos)
. over uvWorld updateCreatureGroups
. over uvWorld updateWallDamages
-- . over uvWorld updateSeenWalls
. over uvWorld updateWallDamages -- can potentially be combined in some way with update doors so that only one pathing update needs to be done...
. over uvWorld checkTermDist
. over uvWorld updateRBList
. over uvWorld updateCloseObjects
+1 -4
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@@ -1,10 +1,7 @@
{- | Controls a walls response to external damage.
- Indestructible walls may still produce sparks, dust etc
-}
module Dodge.Wall.Damage (
-- damageBlocksBy,
damageWall,
) where
module Dodge.Wall.Damage (damageWall) where
import Dodge.Material.Damage
import Dodge.Block