Continue bullet refactor

This commit is contained in:
2022-07-17 10:57:29 +01:00
parent 7d6407bebc
commit b860de70a7
12 changed files with 81 additions and 106 deletions
+42 -7
View File
@@ -1,12 +1,15 @@
module Dodge.Bullet where
import Dodge.Data
import Dodge.Particle.Bullet.Update
import Dodge.Creature.HandPos
import Dodge.Base.Coordinate
import Geometry
import LensHelp
import Data.Maybe
import Dodge.Movement.Turn
import Dodge.WorldEvent.ThingsHit
import Data.Bifunctor
updateBullet :: World -> Bullet -> (World,Maybe Bullet)
updateBullet w bu = case _buState bu of
@@ -16,7 +19,6 @@ updateBullet w bu = case _buState bu of
aBulAt
:: Maybe Float -- ^ Start velocity step factor
-- -> (Bullet -> Bullet)
-> Point2 -- ^ Start position
-> Point2 -- ^ Velocity
-> Float -- ^ Drag
@@ -24,8 +26,7 @@ aBulAt
-> Float -- ^ Bullet width
-> BulletTrajectory
-> Bullet
aBulAt vfact --updatemod
pos vel drag hiteff width butraj = Bullet
aBulAt vfact pos vel drag hiteff width butraj = Bullet
{ _buState = bulstate
, _buUpdateMod = NoBulletUpdateMod
, _buTrajectory = butraj
@@ -38,19 +39,17 @@ aBulAt vfact --updatemod
, _buHitEff = hiteff
}
where
bulstate = fromMaybe NormalBulletState $ DelayedBullet <$> vfact
bulstate = maybe NormalBulletState DelayedBullet vfact
useAmmoParams :: Maybe Float -> Item -> Creature -> World -> World
useAmmoParams vfact it cr w = w & instantBullets .:~ aBulAt
vfact
-- thetraj -- extra update
sp
(rotateV dir (muzvel *.* _amBulVel bultype)) -- vel
(_rifling $ _itParams it) -- drag
(_amBulEff bultype)
(_amBulWth bultype)
thetraj
-- (_amBulTraj bultype)
where
sp = _crPos cr +.+ (muzlength + 10) *.* unitVectorAtAngle dir
dir = _crDir cr
@@ -73,3 +72,39 @@ useAmmoParams vfact it cr w = w & instantBullets .:~ aBulAt
-- let bf t = bQuadToF (sp,mouseWorldPos w,tpos) $ (100 - t) * 0.05
-- return $ \pt -> pt
-- & buVel .~ bf (fromIntegral $ _buTimer pt - 1) -.- bf (fromIntegral $ _buTimer pt)
{- Update for a generic bullet. -}
mvBullet :: World -> Bullet -> (World, Maybe Bullet)
mvBullet w bt'
| t <= 0 || magV (_buVel bt) < 1 = (w,Nothing)
| otherwise = second (fmap dodrag) $
hiteff bt (thingsHit p (p +.+ vel) w) w
where
bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
dodrag = case _buTrajectory bt of
BasicBulletTrajectory -> buVel .*.*~ drag
MagnetTrajectory tpos -> buVel .+.+~ 5 *.* normalizeV (tpos -.- _buPos bt)
FlechetteTrajectory tpos -> buVel %~ vecTurnTo 0.2 (_buPos bt) tpos
BezierTrajectory spos tpos xpos ->
let bf tm = bQuadToF (spos,xpos,tpos) $ (100 - tm) * 0.05
in buVel .~ bf (fromIntegral $ _buTimer bt - 1) -.- bf (fromIntegral $ _buTimer bt)
drag = _buDrag bt
p = _buPos bt
vel = _buVel bt
hiteff = _buHitEff bt
t = _buTimer bt
mvBulletSlow :: Float -> World -> Bullet -> (World, Maybe Bullet)
mvBulletSlow x w bt'
| t <= 0 || magV (_buVel bt) < 1 = (w,Nothing)
| otherwise = second (fmap dodrag) $
hiteff bt (thingsHit p (p +.+ vel) w) w
where
bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
dodrag = (buVel .*.*~ drag)
. (buState .~ NormalBulletState)
drag = _buDrag bt
p = _buPos bt
vel = x *.* _buVel bt
hiteff = _buHitEff bt
t = _buTimer bt