Reorganise modules. Broken layout-- to be diagnosed

This commit is contained in:
2021-03-27 23:36:39 +01:00
parent 88dcf7e6f1
commit bacaded2a5
7 changed files with 502 additions and 459 deletions
-249
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@@ -890,26 +890,6 @@ aGasCloud cid w
vel = (_crPos cr -.- _crOldPos cr) +.+ 10 *.* unitVectorAtAngle dir
insertCloud = makeGasCloud pos vel -- . makeFlame pos2 vel (Just cid)
makeGasCloud :: Point2 -> Point2 -> World -> World
makeGasCloud pos vel w = over clouds (IM.insert i theCloud)
$ set randGen g w
where i = newKey $ _clouds w
theCloud = Cloud { _clID = i
, _clPos = pos
, _clVel = vel
, _clPict = \_ -> onLayer CrLayer $ color (withAlpha 0.1 col)
$ circleSolid 20
, _clRad = 20
, _clTimer = 400
, _clEffect = cloudPoisonDamage
}
(col, g) = runState (takeOne [green,yellow]) $ _randGen w
cloudPoisonDamage :: Cloud -> World -> World
cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedCrs
where damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (_clPos c) w
f cr = dist (_crPos cr) (_clPos c) < _crRad cr + _clRad c
doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
aFlame :: Float -> Int -> World -> World
aFlame a cid w
@@ -929,119 +909,7 @@ aFlame a cid w
resetAngle = set (creatures . ix cid . crInv . ix (_crInvSel cr) . wpFire)
(shoot $ aFlame angle)
-- The following should be improved.... I've made a first pass
makePoisonExplosionAt :: Point2 -> World -> World
makePoisonExplosionAt p w = soundOnce grenadeBang $ foldr (makeGasCloud p) w vels
where
vels = evalState (sequence ( replicate 25 (randInCirc 2) )) (_randGen w)
-- just change the number after replicate to get more or less clouds
-- suggested change: use random positions, offset from p, rather than velocities
-- so, p +.+ randomOffset
-- currently the clouds push away from each other rather hard if they are close
makeTeslaExplosionAt :: Point2 -> World -> World
makeTeslaExplosionAt pos w = soundOnce grenadeBang $ foldr ($) w listOfFunctions -- a bit shorter
where
-- rad or 360? Radians (hopefully) everywhere
xs = randomRs (0, 2*pi) $ _randGen w
p = newProjectileKey w
pks = [p..]
listOfFunctions = map
(\i -> over projectiles (IM.insert (pks!!i) (makeTeslaArcAt (pks!!i) pos (xs!!i))))
[1 .. 29]
-- slightly more work done on this one, want the flames to last for different
-- times
-- the new flames are directly added to the list of particles
makeFlameExplosionAt :: Point2 -> World -> World
makeFlameExplosionAt p w = soundOnce grenadeBang $ over particles' (newFlames ++ ) w
where
newFlames = zipWith makeFlameWithVelAndTime velocities timers
makeFlameWithVelAndTime vel time = aFlameParticle time p vel Nothing
velocities = evalState (sequence ( replicate 15 (randInCirc 1) )) (_randGen w)
timers = randomRs (80,100) $ _randGen w
-- the ( Nthing :: Maybe Int ) here is "maybe" a creature id that the
-- particle passes through for the first frame of its existence
-- take out the flame particle from makeFlame
aFlameParticle :: Int -> Point2 -> Point2 -> Maybe Int -> Particle'
aFlameParticle t pos vel maycid = Pt'
{ _ptDraw = drawFlame vel
, _ptUpdate' = moveFlame vel
, _btVel' = vel
, _btColor' = red
, _btPos' = pos
, _btPassThrough' = maycid
, _btWidth' = 4
, _btTimer' = t
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
}
makeFlame :: Point2 -> Point2 -> Maybe Int -> World -> World
makeFlame pos vel maycid = over particles' (aFlameParticle 100 pos vel maycid : )
drawFlame :: Point2 -> Particle' -> Picture
drawFlame rotd pt = thePic
where ep = _btPos' pt
thePic = pictures
[ glow
, aPic prot2 0.2998 (scaleChange + 1,2) red
, aPic prot 0.2996 (scaleChange + 0.5,1.5) orange
, aPic prot3 0.2994 (scaleChange,1) white
]
aPic :: (Point2 -> Point2) -> Float -> Point2 -> Color -> Picture
aPic offset depth (scalex,scaley) col
= setLayer 1
. setDepth depth
. uncurry translate (offset ep)
. rotate (pi * 0.5 + argV rotd)
. scale scalex scaley
. color col
$ circleSolid 5
glow = setLayer 1 $ setDepth 0.3 $ uncurry translate ep
$ circleSolidCol (withAlpha 0 orange) (withAlpha 0.02 orange) 50
time = _btTimer' pt
scaleChange | time < 80 = 3
| otherwise = 3 - (fromIntegral time - 80) * 0.2
prot p' = p' +.+ rotateV (fromIntegral time * 1) (0,1)
prot2 p' = p' +.+ rotateV (negate $ fromIntegral time * 1) (0,1)
prot3 p' = p' +.+ rotateV (2 + fromIntegral time * 0.1) (0,2)
moveFlame :: Point2 -> World -> Particle' -> (World, Maybe Particle')
moveFlame rotd w pt
| time <= 0 = (smokeGen w, Nothing)
| otherwise = case thingsHitExceptCr (_btPassThrough' pt) sp ep w of
((p,(E3x1 cr)):_) -> (soundAndGlare damcrs , mvPt')
(thing@(p,(E3x2 wl)):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
_ -> (soundAndGlare damcrs , mvPt)
where time = _btTimer' pt
soundAndGlare = soundFrom Flame fireSound 2 500
. over worldEvents ((.) $ flameGlareAt ep)
sp = _btPos' pt
vel = _btVel' pt
ep = sp +.+ vel
mvPt = Just $ pt {_btTimer' = time - 1, _btPos' = ep
, _btPassThrough' = Nothing
,_btVel' = 0.98 *.* vel}
mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep
, _btPassThrough' = Nothing
,_btVel' = 0.7 *.* vel}
damcrs = foldr ($) w $ map (\cr -> fst . hiteff [(ep,E3x1 cr)]) $ filter closeCrs
$ IM.elems $ _creatures w
closeCrs cr = dist ep (_crPos cr)
< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))
+ 5 * angleCoeff (angleVV (ep -.- _crPos cr) rotd)
angleCoeff x = abs $ 1 - (abs $ (x * 2 - pi) / (pi))
hiteff = _btHitEffect' pt pt
rfl wl p = Just $ pt {_btTimer' = time -1, _btPos' = pOut p
, _btVel' = reflV wl--, _ptDraw = const $ thepic $ pOut p
}
pOut p = p +.+ safeNormalizeV (sp -.- p)
reflV wall = (0.3 *.* reflectIn (_wlLine wall !! 1 -.- _wlLine wall !! 0)
vel )
+.+
(0.2 *.* vel)
smokeGen = makeFlamerSmokeAt ep
flamerAngle = 0.3
@@ -1663,123 +1531,6 @@ remoteBombUnarmedPic :: Picture
remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
makeTeslaArcAt :: Int -> Point2 -> Float -> Projectile
makeTeslaArcAt i pos dir = Projectile
{ _ptPos = pos
, _ptStartPos = pos
, _ptVel = (0,0)
, _ptPict = onLayer PtLayer $ line [(0,0),(0,0)]
, _ptID = i
, _ptUpdate = moveTeslaArc pos dir i
}
moveTeslaArc :: Point2 -> Float -> Int -> World -> World
moveTeslaArc p d i w =
set (projectiles . ix i . ptPict) pic
$ set (projectiles . ix i . ptUpdate)
(ptTimer 2 i)
$ set randGen g
$ createSpark 8 nc q2 (argV sv + d1) Nothing
$ foldr damCrs w hitCrs
where pic = setLayer 1 $ pictures
[ onLayer PtLayer $ color (f2 nc) $ line ps'
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 20 ps'
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 25 ps'
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 30 ps'
]
ps' = lightningMids d pers ps
ps = take 15 $ p : map f (crsLightChain p d 0 w)
f (E3x1 cr) = _crPos cr
f (E3x2 p1) = p1
f (E3x3 p1) = p1
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
(nc,g) = randomR (0::Int,11) $ _randGen w
f1 (E3x1 cr) = Just $ _crID cr
f1 _ = Nothing
hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
damCrs i = over (creatures . ix i . crHP) (\hp -> hp - 5)
f2 0 = cyan
f2 1 = azure
f2 _ = white
sID = newProjectileKey w
q1 = last $ init ps'
q2 = last ps'
hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
(d1,_) = randomR (-0.7,0.7) $ _randGen w
sv = fromMaybe (q2 -.- q1) $ fmap snd hitWall
lightningMid :: Float -> Point2 -> Point2 -> Point2
lightningMid d p1 p2 = (0.25 *.* (p1 +.+ p2)) +.+ 0.5 *.* p3
where p3 = errorClosestPointOnLine 1 p1 (p1 +.+ unitVectorAtAngle d) p2
lightningMids :: Float -> [Point2] -> [Point2] -> [Point2]
lightningMids d1 (p:pers) (p1:p3:ps)
= let p2 = p +.+ lightningMid d1 p1 p3
d2 = argV $ p3 -.- p2
in p1 : p2 : lightningMids d2 pers (p3:ps)
lightningMids _ _ ps = ps
crsLightChain' :: Point2 -> Float -> World -> [Either3 Creature Point2 Point2]
crsLightChain' p d w
= case crOrWall p d w of
E3x1 cr -> E3x1 cr : crsLightChain' (_crPos cr) (argV (_crPos cr -.- p)) w
E3x2 p1 -> [E3x2 p1]
E3x3 p1 -> E3x3 p1 : crsLightChain' p1 (dChange + argV (p1 -.- p)) (set randGen g w)
-- where (dChange, g) = (0, _randGen w)
where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature Point2 Point2]
crsLightChain p d wlAttract w
= case crOrWallSensitive p d wlAttract w of
E3x1 cr -> E3x1 cr : crsLightChain (_crPos cr) (argV (_crPos cr -.- p))
(min 1 (wlAttract + 0.3)) w
E3x2 p1 -> [E3x2 p1]
E3x3 p1 -> E3x3 p1 : crsLightChain p1 (dChange + argV (p1 -.- p)) (min 1 (wlAttract + 0.3)) (set randGen g w)
-- where (dChange, g) = (0, _randGen w)
where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
crOrWallSensitive :: Point2 -> Float -> Float -> World -> Either3 Creature Point2 Point2
crOrWallSensitive p dir wlAttract w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
$ listToMaybe $ sortBy (compare `on` g)
$ catMaybes [cr,wlp]
where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
wlp = fmap E3x2 $ listToMaybe
$ sortBy (compare `on` dist p)
$ mapMaybe
( fmap fst
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
. (+.+) p
. (\d -> rotateV d (100,0))
. (+) dir
)
(fmap (*wlAttract) [-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8])
--[-pi/4,-pi/8,0,pi/8,pi/4]
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
g (E3x1 cr1) = dist p $ _crPos cr1
(arcLen,_) = randomR (25,50) $ _randGen w
-- BUG: can hit crs through walls
crOrWall :: Point2 -> Float -> World -> Either3 Creature Point2 Point2
crOrWall p dir w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
$ listToMaybe $ sortBy (compare `on` g)
$ catMaybes [cr,wlp]
where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
wlp = fmap E3x2 $ listToMaybe
$ sortBy (compare `on` dist p)
$ mapMaybe
( fmap fst
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
. (+.+) p
. (\d -> rotateV d (100,0))
. (+) dir
)
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
--[-pi/4,-pi/8,0,pi/8,pi/4]
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
g (E3x1 cr1) = dist p $ _crPos cr1
(arcLen,_) = randomR (25,50) $ _randGen w
spreadGunSpread,autogunSpread :: Float
spreadGunSpread = 0.5