refactor: pass creature to weapon use function, as opposed to just id

This commit is contained in:
jgk
2021-05-23 22:07:46 +02:00
parent 3ae454acf4
commit cda035b1d1
11 changed files with 235 additions and 219 deletions
+6 -5
View File
@@ -30,11 +30,11 @@ import System.Random
--import qualified Data.Map as M
startReloadingWeapon
:: Int -- ^ Creature id
:: Creature
-> World
-> Maybe World
startReloadingWeapon cid w =
let cr = _creatures w IM.! cid
startReloadingWeapon cr w =
let cid = _crID cr
it = _crInv cr IM.! _crInvSel cr
itRef = creatures . ix cid . crInv . ix (_crInvSel cr)
in case it of
@@ -54,15 +54,16 @@ crAutoReload cr = case cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo of
maxA = cr ^? crInv . ix (_crInvSel cr) . wpMaxAmmo
{- | Teleport a creature to the mouse position -}
blinkAction
:: Int -- ^ Creature id
:: Creature
-> World
-> World
blinkAction n w
blinkAction cr w
= soundOnce teleSound
. set (creatures . ix n . crPos) p3
. blinkShockwave n p3
$ inverseShockwaveAt cp 40 2 2 2 w
where
n = _crID cr
p1 = _cameraCenter w +.+ (1 / _cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
cp = _crPos $ _creatures w IM.! n
p2 = reflectPointWalls cp p1 $ wallsAlongLine cp p1 w
+10 -9
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@@ -8,29 +8,30 @@ import Control.Lens
--import Data.Maybe (maybe)
useItem :: Int -> World -> World
useItem n w = itemEffect n it w
useItem n w = itemEffect c it w
where
c = _creatures w IM.! n
it = _crInv c IM.! _crInvSel c
-- TODO this needs sorting out and possibly removing
crUseItem :: Creature -> World -> World
--crUseItem cr = itemEffect (_crID cr) (_crInv cr IM.! _crInvSel cr)
crUseItem cr = tryUseItem (_crID cr)
crUseItem cr = tryUseItem cr
tryUseItem
:: Int -- ^ Creature id
:: Creature
-> World
-> World
tryUseItem cid w = case w ^? creatures . ix cid of
Just cr -> itemEffect cid (_crInv cr IM.! _crInvSel cr) w
tryUseItem cr' w = case w ^? creatures . ix (_crID cr') of
Just cr -> itemEffect cr (_crInv cr IM.! _crInvSel cr) w
Nothing -> w
itemEffect
:: Int -- ^ Creature id (I am almost certain)
:: Creature
-> Item
-> World
-> World
itemEffect n Consumable{_cnEffect=eff } w = maybe w (rmSelectedInvItem n) (eff n w)
itemEffect n Weapon{_wpFire=eff} w = eff n w
itemEffect n Throwable{_twFire = eff} w = eff n w
itemEffect cr Consumable{_cnEffect=eff } w = maybe w (rmSelectedInvItem (_crID cr)) (eff (_crID cr) w)
itemEffect cr Weapon{_itUse=eff} w = eff cr w
itemEffect cr Throwable{_itUse = eff} w = eff cr w
itemEffect _ _ w = w
+2 -2
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@@ -197,7 +197,7 @@ data Item
, _wpReloadState :: Int
, _itUseRate :: Int
, _itUseTime :: Int
, _wpFire :: Int -> World -> World
, _itUse :: Creature -> World -> World
, _wpSpread :: Float
, _wpRange :: Float
, _itHammer :: HammerPosition
@@ -265,7 +265,7 @@ data Item
, _itFloorPict :: Picture
, _twMaxRange :: Float
, _twAccuracy :: Float
, _twFire :: Int -> World -> World
, _itUse :: Creature -> World -> World
, _itUseRate :: Int
, _itUseTime :: Int
, _itAimingSpeed :: Float
+1 -1
View File
@@ -50,7 +50,7 @@ handlePressedKeyInGame scode w
| scode == pauseKey (_keyConfig w) = Just $ pauseGame $ escapeMap w
| scode == dropItemKey (_keyConfig w) = Just $ youDropItem w
| scode == toggleMapKey (_keyConfig w) = Just $ toggleMap w
| scode == reloadKey (_keyConfig w) = Just $ fromMaybe w $ startReloadingWeapon (_yourID w) w
| scode == reloadKey (_keyConfig w) = Just $ fromMaybe w $ startReloadingWeapon (you w) w
| scode == testEventKey (_keyConfig w) = Just $ testEvent w
| scode == spaceActionKey (_keyConfig w) = Just $ spaceAction w
| scode == rotateCameraPlusKey (_keyConfig w) = Just $ w & cameraRot +~ 0.01
+6 -4
View File
@@ -32,14 +32,16 @@ decCharMode
decCharMode i = creatures . ix 0 . crInv . ix i . itAttachment . _Just %~ decCharMode'
charFiringStrat
:: [(Char, Int -> World -> World)] -- ^ Different firing effects for different characters
-> Int -- ^ Creature id
:: [(Char, Creature -> World -> World)] -- ^ Different firing effects for different characters
-> Creature -- ^ Creature id
-> World
-> World
charFiringStrat strats cid w = case w ^? creatures . ix cid . crInv
charFiringStrat strats cr w = case w ^? creatures . ix cid . crInv
. ix (_crInvSel $ _creatures w IM.! cid) . itAttachment . _Just . itCharMode of
Just (c :<| _) -> fromJust (Prelude.lookup c strats) cid w
Just (c :<| _) -> fromJust (Prelude.lookup c strats) cr w
_ -> w
where
cid = _crID cr
increaseFuse
:: Int -- ^ Old fuse time
+81 -79
View File
@@ -70,7 +70,7 @@ pistol = Weapon
, _wpReloadState = 0
, _itUseRate = 8
, _itUseTime = 0
, _wpFire =
, _itUse =
hammerCheck
. shootWithSound 0
. withRandomDir 0.1
@@ -102,15 +102,15 @@ defaultAutoGun = autoGun
, _itScrollDown = const id
, _itInvDisplay = basicWeaponDisplay
}
effectGun :: String -> (Int -> World -> World) -> Item
effectGun :: String -> (Creature -> World -> World) -> Item
effectGun name eff = defaultGun
{ _itName = name ++ "Gun"
, _wpFire = eff
, _itUse = eff
}
autoEffectGun :: String -> (Int -> World -> World) -> Item
autoEffectGun :: String -> (Creature -> World -> World) -> Item
autoEffectGun name eff = defaultAutoGun
{ _itName = name ++ "Gun"
, _wpFire = eff
, _itUse = eff
}
autoGun :: Item
autoGun = defaultGun
@@ -122,7 +122,7 @@ autoGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 6
, _itUseTime = 0
, _wpFire = charFiringStrat
, _itUse = charFiringStrat
[('M',autoFireMode)
,('S',singleFireMode)
]
@@ -142,7 +142,7 @@ autoGun = defaultGun
, _itScrollDown = decCharMode
, _itInvDisplay = basicWeaponDisplay
}
autoFireMode, singleFireMode, autoGunNonTwistEff :: Int -> World -> World
autoFireMode, singleFireMode, autoGunNonTwistEff :: Creature -> World -> World
autoFireMode = shootWithSound (fromIntegral autoGunSound)
. torqueBefore 0.05
$ autoGunNonTwistEff
@@ -161,7 +161,7 @@ rezGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot aTeslaArc
, _itUse = shoot aTeslaArc
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color chartreuse $ pictures
@@ -186,7 +186,7 @@ teslaGun = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot aTeslaArc
, _itUse = shoot aTeslaArc
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ pictures
@@ -212,7 +212,7 @@ lasGun = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot aLaser
, _itUse = shoot aLaser
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 3 3 (-3) (-3)
@@ -235,7 +235,7 @@ forceFieldGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 10
, _itUseTime = 0
, _wpFire = undefined
, _itUse = undefined
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ polygon [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
@@ -253,7 +253,7 @@ forceFieldGun = defaultGun
-- , _wpReloadState = 0
-- , _itUseRate = 10
-- , _itUseTime = 0
-- , _wpFire = grapFire
-- , _itUse = grapFire
-- , _wpSpread = 0.002
-- , _wpRange = 20
-- , _wpIsAuto = False
@@ -272,7 +272,7 @@ tractorGun = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot $ aTractorBeam 0
, _itUse = shoot $ aTractorBeam 0
, _wpSpread = 0.00001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ pictures [polygon $ rectNESW 1.5 6 (-1.5) 0 ]
@@ -291,7 +291,7 @@ launcher = defaultGun
, _wpReloadState = 0
, _itUseRate = 20
, _itUseTime = 0
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeExplosionAt
, _itUse = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeExplosionAt
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
@@ -305,34 +305,34 @@ launcher = defaultGun
}
flameLauncher = launcher
{ _itName = "FLROCKO"
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeFlameExplosionAt
, _itUse = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeFlameExplosionAt
}
poisonLauncher = launcher
{ _itName = "POISROCK"
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makePoisonExplosionAt
, _itUse = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makePoisonExplosionAt
}
teslaLauncher = launcher
{ _itName = "TESLROCK"
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeTeslaExplosionAt
, _itUse = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeTeslaExplosionAt
}
useTargetPos
:: (Point2 -> Int -> World -> World)
-> Int
:: (Point2 -> Creature -> World -> World)
-> Creature
-> World
-> World
useTargetPos f cid w = case cr ^? crInv . ix (_crInvSel cr) . itAttachment . _Just . itTargetPos of
useTargetPos f cr w = case cr ^? crInv . ix (_crInvSel cr) . itAttachment . _Just . itTargetPos of
Nothing -> w
Just p -> f p cid w
Just p -> f p cr w
where
cr = _creatures w IM.! cid
cid = _crID cr
bezierGun :: Item
bezierGun = defaultAutoGun
{ _itName = "B-GUN"
, _wpFire = useTargetPos $ \p ->
, _itUse = useTargetPos $ \p ->
shootWithSound 0
. withMuzFlare
. withRecoil 40
@@ -347,8 +347,8 @@ bezierGun = defaultAutoGun
, _itAimingRange = 0
}
shootBezier :: Point2 -> Int -> World -> World
shootBezier targetp cid w = w & particles %~ (theBullet :)
shootBezier :: Point2 -> Creature -> World -> World
shootBezier targetp cr w = w & particles %~ (theBullet :)
where
theBullet = aCurveBulAt
(Just cid)
@@ -359,7 +359,7 @@ shootBezier targetp cid w = w & particles %~ (theBullet :)
(destroyOnImpact bulHitCr bulHitWall' bulHitFF')
5
controlp = mouseWorldPos w
cr = _creatures w IM.! cid
cid = _crID cr
dir = _crDir cr
startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
(randPos,randPos') = flip evalState (_randGen w) $ do
@@ -382,7 +382,7 @@ remoteLauncher = defaultGun
, _wpReloadState = 0
, _itUseRate = 10
, _itUseTime = 0
, _wpFire = hammerCheck fireRemoteLauncher
, _itUse = hammerCheck fireRemoteLauncher
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
@@ -402,7 +402,7 @@ hvAutoGun = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 25
, _itUseTime = 0
, _wpFire = rateIncAB 24 10 (torqueBeforeForced 0.1 mkHvBul) $ torqueAfter 0.2 mkHvBul
, _itUse = rateIncAB 24 10 (torqueBeforeForced 0.1 mkHvBul) $ torqueAfter 0.2 mkHvBul
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color orange $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAmount = 1
@@ -427,7 +427,7 @@ ltAutoGun = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 4
, _itUseTime = 0
, _wpFire = shootWithSound 0 . withRandomDir 0.3 . withSidePush 50
, _itUse = shootWithSound 0 . withRandomDir 0.3 . withSidePush 50
. withMuzFlare $ withVelWthHiteff (30,0) 2 basicBulletEffect
, _wpSpread = 0.5
, _wpRange = 20
@@ -452,7 +452,7 @@ miniGun = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 2
, _itUseTime = 0
, _wpFire = withWarmUp 50 . torqueBefore 0.03 . withSidePush 50 . withRecoil 15
, _itUse = withWarmUp 50 . torqueBefore 0.03 . withSidePush 50 . withRecoil 15
. withRandomDir 0.1
. withRandomOffset 9
. withMuzFlare
@@ -475,7 +475,7 @@ spreadGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 20
, _itUseTime = 0
, _wpFire = shootWithSound (fromIntegral shotgunSound)
, _itUse = shootWithSound (fromIntegral shotgunSound)
. withRecoil 100
. withMuzFlare
$ spreadNumVelWthHiteff spreadGunSpread 9 (30,0) 2 basicBulletEffect
@@ -497,7 +497,7 @@ multGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 20
, _itUseTime = 0
, _wpFire = shootWithSound (fromIntegral shotgunSound)
, _itUse = shootWithSound (fromIntegral shotgunSound)
. withRecoil 200
. withMuzFlare
$ numVelWthHitEff 5 (50,0) 5 basicBulletEffect
@@ -529,7 +529,7 @@ longGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 100
, _itUseTime = 0
, _wpFire = shootWithSound (fromIntegral longGunSound)
, _itUse = shootWithSound (fromIntegral longGunSound)
. withThickSmoke
. torqueAfter 0.05
. withMuzFlare
@@ -566,7 +566,7 @@ poisonSprayer = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot aGasCloud
, _itUse = shoot aGasCloud
, _wpSpread = 0.3
, _wpRange = 8
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
@@ -587,7 +587,7 @@ flamer = defaultAutoGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot $ withSidePush 5 $ withSidePushAfter 10 $ randWalkAngle 0.5 0.05 aFlame
, _itUse = shoot $ withSidePush 5 $ withSidePushAfter 10 $ randWalkAngle 0.5 0.05 aFlame
, _wpSpread = 0
, _wpRange = 8
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
@@ -608,7 +608,7 @@ blinkGun = defaultGun
, _wpReloadState = 0
, _itUseRate = 0
, _itUseTime = 0
, _wpFire = shoot aSelf
, _itUse = shoot aSelf
, _wpSpread = 0.05
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ polygon [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
@@ -619,17 +619,18 @@ blinkGun = defaultGun
}
aTeslaArc :: Int -> World -> World
aTeslaArc cid w = aTeslaArc' cid
$ soundFrom (CrWeaponSound cid) 25 1 0 w
aTeslaArc :: Creature -> World -> World
aTeslaArc cr w = aTeslaArc' cr $ soundFrom (CrWeaponSound cid) 25 1 0 w
where
cid = _crID cr
aTeslaArc' :: Int -> World -> World
aTeslaArc' cid w
aTeslaArc' :: Creature -> World -> World
aTeslaArc' cr w
= teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
$ over projectiles (IM.insert i (makeTeslaArcAt i pos dir))
$ set randGen g w
where
cr = _creatures w IM.! cid
cid = _crID cr
i = newProjectileKey w
pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
+.+ sideOffset *.* vNormal (unitVectorAtAngle dir)
@@ -638,13 +639,13 @@ aTeslaArc' cid w
aRocketWithPayload
:: (Point2 -> World -> World) -- ^ Payload
-> Int -- ^ Creature id
-> Creature
-> World
-> World
aRocketWithPayload pl cid w = over projectiles (IM.insert i theShell) w
aRocketWithPayload pl cr w = over projectiles (IM.insert i theShell) w
where
cid = _crID cr
i = newProjectileKey w
cr = _creatures w IM.! cid
pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
dir = _crDir cr
theShell = makeShellAt pl i cid pos dir
@@ -746,11 +747,11 @@ remoteShellPic i
shellExplosionAt :: Point2 -> World -> World
shellExplosionAt = makeExplosionAt
aGasCloud :: Int -> World -> World
aGasCloud cid w = insertCloud $ set randGen g w
aGasCloud :: Creature -> World -> World
aGasCloud cr w = insertCloud $ set randGen g w
where
(a,g) = randomR (-0.1,0.1) (_randGen w)
cr = _creatures w IM.! cid
cid = _crID cr
dir = _crDir cr + a
pos = _crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
--pos2 = (0.5 *.* vel) +.+
@@ -758,17 +759,17 @@ aGasCloud cid w = insertCloud $ set randGen g w
vel = (_crPos cr -.- _crOldPos cr) +.+ 10 *.* unitVectorAtAngle dir
insertCloud = makeGasCloud pos vel -- . makeFlame pos2 vel (Just cid)
aFlame :: Int -> World -> World
aFlame cid w = insertFlame w
aFlame :: Creature -> World -> World
aFlame cr w = insertFlame w
where
(t,_) = randomR (99,101) (_randGen w)
cr = _creatures w IM.! cid
cid = _crID cr
dir = _crDir cr
pos = _crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
vel = (_crPos cr -.- _crOldPos cr) +.+ 4 *.* unitVectorAtAngle dir
insertFlame = makeFlame t pos vel (Just cid) -- . makeFlame pos2 vel (Just cid)
aSelf :: Int -> World -> World
aSelf :: Creature -> World -> World
aSelf = blinkAction
reflect :: Float -> Float -> Float
@@ -783,7 +784,7 @@ pointToItem (OnFloor flid) = floorItems . ix flid . flIt
retireRemoteRocket :: Int -> Int -> Int -> World -> World
retireRemoteRocket itid 0 pjid w =
set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos) (0,0)
$ set (pointToItem (_itemPositions w IM.! itid) . wpFire) (hammerCheck fireRemoteLauncher)
$ set (pointToItem (_itemPositions w IM.! itid) . itUse) (hammerCheck fireRemoteLauncher)
(w & projectiles %~ IM.delete pjid)
retireRemoteRocket itid t pjid w = setScope w
& projectiles . ix pjid . pjUpdate .~ retireRemoteRocket itid (t-1) pjid
@@ -799,7 +800,7 @@ retireRemoteBomb :: Int -> Int -> Int -> World -> World
retireRemoteBomb itid 0 pjid w =
set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos) (0,0)
$ set (pointToItem (_itemPositions w IM.! itid) . itZoom) defaultItZoom
$ set (pointToItem (_itemPositions w IM.! itid) . twFire) (hammerCheck throwRemoteBomb)
$ set (pointToItem (_itemPositions w IM.! itid) . itUse) (hammerCheck throwRemoteBomb)
(w & projectiles %~ IM.delete pjid)
retireRemoteBomb itid t pjid w = setScope w
& projectiles . ix pjid . pjUpdate .~ retireRemoteBomb itid (t-1) pjid
@@ -870,7 +871,7 @@ grenade = Throwable
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _twMaxRange = 150
, _twAccuracy = 30
, _twFire = useTimeCheck $ throwGrenade makeExplosionAt
, _itUse = useTimeCheck $ throwGrenade makeExplosionAt
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom {_itAimZoomMax = f fuseTime, _itAimZoomMin = f fuseTime}
@@ -893,7 +894,7 @@ grenade = Throwable
flameGrenade :: Item
flameGrenade = grenade {
_itName = "FLMGREN " ++ show fuseTime
, _twFire = throwGrenade makeFlameExplosionAt
, _itUse = throwGrenade makeFlameExplosionAt
}
where
fuseTime = 50 :: Int
@@ -902,7 +903,7 @@ flameGrenade = grenade {
teslaGrenade :: Item
teslaGrenade = grenade {
_itName = "TLSGREN " ++ show fuseTime
, _twFire = throwGrenade makeTeslaExplosionAt
, _itUse = throwGrenade makeTeslaExplosionAt
}
where
fuseTime = 50 :: Int
@@ -917,22 +918,22 @@ remoteBomb = defaultThrowable
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _twMaxRange = 150
, _twAccuracy = 30
, _twFire = hammerCheck throwRemoteBomb
, _itUse = hammerCheck throwRemoteBomb
, _itAttachment = Just $ ItScope (0,0) 0 1 True
, _itEquipPict = pictureWeaponOnAim remoteBombUnarmedPic
}
fireRemoteLauncher :: Int -> World -> World
fireRemoteLauncher cid w = setLocation
fireRemoteLauncher :: Creature -> World -> World
fireRemoteLauncher cr w = setLocation
$ resetFire
$ resetName
$ soundOnce (fromIntegral launcherSound)
$ over projectiles remRocket w
where
i = IM.newKey $ _projectiles w
cr = _creatures w IM.! cid
cid = _crID cr
dir = _crDir cr
pos = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
remRocket = IM.insert i $ Projectile
@@ -946,8 +947,8 @@ fireRemoteLauncher cid w = setLocation
j = _crInvSel $ _creatures w IM.! cid
newitid = IM.newKey $ _itemPositions w
maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
resetFire = set (creatures . ix cid . crInv . ix j . wpFire)
$ hammerCheck $ explodeRemoteRocket itid i
resetFire = set (creatures . ix cid . crInv . ix j . itUse)
$ hammerCheck $ \cr -> explodeRemoteRocket itid i
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
setLocation :: World -> World
setLocation w' = case maybeitid of
@@ -1025,7 +1026,7 @@ moveRemoteShell time i cid itid _ w
r1 = _randGen w & evalState (randInCirc 10)
smokeGen = makeSmokeCloudAt $ oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos)
doExplosion = explodeRemoteRocket itid i cid
doExplosion = explodeRemoteRocket itid i
setScope w' = case _itemPositions w' IM.! itid of
InInv cid' invid
-> w' & creatures . ix cid' . crInv . ix invid . itAttachment
@@ -1035,23 +1036,23 @@ moveRemoteShell time i cid itid _ w
explodeRemoteRocket
:: Int -- ^ Item id
-> Int -- ^ Projectile id
-> Int -- ^ (Probably) firing creature id
-> World
-> World
explodeRemoteRocket itid pjid _ w
explodeRemoteRocket itid pjid w
= set (projectiles . ix pjid . pjUpdate) (retireRemoteRocket itid 30 pjid)
$ set (projectiles . ix pjid . pjPict) blank
$ set (itPoint . wpFire) (const id)
$ set (itPoint . itUse) (const id)
$ resetName
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
where
resetName = set (itPoint . itName) "REMOTELAUNCHER"
itPoint = pointToItem $ _itemPositions w IM.! itid
throwRemoteBomb :: Int -> World -> World
throwRemoteBomb n w = setLocation $ removePict $ resetFire
throwRemoteBomb :: Creature -> World -> World
throwRemoteBomb cr w = setLocation $ removePict $ resetFire
$ resetName $ over projectiles addG w
where
n = _crID cr -- to change to cid
addG = IM.insert i $ Projectile
{ _pjPos = p
, _pjStartPos = p
@@ -1072,7 +1073,7 @@ throwRemoteBomb n w = setLocation $ removePict $ resetFire
j = _crInvSel $ _creatures w IM.! n
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTE"
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
resetFire = set (creatures . ix n . crInv . ix j . twFire)
resetFire = set (creatures . ix n . crInv . ix j . itUse)
$ hammerCheck $ explodeRemoteBomb itid i
cr = _creatures w IM.! n
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
@@ -1087,17 +1088,18 @@ throwRemoteBomb n w = setLocation $ removePict $ resetFire
newitid = IM.newKey $ _itemPositions w
itid = fromMaybe newitid maybeitid
explodeRemoteBomb :: Int -> Int -> Int -> World -> World
explodeRemoteBomb itid pjid n w
explodeRemoteBomb :: Int -> Int -> Creature -> World -> World
explodeRemoteBomb itid pjid cr w
= set (projectiles . ix pjid . pjUpdate) (retireRemoteBomb itid 30 pjid)
$ set (projectiles . ix pjid . pjPict) blank
$ set (creatures . ix n . crInv . ix j . twFire) (const id)
$ set (creatures . ix n . crInv . ix j . itUse) (const id)
$ resetName
$ resetPict
-- $ resetScope
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
-- - $ makeShrapnelBombAt (_pjPos (_projectiles w IM.! pjid)) w
where
n = _crID cr
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
(pictureWeaponOnAim remoteBombUnarmedPic)
@@ -1140,7 +1142,7 @@ radar = defaultGun
, _wpReloadState = 0
, _itUseRate = 120
, _itUseTime = 0
, _wpFire = shoot aRadarPulse
, _itUse = shoot aRadarPulse
, _wpSpread = autogunSpread
, _wpRange = 20
, _itHammer = HammerUp
@@ -1163,7 +1165,7 @@ sonar = defaultGun
, _wpReloadState = 0
, _itUseRate = 120
, _itUseTime = 0
, _wpFire = shoot aSonarPulse
, _itUse = shoot aSonarPulse
, _wpRange = 20
, _itHammer = HammerUp
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
@@ -1215,17 +1217,17 @@ spawnGun cr = defaultGun
, _wpReloadTime = 80
, _wpReloadState = 0
, _itUseRate = 100
, _wpFire = spawnCrNextTo cr
, _itUse = spawnCrNextTo cr
}
spawnCrNextTo
:: Creature -- ^ Creature to spawn
-> Int -- ^ ID of existing creature that will be spawned next to
-> Creature -- ^ existing creature that will be spawned next to
-> World
-> World
spawnCrNextTo cr i w = w & creatures %~ IM.insert k newCr
spawnCrNextTo cr sCr w = w & creatures %~ IM.insert k newCr
where
k = IM.newKey $ _creatures w
sCr = _creatures w IM.! i
i = _crID cr
newCr = cr
& crID .~ k
& crPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)
+2 -2
View File
@@ -84,7 +84,7 @@ autoRadarEffect :: ItEffect
autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
where
f :: Int -> Creature -> Int -> World -> World
f 0 cr i w = aRadarPulse (_crID cr) w
f 0 cr i w = aRadarPulse cr w
& creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f 100
f t cr i w = w
@@ -96,7 +96,7 @@ autoSonarEffect :: ItEffect
autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
where
f :: Int -> Creature -> Int -> World -> World
f 0 cr i w = aSonarPulse (_crID cr)
f 0 cr i w = aSonarPulse cr
w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f 140
f t cr i w = w & creatures . ix (_crID cr) . crInv . ix i
+3 -3
View File
@@ -57,11 +57,12 @@ grenadePic x = pictures
throwGrenade
:: (Point2 -> World -> World) -- ^ Payload
-> Int -- ^ Creature id
-> Creature
-> World
-> World
throwGrenade explosion n w = setWp $ removePict $ over projectiles addG w
throwGrenade explosion cr w = setWp $ removePict $ over projectiles addG w
where
n = _crID cr
addG = IM.insert i $ Shell
{ _pjPos = p
, _pjStartPos = p
@@ -71,7 +72,6 @@ throwGrenade explosion n w = setWp $ removePict $ over projectiles addG w
, _pjUpdate = moveGrenade fuseTime dir i
, _pjPayload = explosion
}
cr = _creatures w IM.! n
j = _crInvSel cr
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
i = newProjectileKey w
+3 -3
View File
@@ -23,13 +23,13 @@ import Data.Maybe (fromMaybe)
import qualified Data.Sequence as Seq
import qualified Data.IntMap.Strict as IM
aLaser :: Int -> World -> World
aLaser cid w = over particles (makeLaserAt phaseV pos dir (Just cid) : )
aLaser :: Creature -> World -> World
aLaser cr w = over particles (makeLaserAt phaseV pos dir (Just cid) : )
$ soundFrom LasSound 24 1 0
$ laserGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
w
where
cr = _creatures w IM.! cid
cid = _crID cr
pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
dir = _crDir cr
phaseV = charToPhaseV
+111 -103
View File
@@ -19,25 +19,23 @@ import Data.Maybe
import qualified Data.IntMap.Strict as IM
withThinSmoke
:: (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
:: (Creature -> World -> World) -- ^ Underlying effect
-> Creature
-> World
-> World
withThinSmoke eff cid w = eff cid $ foldr (makeThinSmokeAt . (+.+ pos)) w ps
withThinSmoke eff cr w = eff cr $ foldr (makeThinSmokeAt . (+.+ pos)) w ps
where
cr = _creatures w IM.! cid
dir = _crDir cr
pos = _crPos cr +.+ (_crRad cr +0.5) *.* unitVectorAtAngle dir
ps = (replicateM 5 . randInCirc) 8 & evalState $ _randGen w
withThickSmoke
:: (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
:: (Creature -> World -> World) -- ^ Underlying effect
-> Creature
-> World
-> World
withThickSmoke eff cid w = eff cid $ foldr (makeThickSmokeAt . (+.+ pos)) w ps
withThickSmoke eff cr w = eff cr $ foldr (makeThickSmokeAt . (+.+ pos)) w ps
where
cr = _creatures w IM.! cid
dir = _crDir cr
pos = _crPos cr +.+ (_crRad cr + 15) *.* unitVectorAtAngle dir
ps = (replicateM 20 . randInCirc) 8 & evalState $ _randGen w
@@ -48,26 +46,26 @@ Applies ammo check and use cooldown check. -}
rateIncAB
:: Int -- ^ Start rate
-> Int -- ^ End rate
-> (Int -> World -> World) -- ^ Effect on first fire
-> (Int -> World -> World) -- ^ Effect on continued fire
-> Int -- ^ Creature id
-> (Creature -> World -> World) -- ^ Effect on first fire
-> (Creature -> World -> World) -- ^ Effect on continued fire
-> Creature -- ^ Creature id
-> World
-> World
rateIncAB startRate fastRate shooteff1 shooteff2 cid w
rateIncAB startRate fastRate shooteff1 shooteff2 cr w
| repeatFire = set (pointItem . itUseRate) (max fastRate (currentRate - 1))
$ over (pointItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointItem . itUseTime) currentRate
$ shooteff2 cid
$ shooteff2 cr
w
| firstFire = set (pointItem . itUseRate) (startRate - 1)
$ over (pointItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointItem . itUseTime) startRate
$ shooteff1 cid
$ shooteff1 cr
w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
| otherwise = w
where
cr = _creatures w IM.! cid
cid = _crID cr
itRef = _crInvSel cr
item = _crInv cr IM.! itRef
pointItem = creatures . ix cid . crInv . ix itRef
@@ -84,32 +82,32 @@ Shoot a weapon rapidly after a warm up.
Applies ammo check as well. -}
withWarmUp
:: Int -- ^ Warm up time (in frames)
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Shoot effect
-> Int -- ^ Creature id
-> Creature
-> World
-> World
withWarmUp t f cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
withWarmUp t f cr w
| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
| _wpReloadState item /= 0 = w
| fState == 0 = set (pointerToItem . wpFire) (withWarmUp 100 f)
| fState == 0 = set (pointerToItem . itUse) (withWarmUp 100 f)
$ set (pointerToItem . itUseTime) 2
w
| t > 2 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
| t > 2 = set (pointerToItem . itUse) (withWarmUp (t-1) f)
$ set (pointerToItem . itUseTime) 2
$ soundFrom (CrWeaponSound cid) 26 2 0
w
| t > 0 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
| t > 0 = set (pointerToItem . itUse) (withWarmUp (t-1) f)
$ set (pointerToItem . itUseTime) 2
w
| otherwise = set (pointerToItem . wpFire) (withWarmUp 1 f)
| otherwise = set (pointerToItem . itUse) (withWarmUp 1 f)
$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointerToItem . itUseTime) 2
$ f cid
$ f cr
$ soundFrom (CrWeaponSound cid) 28 2 0
w
where
cr = _creatures w IM.! cid
cid = _crID cr
itRef = _crInvSel cr
item = _crInv cr IM.! itRef
pointerToItem = creatures . ix cid . crInv . ix itRef
@@ -120,33 +118,36 @@ Adds a sound to a creature based world effect.
The sound is emitted from the creature's position. -}
withSound
:: Int -- ^ Sound id
-> (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
-> (Creature -> World -> World) -- ^ Underlying effect
-> Creature
-> World -> World
withSound soundid f cid w = (soundOncePos soundid p . f cid) w
withSound soundid f cr w = (soundOncePos soundid p . f cr) w
where
cid = _crID cr
p = _crPos (_creatures w IM.! cid)
withRecoil
:: Float -- ^ Recoil amount
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Underlying world effect, takes creature id as input
-> Int -- ^ Creature id
-> Creature
-> World -> World
withRecoil recoilAmount eff cid = eff cid . over (creatures . ix cid) pushback
withRecoil recoilAmount eff cr = eff cr . over (creatures . ix cid) pushback
where
cid = _crID cr
pushback cr = over crPos (+.+ rotateV (_crDir cr) ((-recoilAmount) / _crMass cr ,0)) cr
{- |
Pushes a creature sideways by a random amount.
Applied before the underlying effect. -}
withSidePush
:: Float -- ^ Maximal possible side push amount
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Underlying world effect, takes creature id as input
-> Int -- ^ Creature id
-> Creature
-> World -> World
withSidePush maxSide eff cid w = eff cid . over (creatures . ix cid) push $ w
withSidePush maxSide eff cr w = eff cr . over (creatures . ix cid) push $ w
where
cid = _crID cr
push cr = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr)) cr
(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
{- |
@@ -154,31 +155,32 @@ Pushes a creature sideways by a random amount.
Applied after the underlying effect. -}
withSidePushAfter
:: Float -- ^ Maximal possible side push amount
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Underlying world effect, takes creature id as input
-> Int -- ^ Creature id
-> Creature -- ^ Creature id
-> World -> World
withSidePushAfter maxSide eff cid w = over (creatures . ix cid) push . eff cid $ w
withSidePushAfter maxSide eff cr w = over (creatures . ix cid) push . eff cr $ w
where
cid = _crID cr
push cr = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr)) cr
(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
{- |
Applies a world effect and sound effect after an ammo check. -}
shootWithSound
:: Int -- ^ Sound identifier
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Shoot effect, takes creature id as input
-> Int -- ^ Creature id
-> Creature
-> World -> World
shootWithSound soundid f cid w
shootWithSound soundid f cr w
| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ soundOncePos soundid (_crPos cr)
$ set (pointerToItem . itUseTime) (_itUseRate item)
$ f cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
$ f cr w
| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
| otherwise = w
where
cr = _creatures w IM.! cid
cid = _crID cr
itRef = _crInvSel cr
item = _crInv cr IM.! itRef
pointerToItem = creatures . ix cid . crInv . ix itRef
@@ -189,47 +191,47 @@ shootWithSound soundid f cid w
{- |
Applies a world effect after an item use cooldown check. -}
useTimeCheck
:: (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
:: (Creature -> World -> World) -- ^ Underlying effect
-> Creature
-> World
-> World
useTimeCheck f cid w = case theItem ^? itUseTime of
Just 0 -> f cid $ setUseTime w
useTimeCheck f cr w = case theItem ^? itUseTime of
Just 0 -> f cr $ setUseTime w
_ -> w
where
cr = _creatures w IM.! cid
cid = _crID cr
setUseTime = creatures . ix cid . crInv . ix (_crInvSel cr) . itUseTime +~ useRate
theItem = _crInv cr IM.! _crInvSel cr
useRate = fromMaybe 0 $ theItem ^? itUseRate
{- |
Applies a world effect after a hammer position check. -}
hammerCheck
:: (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
:: (Creature -> World -> World) -- ^ Underlying effect
-> Creature
-> World
-> World
hammerCheck f cid w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
Just HammerUp -> f cid $ setHammerDown w
hammerCheck f cr w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
Just HammerUp -> f cr $ setHammerDown w
_ -> setHammerDown w
where
cr = _creatures w IM.! cid
cid = _crID cr
setHammerDown = creatures . ix cid . crInv . ix (_crInvSel cr) . itHammer .~ HammerDown
{- |
Applies a world effect after an ammo check. -}
shoot
:: (Int -> World -> World)
-- ^ Underlying effect, takes creature id as input
-> Int -- ^ Creature id
:: (Creature -> World -> World)
-- ^ Underlying effect
-> Creature
-> World
-> World
shoot f cid w
shoot f cr w
| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointerToItem . itUseTime) (_itUseRate item)
$ f cid w
| reloadCondition = fromMaybe w $ startReloadingWeapon cid w
$ f cr w
| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
| otherwise = w
where
cr = _creatures w IM.! cid
cid = _crID cr
itRef = _crInvSel cr
item = _crInv cr IM.! itRef
pointerToItem = creatures . ix cid . crInv . ix itRef
@@ -239,43 +241,45 @@ shoot f cid w
reloadCondition = _wpLoadedAmmo item == 0
withMuzFlare
:: (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
:: (Creature -> World -> World) -- ^ Underlying effect
-> Creature
-> World
-> World
withMuzFlare f cid w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cid w
withMuzFlare f cr w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cr w
where
cr = _creatures w IM.! cid
cid = _crID cr
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
{- |
Rotates the creature randomly, applies the effect, rotates the creature back. -}
withRandomDir
:: Float -- ^ Max possible rotation
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Underlying effect
-> Int -- ^ Creature id
-> Creature
-> World
-> World
withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
. f cid
withRandomDir acc f cr w = over (creatures . ix cid . crDir) (\d -> d - a)
. f cr
. over (creatures . ix cid . crDir) (+ a)
$ set randGen g
w
where (a, g) = randomR (-acc,acc) $ _randGen w
where
cid = _crID cr
(a, g) = randomR (-acc,acc) $ _randGen w
{- |
Creates a bullet with a given velocity, width, and 'HitEffect' -}
withVelWthHiteff
:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
-> Float -- ^ Bullet width
-> HitEffect -- ^ Bullet effect when hitting creature, wall etc
-> Int -- ^ Creature id
-> Creature -- ^ Creature id
-> World
-> World
withVelWthHiteff vel width hiteff cid w
withVelWthHiteff vel width hiteff cr w
= over particles (newbul : ) $ set randGen g w
where
cr = _creatures w IM.! cid
cid = _crID cr
newbul = aGenBulAt (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
(colid, g) = randomR (0,11) $ _randGen w
dir = _crDir cr
@@ -284,37 +288,38 @@ withVelWthHiteff vel width hiteff cid w
Translate the creature sideways a random amount, apply the effect, translate back. -}
withRandomOffset
:: Float -- ^ Max possible translate
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Underlying effect
-> Int -- ^ Creature id
-> Creature -- ^ Creature id
-> World
-> World
withRandomOffset offsetAmount f cid w
withRandomOffset offsetAmount f cr w
= over (creatures . ix cid . crPos) (-.- offV)
. f cid
. f cr
. over (creatures . ix cid . crPos) (+.+ offV)
$ set randGen g
w
where
(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
cr = _creatures w IM.! cid
cid = _crID cr
offV = rotateV (_crDir cr) (0,offsetVal)
-- | Rotates a creature with minimum rotation at least 0.1.
-- Rotates the player creature before applying the effect, other creatures after.
torqueBeforeForced
:: Float -- ^ Max possible rotation (less the 0.1 forced rotation)
-> (Int -> World -> World)
-> (Creature -> World -> World)
-- ^ Underlying effect
-> Int -- ^ Creature id
-> Creature
-> World
-> World
torqueBeforeForced torque feff cid w
| cid == 0 = feff cid $ w
torqueBeforeForced torque feff cr w
| cid == 0 = feff cr $ w
& randGen .~ g
& creatures . ix cid . crDir +~ rot'
& cameraRot +~ rot'
| otherwise = feff cid $ set randGen g $ over (creatures . ix cid . crDir) (+rot') w
| otherwise = feff cr $ set randGen g $ over (creatures . ix cid . crDir) (+rot') w
where
cid = _crID cr
(rot, g) = randomR (-torque,torque) $ _randGen w
rot' | rot < 0 = rot - 0.1
| otherwise = rot + 0.1
@@ -322,29 +327,31 @@ torqueBeforeForced torque feff cid w
-- Note this currently (29/4/2021) rotates other creatures /after/ applying the effect.
torqueBefore
:: Float -- ^ Max possible rotation
-> (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
-> (Creature -> World -> World) -- ^ Underlying effect
-> Creature -- ^ Creature id
-> World
-> World
torqueBefore torque feff cid w
| cid == 0 = feff cid $ w
torqueBefore torque feff cr w
| cid == 0 = feff cr $ w
& randGen .~ g
& creatures . ix cid . crDir +~ rot
& cameraRot +~ rot
| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cid w
| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cr w
where
cid = _crID cr
(rot, g) = randomR (-torque,torque) $ _randGen w
-- | Rotate a randomly creature after applying an effect.
torqueAfter
:: Float -- ^ Max possible rotation
-> (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
-> (Creature -> World -> World) -- ^ Underlying effect
-> Creature -- ^ Creature id
-> World
-> World
torqueAfter torque feff cid w
| cid == 0 = rotateScope $ set randGen g $ over cameraRot (+rot) $ feff cid w
| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cid w
torqueAfter torque feff cr w
| cid == 0 = rotateScope $ set randGen g $ over cameraRot (+rot) $ feff cr w
| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cr w
where
cid = _crID cr
(rot, g) = randomR (-torque,torque) $ _randGen w
rotateScope = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
. itAttachment . _Just . scopePos %~ rotateV rot
@@ -356,12 +363,12 @@ spreadNumVelWthHiteff
-> Point2 -- ^ Velocity, x is direction of creature
-> Float -- ^ Bullet width
-> HitEffect -- ^ Effect when hitting creature, wall etc
-> Int -- ^ Creature id
-> Creature -- ^ Creature id
-> World
-> World
spreadNumVelWthHiteff spread num vel wth eff cid w = over particles (newbuls ++) w
spreadNumVelWthHiteff spread num vel wth eff cr w = over particles (newbuls ++) w
where
cr = _creatures w IM.! cid
cid = _crID cr
newbuls = zipWith3
(\pos d colid -> aGenBulAt (Just cid) (numColor colid) pos (rotateV d vel) eff wth)
poss dirs colids
@@ -378,12 +385,12 @@ numVelWthHitEff
-> Point2 -- ^ Velocity, x axis is direction of creature
-> Float -- ^ Bullet width
-> HitEffect -- ^ Effect when hitting creature, wall etc
-> Int -- ^ Creature id
-> Creature -- ^ Creature id
-> World
-> World
numVelWthHitEff num vel wth eff cid w = over particles (newbuls ++) w
numVelWthHitEff num vel wth eff cr w = over particles (newbuls ++) w
where
cr = _creatures w IM.! cid
cid = _crID cr
newbuls = zipWith
(\p colid -> aGenBulAt (Just cid) (numColor colid) p (rotateV d vel) eff wth)
poss
@@ -400,16 +407,17 @@ Uses '_wpSpread' as a parameter for the current offset angle. -}
randWalkAngle
:: Float -- ^ Max offset angle
-> Float -- ^ Walk speed
-> (Int -> World -> World) -- ^ Underlying effect
-> Int -- ^ Creature id
-> (Creature -> World -> World) -- ^ Underlying effect
-> Creature -- ^ Creature id
-> World
-> World
randWalkAngle ma aspeed f cid w = w
randWalkAngle ma aspeed f cr w = w
& creatures . ix cid . crDir -~ a
& f cid
& f cr
& creatures . ix cid . crDir +~ a
& creatures . ix cid . crInv . ix i . wpSpread .~ newa
where
cid = _crID cr
a = _wpSpread $ _crInv (_creatures w IM.! cid) IM.! i
(walka, _) = randomR (-aspeed,aspeed) (_randGen w)
newa = min ma $ max (negate ma) (a + walka)
+10 -8
View File
@@ -18,13 +18,15 @@ import Control.Lens
import qualified Data.IntMap.Strict as IM
{- |
Creates an outwardly increasing circle that draws creatures, even those behind walls. -}
aSonarPulse :: Int -> World -> World
aSonarPulse cid w = over particles ((:) $ sonarPulseAt (_crPos (_creatures w IM.! cid))) w
aSonarPulse :: Creature -> World -> World
aSonarPulse cr w = over particles ((:) $ sonarPulseAt (_crPos cr)) w
{- |
Creates an outwardly increasing circle that displays walls, even those behind other walls. -}
aRadarPulse :: Int -> World -> World
aRadarPulse cid w = over particles ((:) $ radarPulseAt (_crPos (_creatures w IM.! cid))) w
aRadarPulse :: Creature -> World -> World
aRadarPulse cr w = over particles ((:) $ radarPulseAt (_crPos (_creatures w IM.! cid))) w
where
cid = _crID cr
{- |
Radar blip at a point.
@@ -113,16 +115,16 @@ mvRadar x p w pt =
aTractorBeam
:: Int -- ^ Color id
-> Int -- ^ Creature id
-> Creature -- ^ Creature id
-> World
-> World
aTractorBeam col cid w
= set (creatures . ix cid . crInv . ix itRef . wpFire)
aTractorBeam col cr w
= set (creatures . ix cid . crInv . ix itRef . itUse)
(shoot $ aTractorBeam ((col + 1) `mod` 10))
$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
where
i = newProjectileKey w
cr = _creatures w IM.! cid
cid = _crID cr
pos = _crPos cr +.+ ((_crRad cr + 10) *.* unitVectorAtAngle dir)
dir = _crDir cr
itRef = _crInvSel cr