Continue bullet refactor

This commit is contained in:
2022-07-17 23:02:07 +01:00
parent bf023a61ce
commit ce3154d311
14 changed files with 121 additions and 153 deletions
+75 -19
View File
@@ -2,7 +2,6 @@ module Dodge.Bullet where
import Dodge.WorldEvent.SpawnParticle
import Dodge.Creature.Test
import Dodge.Data
import Dodge.Particle.HitEffect.ExpireAndDamage
import Dodge.Creature.HandPos
import Dodge.Base.Coordinate
import Dodge.Base.Wall
@@ -10,13 +9,13 @@ import Geometry
import LensHelp
import StreamingHelp
import qualified Data.IntMap.Strict as IM
import qualified Streaming.Prelude as S
import Data.Maybe
import Dodge.Movement.Turn
import Dodge.WorldEvent.ThingsHit
import Control.Monad.State
import System.Random
--import Data.Bifunctor
updateBullet :: World -> Bullet -> (World,Maybe Bullet)
@@ -30,7 +29,6 @@ aBulAt
-> Point2 -- ^ Start position
-> Point2 -- ^ Velocity
-> Float -- ^ Drag
-- -> HitEffect'
-> Float -- ^ Bullet width
-> BulletTrajectory
-> BulletEffect
@@ -55,38 +53,33 @@ aBulAt vfact pos vel drag width butraj be bs dams = Bullet
bulstate = maybe NormalBulletState DelayedBullet vfact
useAmmoParams :: Maybe Float -> Item -> Creature -> World -> World
useAmmoParams vfact it cr w = w & instantBullets .:~ aBulAt
vfact
sp
(rotateV dir (muzvel *.* _amBulVel bultype)) -- vel
(_rifling $ _itParams it) -- drag
(_amBulWth bultype)
thetraj
(_amBulEffect bultype)
(_amBulSpawn bultype)
(_amBulDams bultype)
useAmmoParams vfact it cr w = w & instantBullets .:~ (_amBullet bultype
& buPos .~ sp
& buTrajectory %~ settrajectory
& buVel %~ (rotateV dir . (muzvel *.*))
& buDrag *~ _rifling (_itParams it)
& buState %~ setstate
)
where
setstate = case vfact of
Nothing -> id
Just x -> const $ DelayedBullet x
sp = _crPos cr +.+ (muzlength + 10) *.* unitVectorAtAngle dir
dir = _crDir cr
bultype = _laAmmoType $ _itConsumption it
muzvel = _muzVel $ _itParams it
muzlength = aimingMuzzlePos cr it
thetraj = case _amBulTraj bultype of
settrajectory traj = case traj of
BasicBulletTrajectory -> BasicBulletTrajectory
MagnetTrajectory{} -> fromMaybe BasicBulletTrajectory $ do
tpos <- it ^? itTargeting . tgPos . _Just
return $ MagnetTrajectory tpos
--return $ \pt -> pt & buVel .+.+~ 5 *.* normalizeV (tpos -.- _buPos pt)
FlechetteTrajectory{} -> fromMaybe BasicBulletTrajectory $ do
tpos <- it ^? itTargeting . tgPos . _Just
return $ FlechetteTrajectory tpos
--return $ \pt -> pt & buVel %~ vecTurnTo 0.2 (_buPos pt) tpos
BezierTrajectory{} -> fromMaybe BasicBulletTrajectory $ do
tpos <- it ^? itTargeting . tgPos . _Just
return $ BezierTrajectory sp tpos (mouseWorldPos w)
-- 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)
@@ -168,3 +161,66 @@ mvBulletSlow x w bt'
vel = x *.* _buVel bt
hiteff = hitEffFromBul
t = _buTimer bt
expireAndDamage' :: (Bullet -> Point2 -> [Damage])
-> Bullet
-> Stream (Of (Point2, Either Creature Wall)) Identity ()
-> World
-> (World, Maybe Bullet)
expireAndDamage' fdm bt things w = case runIdentity $ S.head_ things of
Nothing -> (w, mvPt bt)
Just x -> (doDamages' fdm x bt w, destroyAt' (fst x) bt)
mvPt :: Bullet -> Maybe Bullet
mvPt pt = Just $ pt
& buPos %~ (+.+ _buVel pt)
& buOldPos .~ _buPos pt
& buTimer -~ 1
destroyAt' :: Point2 -> Bullet -> Maybe Bullet
destroyAt' hitp pt = Just $ pt
& buState .~ DyingBulletState
& buPos .~ hitp
& buOldPos .~ _buPos pt
& buTimer %~ (min 3 . subtract 1)
penWalls
:: HitCreatureEffect'
-> HitWallEffect'
-> Bullet
-> [(Point2, Either Creature Wall)]
-> World
-> (World, Maybe Bullet)
penWalls crEff wlEff pt hitThings w = case hitThings of
[] -> ( w, mvPt pt)
((p,Left cr):_) -> (crEff pt p cr w, destroyAt' p pt)
((p,Right wl):hs) | _wlFireThrough wl
-> first (wlEff pt p wl) $ penWalls crEff wlEff pt hs w
((p,Right wl):_) -> (wlEff pt p wl w, destroyAt' p pt)
type HitCreatureEffect' = Bullet -> Point2 -> Creature -> World -> World
type HitWallEffect' = Bullet -> Point2 -> Wall -> World -> World
doDamages' :: (Bullet -> Point2 -> [Damage])
-> (Point2, Either Creature Wall)
-> Bullet
-> World
-> World
doDamages' fdm (p,thhit) bt = case thhit of
Left cr -> creatures . ix (_crID cr) . crState . csDamage .++~ dams
Right wl -> wallDamages %~ IM.insertWith (++) (_wlID wl) dams
where
dams = fdm bt p
penetrate
:: ((Point2,Either Creature Wall) -> Bullet -> Maybe Bullet)
-- | penetration test, can update particle if it penetrates
-> (Bullet -> Point2 -> [Damage]) -- | damages when penetrating
-> (Bullet -> Point2 -> [Damage]) -- | damages when not penetrating
-> Bullet
-> Stream (Of (Point2, Either Creature Wall)) Identity ()
-> World
-> (World, Maybe Bullet)
penetrate t pendam stopdam pt hitThings w = case runIdentity $ S.uncons hitThings of
Nothing -> (w, mvPt pt)
Just (x,xs) -> case t x pt of
Nothing -> expireAndDamage' stopdam pt hitThings w
Just pt' -> first (doDamages' pendam x pt) $ penetrate t pendam stopdam pt' xs w