Refactor bouncing bullets
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+76
-83
@@ -1,10 +1,12 @@
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module Dodge.Bullet where
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module Dodge.Bullet
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( updateBullet
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, useAmmoParams
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) where
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import Dodge.WorldEvent.SpawnParticle
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import Dodge.Creature.Test
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import Dodge.Data
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import Dodge.Creature.HandPos
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import Dodge.Base.Coordinate
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import Dodge.Base.Wall
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import Geometry
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import LensHelp
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import StreamingHelp
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@@ -24,34 +26,6 @@ updateBullet w bu = case _buState bu of
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DelayedBullet x -> mvBulletSlow x w bu
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_ -> mvBullet w bu
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aBulAt
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:: Maybe Float -- ^ Start velocity step factor
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-> Point2 -- ^ Start position
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-> Point2 -- ^ Velocity
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-> Float -- ^ Drag
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-> Float -- ^ Bullet width
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-> BulletTrajectory
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-> BulletEffect
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-> BulletSpawn
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-> [Damage]
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-> Bullet
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aBulAt vfact pos vel drag width butraj be bs dams = Bullet
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{ _buState = bulstate
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, _buSpawn = bs
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, _buEffect = be
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, _buUpdateMod = NoBulletUpdateMod
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, _buTrajectory = butraj
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, _buVel = vel
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, _buDrag = drag
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, _buPos = pos
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, _buOldPos = pos
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, _buWidth = width
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, _buTimer = 100
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, _buDamages = dams
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}
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where
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bulstate = maybe NormalBulletState DelayedBullet vfact
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useAmmoParams :: Maybe Float -> Item -> Creature -> World -> World
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useAmmoParams vfact it cr w = w & instantBullets .:~ (_amBullet bultype
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& buPos .~ sp
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@@ -94,27 +68,40 @@ mvBullet w bt'
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let (thepart,g) = runState (partspawn hp) $ _randGen w'
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return $ w' & instantParticles .:~ thepart
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& randGen .~ g
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maybebounce = case _buEffect bt' of
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BounceBullet -> case runIdentity (S.head_ hitstream) of
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Just (hp, Left cr) | crIsArmouredFrom hp cr -> instantBullets .:~ bouncer
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where
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bouncer = (aBulAt Nothing pOut reflectVel (_buDrag bt) (_buWidth bt)
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BasicBulletTrajectory (_buEffect bt) (_buSpawn bt) (_buDamages bt)
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) {_buTimer = _buTimer bt - 1}
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pOut = hp +.+ 2 *.* newDir
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reflectVel = magV bulVel *.* newDir
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newDir = squashNormalizeV (hp -.- _crPos cr)
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bulVel = _buVel bt
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Just (hp, Right wl) -> instantBullets .:~ thebouncer
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where
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reflectVel = reflVelWall wl (_buVel bt)
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thebouncer = aBulAt Nothing --id
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pOut reflectVel (_buDrag bt) (_buWidth bt) BasicBulletTrajectory (_buEffect bt)
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(_buSpawn bt) (_buDamages bt)
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& buTimer .~ _buTimer bt - 1
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pOut = hp +.+ squashNormalizeV (p -.- hp)
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_ -> id
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_ -> id
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maybebounce = fromMaybe id $ do
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guard (_buEffect bt' == BounceBullet)
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(hp,crwl) <- runIdentity (S.head_ hitstream)
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dir <- bounceDir (hp,crwl)
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return $ instantBullets .:~ (bt
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& buPos .~ hp +.+ (normalizeV (_buPos bt' -.- hp))
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& buVel %~ reflectIn dir
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& buTrajectory .~ BasicBulletTrajectory
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& buTimer -~ 1
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)
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--maybebounce = case _buEffect bt' of
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-- BounceBullet -> case runIdentity (S.head_ hitstream) of
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-- Just (hp, Left cr) | crIsArmouredFrom hp cr -> instantBullets .:~ bouncer
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-- where
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-- bouncer = bt
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-- & buPos .~ pOut
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-- & buVel .~ reflectVel
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-- & buTrajectory .~ BasicBulletTrajectory
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-- & buTimer -~ 1
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-- pOut = hp +.+ 2 *.* newDir
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-- reflectVel = reflectIn newDir bulVel --magV bulVel *.* newDir
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-- newDir = squashNormalizeV (hp -.- _crPos cr)
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-- bulVel = _buVel bt
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-- Just (hp, Right wl) -> instantBullets .:~ bouncer
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-- where
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-- reflectVel = reflVelWall wl (_buVel bt)
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-- bouncer = bt
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-- & buPos .~ pOut
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-- & buVel .~ reflectVel
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-- & buTrajectory .~ BasicBulletTrajectory
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-- & buTimer -~ 1
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-- pOut = hp +.+ squashNormalizeV (p -.- hp)
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-- _ -> id
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-- _ -> id
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hitstream = thingsHit p (p +.+ vel) w
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bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
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dodrag = case _buTrajectory bt of
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@@ -130,6 +117,11 @@ mvBullet w bt'
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hiteff = hitEffFromBul
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t = _buTimer bt
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bounceDir :: (Point2, Either Creature Wall) -> Maybe Point2
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bounceDir (_,Right wl) = Just $ uncurry (-.-) (_wlLine wl)
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bounceDir (p,Left cr) | crIsArmouredFrom p cr = Just $ vNormal $ p -.- _crPos cr
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bounceDir _ = Nothing
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bulletSpawn :: Bullet -> Maybe (Point2 -> State StdGen Particle)
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bulletSpawn bu = case _buSpawn bu of
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BulSpark -> Nothing
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@@ -167,10 +159,11 @@ expireAndDamage' :: (Bullet -> Point2 -> [Damage])
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-> World
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-> (World, Maybe Bullet)
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expireAndDamage' fdm bt things w = case runIdentity $ S.head_ things of
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Nothing -> (w, mvPt bt)
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Nothing -> (w, moveBullet bt)
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Just x -> (doDamages' fdm x bt w, destroyAt' (fst x) bt)
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mvPt :: Bullet -> Maybe Bullet
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mvPt pt = Just $ pt
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moveBullet :: Bullet -> Maybe Bullet
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moveBullet pt = Just $ pt
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& buPos %~ (+.+ _buVel pt)
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& buOldPos .~ _buPos pt
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& buTimer -~ 1
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@@ -182,22 +175,22 @@ destroyAt' hitp pt = Just $ pt
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& buOldPos .~ _buPos pt
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& buTimer %~ (min 3 . subtract 1)
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penWalls
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:: HitCreatureEffect'
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-> HitWallEffect'
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-> Bullet
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-> [(Point2, Either Creature Wall)]
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-> World
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-> (World, Maybe Bullet)
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penWalls crEff wlEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt pt)
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((p,Left cr):_) -> (crEff pt p cr w, destroyAt' p pt)
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((p,Right wl):hs) | _wlFireThrough wl
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-> first (wlEff pt p wl) $ penWalls crEff wlEff pt hs w
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((p,Right wl):_) -> (wlEff pt p wl w, destroyAt' p pt)
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--penWalls
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-- :: HitCreatureEffect'
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-- -> HitWallEffect'
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-- -> Bullet
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-- -> [(Point2, Either Creature Wall)]
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-- -> World
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-- -> (World, Maybe Bullet)
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--penWalls crEff wlEff pt hitThings w = case hitThings of
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-- [] -> ( w, moveBullet pt)
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-- ((p,Left cr):_) -> (crEff pt p cr w, destroyAt' p pt)
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-- ((p,Right wl):hs) | _wlFireThrough wl
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-- -> first (wlEff pt p wl) $ penWalls crEff wlEff pt hs w
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-- ((p,Right wl):_) -> (wlEff pt p wl w, destroyAt' p pt)
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type HitCreatureEffect' = Bullet -> Point2 -> Creature -> World -> World
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type HitWallEffect' = Bullet -> Point2 -> Wall -> World -> World
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--type HitCreatureEffect' = Bullet -> Point2 -> Creature -> World -> World
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--type HitWallEffect' = Bullet -> Point2 -> Wall -> World -> World
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doDamages' :: (Bullet -> Point2 -> [Damage])
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-> (Point2, Either Creature Wall)
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@@ -210,17 +203,17 @@ doDamages' fdm (p,thhit) bt = case thhit of
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where
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dams = fdm bt p
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penetrate
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:: ((Point2,Either Creature Wall) -> Bullet -> Maybe Bullet)
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-- | penetration test, can update particle if it penetrates
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-> (Bullet -> Point2 -> [Damage]) -- | damages when penetrating
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-> (Bullet -> Point2 -> [Damage]) -- | damages when not penetrating
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-> Bullet
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-> Stream (Of (Point2, Either Creature Wall)) Identity ()
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-> World
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-> (World, Maybe Bullet)
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penetrate t pendam stopdam pt hitThings w = case runIdentity $ S.uncons hitThings of
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Nothing -> (w, mvPt pt)
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Just (x,xs) -> case t x pt of
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Nothing -> expireAndDamage' stopdam pt hitThings w
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Just pt' -> first (doDamages' pendam x pt) $ penetrate t pendam stopdam pt' xs w
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--penetrate
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-- :: ((Point2,Either Creature Wall) -> Bullet -> Maybe Bullet)
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-- -- | penetration test, can update particle if it penetrates
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-- -> (Bullet -> Point2 -> [Damage]) -- | damages when penetrating
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-- -> (Bullet -> Point2 -> [Damage]) -- | damages when not penetrating
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-- -> Bullet
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-- -> Stream (Of (Point2, Either Creature Wall)) Identity ()
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-- -> World
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-- -> (World, Maybe Bullet)
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--penetrate t pendam stopdam pt hitThings w = case runIdentity $ S.uncons hitThings of
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-- Nothing -> (w, moveBullet pt)
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-- Just (x,xs) -> case t x pt of
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-- Nothing -> expireAndDamage' stopdam pt hitThings w
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-- Just pt' -> first (doDamages' pendam x pt) $ penetrate t pendam stopdam pt' xs w
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@@ -27,6 +27,7 @@ data BulletEffect
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= DestroyBullet
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| BounceBullet
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| PenetrateBullet
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deriving (Eq,Ord,Show,Read,Enum,Bounded)
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data BulletSpawn = BulBall EnergyBall | BulSpark
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data BulletTrajectory
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= BasicBulletTrajectory
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@@ -112,7 +112,7 @@ repeater :: Item
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repeater = rifle
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& itType . iyModules . at ModRifleMag ?~ EMPTYMODULE
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& itType . iyBase .~ HELD REPEATER
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& itConsumption . laCycle .~ [loadEject 50, loadInsert 40 ,loadPrime 20]
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& itConsumption . laCycle .~ [loadEject 20, loadInsert 20 ,loadPrime 20]
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& itConsumption . laMax .~ 15
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@@ -115,6 +115,9 @@ difference x y
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reflectIn :: Point2 -> Point2 -> Point2
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reflectIn line vec = rotateV (2 * angleBetween line vec) vec
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reflectIn' :: Point2 -> Point2 -> Point2
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reflectIn' line vec = rotateV (2 * angleBetween vec line) vec
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-- | Find angle between two points.
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-- Not normalised, ranges from -2*pi to 2*pi.
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angleBetween :: Point2 -> Point2 -> Float
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