Cleanup
This commit is contained in:
@@ -38,7 +38,7 @@ itemUseEffect cr it w = case it ^. ldtValue . itUse of
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& pointerToItem itm . itUse . heldHammer .~ HammerDown
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UseHotkey{} -> doequipmentchange
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EquipUse{} -> doequipmentchange
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(ConsumeUse eff) -> useC eff (_ldtValue it) cr w
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(UseConsume eff) -> useC eff (_ldtValue it) cr w
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CraftUse{} -> w
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AttachUse{} -> selectUse it cr w
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TargetingUse {} -> w
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@@ -104,7 +104,7 @@ useItemLeftClick cr w = fromMaybe w $ do
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ituse <- cr ^? crInv . ix invid . itUse
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case ituse of
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UseHeld{} -> return w
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ConsumeUse{} -> return $ useItemLeftClick' cr w
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UseConsume{} -> return $ useItemLeftClick' cr w
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EquipUse{} -> return $ useItemLeftClick' cr w
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UseHotkey{} -> return $ useItemLeftClick' cr w
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UseAmmoMag{} -> return w
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@@ -49,28 +49,20 @@ data ItemUse
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, _equipEffect :: EquipEffect
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, _leftConsumption :: LeftConsumption
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}
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| ConsumeUse
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{ _cUse :: Cuse
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-- , _useAmount :: ItAmount
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}
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| UseConsume { _cUse :: Cuse }
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| EquipUse
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{ _equipEffect :: EquipEffect
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, _equipTargeting :: Maybe TargetingType
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}
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| CraftUse
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| -- {_useAmount :: ItAmount}
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AttachUse
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| AttachUse
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{_atLinkedProjectile :: Maybe Int}
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| -- {_attachParams :: AttachParams}
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UseAmmoMag
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| UseAmmoMag
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{ _amagLoadStatus :: ReloadStatus
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, _amagParams :: AmmoParams
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, _amagType :: AmmoType
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}
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| ScopeUse
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{ -- | a camera offset
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_scopeScope :: Scope
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}
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| ScopeUse { _scopeScope :: Scope }
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| TargetingUse
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{ _tgPos :: Maybe Point2
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, _tgID :: Maybe Int
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@@ -79,12 +71,10 @@ data ItemUse
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| BulletModUse
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{ _buMod :: BulletMod
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}
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deriving (Eq, Show, Read) --Generic, Flat)
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deriving (Eq, Show, Read)
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data TriggerType
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= AutoTrigger
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| HammerTrigger
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deriving (Eq, Show, Read) --Generic, Flat)
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data TriggerType = AutoTrigger | HammerTrigger
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deriving (Eq, Show, Read)
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data HeldParams
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= DefaultHeldParams
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@@ -121,18 +111,10 @@ data HeldParams
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data AmmoParams
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= BulletParams {_ampBullet :: Bullet}
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| ProjectileParams
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{ _ampPayload :: Payload
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-- , _ampPjDraw :: ProjectileDraw
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}
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| ProjectileParams { _ampPayload :: Payload }
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| GasParams {_ampCreateGas :: GasFuel}
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deriving (Eq, Show, Read) --Generic, Flat)
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--data ScrollAttachParams
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-- = CharScrollParams
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-- { _scrollChar :: Seq.Seq Char}
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-- deriving (Eq, Show, Read) --Generic, Flat)
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data AimParams = AimParams
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{ _aimWeight :: Int
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, _aimTurnSpeed :: Float
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@@ -194,9 +176,7 @@ data AimStance
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| TwoHandOver
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| TwoHandFlat
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| OneHand
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-- | LeaveHolstered
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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--deriving (Eq, Show, Ord, Enum, Read) --Generic, Flat)
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data ItZoom = ItZoom
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{ _izMax :: Float
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@@ -6,7 +6,6 @@ module Dodge.Default.Item (
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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--import qualified Data.Map.Strict as M
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import Dodge.Data.Item
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import Dodge.Default.Item.Effect
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import Dodge.Default.Item.Use
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@@ -42,26 +41,10 @@ singleAmmo :: a -> IM.IntMap a
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singleAmmo x = IM.insert 0 x mempty
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defaultBulletWeapon :: Item
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defaultBulletWeapon =
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defaultHeldItem
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-- & itUse . heldMods .~ PistolMod
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defaultBulletWeapon = defaultHeldItem
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& itUse . heldAmmoTypes .~ singleAmmo BulletAmmo
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-- & itUse . heldUse .~ HeldUseAmmoParams -- useAmmoParams
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-- & itType . iyModules . at ModBulletCollision ?~ EMPTYMODULE
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& itUse . heldAim . aimMuzzles .~ [Muzzle (V2 15 0) 0 0.01 0 PistolFlare MuzzleShootBullet]
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-- & itType . iyModules . at ModBulletPayload ?~ EMPTYMODULE
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-- & itType . iyModules . at ModBulletTrajectory ?~ EMPTYMODULE
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--defaultWeapon :: Item
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--defaultWeapon =
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-- defaultHeldItem
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-- & itUse .~ defaultHeldUse
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-- & itType . iyModules
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-- .~ M.fromList
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-- [ (ModTarget, EMPTYMODULE)
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-- , (ModTeleport, EMPTYMODULE)
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-- ]
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defaultConsumable :: Item
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defaultConsumable = defaultHeldItem & itUse .~ ConsumeUse CDoNothing
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defaultConsumable = defaultHeldItem & itUse .~ UseConsume CDoNothing
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@@ -463,7 +463,6 @@ createProjectile magtree muz itmtree cr = fromMaybe failsound $ do
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where
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-- the sound should be moved to the projectile firing
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startthesound = soundMultiFrom [CrWeaponSound (_crID cr) j | j <- [0..3]] (_crPos cr) tap4S Nothing
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-- failsound = soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing
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failsound w' = case w' ^? input . mouseButtons . ix SDL.ButtonLeft of
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Just 0 -> soundStart (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
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_ -> soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
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@@ -113,7 +113,7 @@ itemNumberDisplay cr itm = case iu of
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UseHotkey{} -> [showAutoRechargeProgress (_leftConsumption iu)]
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EquipUse{} -> showEquipmentNumber cr itm
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CraftUse -> []
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ConsumeUse {} -> []
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UseConsume {} -> []
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AttachUse {} -> []
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UseAmmoMag {} -> [maybe "" shortShow $ itm ^? itUse . amagLoadStatus . iaLoaded]
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ScopeUse OpticScope {_opticZoom = x} -> [shortShow x]
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+41
-71
@@ -1,48 +1,36 @@
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{-# LANGUAGE LambdaCase #-}
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{-# LANGUAGE LambdaCase #-}
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module Dodge.Item.Draw.SPic (
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itemSPic,
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itemTreeSPic,
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) where
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import Data.Strict.Tuple
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import Color
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import Data.Maybe
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import qualified Linear.Quaternion as Q
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import Data.Strict.Tuple
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import Dodge.Data.ComposedItem
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import Dodge.Data.DoubleTree
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import Color
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--import qualified Data.Map.Strict as M
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--import Data.Maybe
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import Dodge.Data.Item
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--import Dodge.Item.AmmoPosition
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--import Dodge.Item.Weapon.FractionLoaded
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import Geometry
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import LensHelp
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import qualified Linear.Quaternion as Q
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--import qualified Linear.Quaternion as Q
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import Picture
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import Shape
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import ShapePicture
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--import Data.Maybe
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--itemHeldAmmoPic :: Item -> Item -> SPic
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--itemHeldAmmoPic itm amit = itemSPic itm <> addAmmoClip itm amit
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--addAmmoClip :: Item -> Item -> SPic
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--addAmmoClip itm amit = fromMaybe mempty $ do
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-- hit <- itm ^? itType . iyBase . ibtHeld
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-- return mempty
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itemTreeSPic :: LabelDoubleTree ItemLink ComposedItem -> SPic
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itemTreeSPic (LDT (itm,_) l r) = itemSPic itm
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<> foldMap (itemRotTreeSPic itm) (l <> r)
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itemTreeSPic (LDT (itm, _) l r) =
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itemSPic itm
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<> foldMap (itemRotTreeSPic itm) (l <> r)
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itemRotTreeSPic :: Item -> (ItemLink,LabelDoubleTree ItemLink ComposedItem) -> SPic
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itemRotTreeSPic par (il,t) = fromMaybe mempty $ do
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(p,q) <- _iatOrient il par (_iatType il) itm
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itemRotTreeSPic :: Item -> (ItemLink, LabelDoubleTree ItemLink ComposedItem) -> SPic
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itemRotTreeSPic par (il, t) = fromMaybe mempty $ do
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(p, q) <- _iatOrient il par (_iatType il) itm
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return $ (translateSP p $ overPosSP (Q.rotate q) $ itemTreeSPic t)
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where
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itm = t ^. ldtValue . _1
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itemSPic :: Item -> SPic
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itemSPic it = case it ^. itType of
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CRAFT _ -> defSPic
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@@ -50,28 +38,29 @@ itemSPic it = case it ^. itType of
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LEFT lt -> leftItemSPic lt it
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EQUIP et -> equipItemSPic et it
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CONSUMABLE{} -> defSPic
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ATTACH {} -> defSPic
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ATTACH{} -> defSPic
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AMMOMAG amt -> ammoMagSPic it amt
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TARGETING {} -> defSPic
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BULLETMOD {} -> defSPic
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TARGETING{} -> defSPic
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BULLETMOD{} -> defSPic
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ammoMagSPic :: Item -> AmmoMagType -> SPic
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ammoMagSPic it = \case
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TINMAG -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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DRUMMAG -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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CHEMFUELPOUCH -> noPic $ colorSH yellow (upperPrismPolyST 3 $ polyCirc 3 5)
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-- , setLayer MidLayer . color black $ translate3 (V3 0 0 4) $ circleSolid (5 * am)
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-- , setLayer MidLayer . color black $ translate3 (V3 0 0 4) $ circleSolid (5 * am)
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_ -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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where
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y = fromIntegral y' * 0.3
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y' = fromMaybe 0 $ it ^? itUse . amagLoadStatus . iaLoaded
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-- am = fractionLoadedAmmo (it ^?! itUse . amagLoadStatus)
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--fractionLoadedAmmo :: ReloadStatus -> Float
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--fractionLoadedAmmo rs = fromIntegral (_iaLoaded rs) / fromIntegral (_iaMax rs)
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--
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--fractionLoadedAmmo2 :: ReloadStatus -> Float
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--fractionLoadedAmmo2 rs =
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--fractionLoadedAmmo2 rs =
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-- 1 - (1 - fromIntegral (_iaLoaded rs) / fromIntegral (_iaMax rs)) ** 2
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equipItemSPic :: EquipItemType -> Item -> SPic
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@@ -79,13 +68,13 @@ equipItemSPic et _ = case et of
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MAGSHIELD -> defSPic
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FLAMESHIELD -> defSPic
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FRONTARMOUR -> defSPic
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-- ( mempty
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-- , setDepth 20 $
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-- fold
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-- [ color yellow $ thickArc 0 (pi / 2) 10 5
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-- , color yellow $ thickArc (3 * pi / 2) (2 * pi) 10 5
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-- ]
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-- )
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-- ( mempty
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-- , setDepth 20 $
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-- fold
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-- [ color yellow $ thickArc 0 (pi / 2) 10 5
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-- , color yellow $ thickArc (3 * pi / 2) (2 * pi) 10 5
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-- ]
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-- )
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WRISTARMOUR -> defSPic
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INVISIBILITYEQUIPMENT _ -> noPic (colorSH chartreuse $ upperPrismPolySI 3 $ rectWH 2 2)
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BRAINHAT -> noPic (colorSH yellow $ upperPrismPolySU 3 $ rectWH 4 4)
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@@ -100,8 +89,8 @@ equipItemSPic et _ = case et of
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noPic $ colorSH yellow $ upperPrismPolyMT 10 $ polyCirc 3 5
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BULLETBELTPACK ->
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noPic $ colorSH green backpackShape
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BULLETBELTBRACER
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-> noPic (colorSH green $ upperPrismPolySU 3 $ rectWH 2 2)
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BULLETBELTBRACER ->
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noPic (colorSH green $ upperPrismPolySU 3 $ rectWH 2 2)
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AUTODETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPolySU 3 $ rectWH 2 2)
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backpackShape :: Shape
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@@ -166,7 +155,7 @@ leftItemSPic lt _ = case lt of
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--bangStickAmmoPos :: Int -> Item -> AmmoPosition
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--bangStickAmmoPos _ itm =
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-- Bullets
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-- [(rotate3z a (V3 5 0 3), Q.axisAngle (V3 0 0 1) a)
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-- [(rotate3z a (V3 5 0 3), Q.axisAngle (V3 0 0 1) a)
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-- | a <- map _mzRot (itm ^?! itUse . heldAim . aimMuzzles)]
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--volleygunAmmoPos :: Int -> AmmoPosition
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@@ -183,14 +172,6 @@ leftItemSPic lt _ = case lt of
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-- where
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-- f n = fromIntegral n * 5 - ((fromIntegral i - 1) * 2.5)
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--revolverAmmoPos :: AmmoPosition
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--revolverAmmoPos =
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-- Bullets
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-- [(V3 5 0 1 + Q.rotate q (V3 0 0 2), q) | q <- qs]
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-- where
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-- qs = [Q.axisAngle (V3 1 0 0) (f i) | i <- [1 .. 6 :: Int]]
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-- f i = fromIntegral i * pi / 3 + pi / 6
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heldItemSPic :: HeldItemType -> Item -> SPic
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heldItemSPic ht it = case ht of
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FLATSHIELD -> flatShieldEquipSPic
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@@ -207,7 +188,6 @@ heldItemSPic ht it = case ht of
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MINIGUNX i -> miniGunXPictItem i it
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VOLLEYGUN i -> noPic $ volleyGunShape i -- <> addBullets it
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RIFLE -> noPic baseRifleShape -- <> addBullets it
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-- REPEATER -> noPic $ baseRifleShape <> addTinClip it
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AUTORIFLE -> noPic $ baseRifleShape
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BURSTRIFLE -> noPic $ baseRifleShape
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BANGROD -> noPic baseRodShape -- <> addBullets it
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@@ -215,7 +195,7 @@ heldItemSPic ht it = case ht of
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AMR -> noPic $ baseAMRShape
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AUTOAMR -> noPic $ baseAMRShape
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SNIPERRIFLE -> noPic baseAMRShape -- <> addBullets it
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-- MACHINEGUN -> noPic $ baseAMRShape <> addTinClip it
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-- MACHINEGUN -> noPic $ baseAMRShape <> addTinClip it
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FLAMESPITTER -> flamerPic it
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FLAMETHROWER -> flamerPic it
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FLAMETORRENT -> flamerPic it
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@@ -224,14 +204,9 @@ heldItemSPic ht it = case ht of
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SPARKGUN -> teslaGunPic
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TESLAGUN -> teslaGunPic
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LASGUN -> lasGunPic it
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-- LASCIRCLE -> lasGunPic it
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-- DUALBEAM -> dualBeamPic it
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-- LASWIDE _ -> lasGunPic it
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--SONICGUN -> noPic baseSonicShape
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TRACTORGUN -> tractorGunPic it
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LAUNCHER -> launcherPic it
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LAUNCHERX _ -> launcherPic it
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-- REMOTELAUNCHER -> launcherPic it
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POISONSPRAYER -> flamerPic it
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DRONELAUNCHER -> defSPic
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SHATTERGUN -> shatterGunSPic
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@@ -252,11 +227,6 @@ torchShape =
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bot = upperPrismPolySE 0.5 $ rectXH 9 2
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back = upperPrismPolySE 3 $ rectXH 1 2
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--modulesSPic :: Item -> ModuleSlot -> ItemModuleType -> SPic
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--modulesSPic it _ imt = case imt of
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-- ATTACHTORCH -> noPic (overPosSH (+.+.+ _dimAttachPos (_itDimension it)) torchShape)
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-- _ -> mempty
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baseStickShapeX :: Item -> Int -> Shape
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baseStickShapeX it _ = foldMap f (it ^?! itUse . heldAim . aimMuzzles)
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where
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@@ -269,14 +239,14 @@ bangConeShape :: Float -> Shape
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bangConeShape x =
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colorSH cyan $
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xCylinderST 3 x
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<> upperPrismPolyST 6 ( rectNSWE 4 (-4) x (10 + x))
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<> upperPrismPolyST 6 (rectNSWE 4 (-4) x (10 + x))
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defSPic :: SPic
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defSPic = noPic $ colorSH green $ upperPrismPolyST 3 $ square 4
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shatterGunSPic :: SPic
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shatterGunSPic =
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-- TODO cylinderize
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-- TODO cylinderize
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noPic $
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colorSH blue $
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upperPrismPolyST 5 (rectNESW xb 8 xa 0)
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@@ -332,16 +302,16 @@ volleyGunShape i =
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-- to get this rotating should probably add extra state to the minigun
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miniGunXPictItem :: Int -> Item -> SPic
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miniGunXPictItem i it = miniGunXPict i spin
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miniGunXPictItem i it = miniGunXPict i spin
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where
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spin = (-10) -- * _iaLoaded (_laSource (_heldConsumption (_itUse it)))
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+ _warmTime (_heldDelay $ _itUse it)
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spin = (-10) + _warmTime (_heldDelay $ _itUse it)
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miniGunXPict :: Int -> Int -> SPic
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miniGunXPict i spin = noPic
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( colorSH red (rotateSHx a barrels)
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<> baseRifleShape
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)
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miniGunXPict i spin =
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noPic
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( colorSH red (rotateSHx a barrels)
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<> baseRifleShape
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)
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where
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aBarrel = translateSH (V3 15 2 2) baseCaneShape
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barrels = foldMap (\an -> aBarrel & rotateSHx (2 * pi * fromIntegral an / fromIntegral i)) [1 .. i]
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@@ -363,6 +333,7 @@ flamerPic _ = noPic . colorSH yellow $ xCylinderST 5 18
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launcherPic :: Item -> SPic
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launcherPic _ = noPic . colorSH cyan $ xCylinderST 5 20
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--launcherPic _ = noPic . colorSH cyan $ xCylinder 4 5 20
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-- ( colorSH cyan $
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-- prismPoly
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@@ -392,8 +363,9 @@ lasGunPic _ =
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( colorSH blue $
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upperBoxST 4 (rectNESW 3 30 1 0)
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<> upperBoxSU 4 (rectNESW (-1) 30 (-3) 0)
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<> upperBoxSU 1 (rectNESW 3 30 (-3) 0))
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:!: (setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0)
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<> upperBoxSU 1 (rectNESW 3 30 (-3) 0)
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)
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:!: (setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0)
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where
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||||
--amFrac = fractionLoadedAmmo it
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amFrac = 0.5
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@@ -455,5 +427,3 @@ keyPic =
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||||
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legsSPic :: Color -> SPic
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legsSPic col = noPic $ translateSH (V3 0 4 0) $ colorSH col $ upperPrismPolyST 3 $ rectWH 2 2
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Reference in New Issue
Block a user