This commit is contained in:
2021-05-04 18:11:59 +02:00
parent 6d4c17fc07
commit f0e5095b5f
28 changed files with 477 additions and 584 deletions
+1 -1
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@@ -30,5 +30,5 @@ heal25 = heal 25
heal :: Int -> Int -> World -> Maybe World
heal hp n w | _crHP (_creatures w IM.! n) >= 10000 = Nothing
| otherwise = Just $ soundOnce healSound
$ over (creatures . ix n . crHP) ((\x-> min x 10000). (+ hp) ) w
$ over (creatures . ix n . crHP) ((min 10000) . (+ hp) ) w
+17 -13
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@@ -136,8 +136,7 @@ autoGun = defaultGun
autoFireMode = shootWithSound (fromIntegral autoGunSound)
. torqueBefore 0.05
$ autoGunNonTwistEff
singleFireMode = hammerCheck $ shootWithSound (fromIntegral autoGunSound)
$ autoGunNonTwistEff
singleFireMode = hammerCheck $ shootWithSound (fromIntegral autoGunSound) autoGunNonTwistEff
autoGunNonTwistEff = withRecoil 40
. withRandomDir (autogunSpread/2)
. withMuzFlare
@@ -612,12 +611,12 @@ aTeslaArc cid w = aTeslaArc' cid
$ soundFrom (CrWeaponSound cid) 25 1 0 w
aTeslaArc' :: Int -> World -> World
aTeslaArc' cid w =
teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
$ over projectiles (IM.insert i (makeTeslaArcAt i pos dir))
$ set randGen g w
aTeslaArc' cid 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)
cr = _creatures w IM.! cid
i = newProjectileKey w
pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
+.+ sideOffset *.* vNormal (unitVectorAtAngle dir)
@@ -1019,13 +1018,18 @@ moveRemoteShell time i cid itid dir w
. _Just . scopePos .~ (newPos -.- _crPos (_creatures w' IM.! cid))
_ -> w'
explodeRemoteRocket :: Int -> Int -> Int -> World -> World
explodeRemoteRocket
:: Int -- ^ Item id
-> Int -- ^ Projectile id
-> Int
-> World
-> World
explodeRemoteRocket itid pjid n w
= set (projectiles . ix pjid . pjUpdate) (retireRemoteRocket itid 30 pjid)
$ set (projectiles . ix pjid . pjPict) blank
$ set (itPoint . wpFire) (flip const)
$ resetName
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
$ set (projectiles . ix pjid . pjPict) blank
$ set (itPoint . wpFire) (const id)
$ resetName
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
where
resetName = set (itPoint . itName) "REMOTELAUNCHER"
itPoint = pointToItem $ _itemPositions w IM.! itid
@@ -1073,7 +1077,7 @@ explodeRemoteBomb :: Int -> Int -> Int -> World -> World
explodeRemoteBomb itid pjid n w
= set (projectiles . ix pjid . pjUpdate) (retireRemoteBomb itid 30 pjid)
$ set (projectiles . ix pjid . pjPict) blank
$ set (creatures . ix n . crInv . ix j . twFire) (flip const)
$ set (creatures . ix n . crInv . ix j . twFire) (const id)
$ resetName
$ resetPict
-- $ resetScope
+23 -43
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@@ -17,7 +17,6 @@ import System.Random
import Control.Lens
import Control.Monad.State
import qualified Data.IntMap.Strict as IM
-- | Basic bullet hit creature effect.
bulHitCr' :: Particle -> Point2 -> Creature -> World -> World
bulHitCr' bt p cr w
@@ -38,10 +37,7 @@ bulHitCr' bt p cr w
(d1,g) = randomR (-0.7,0.7) $ _randGen w
(colID,_) = randomR (0,11) $ _randGen w
p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
{- |
Bounce off armoured creatures, otherwise do damage.
-}
{- | Bounce off armoured creatures, otherwise do damage. -}
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr
@@ -65,10 +61,7 @@ bulBounceArmCr' bt p cr w
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- |
Bullet pass through creatures.
-}
{- | Bullet pass through creatures. -}
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
@@ -91,8 +84,7 @@ bulPenCr' bt p cr w
piercer = (aGenBulAt' (Just cid) (_btColor' bt) p (_btVel' bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- |
Heavy bullet effects when hitting creature:
{- | Heavy bullet effects when hitting creature:
piercing, blunt, twisting and pushback damage all applied. -}
hvBulHitCr' :: Particle -> Point2 -> Creature -> World -> World
hvBulHitCr' bt p cr w
@@ -111,8 +103,7 @@ hvBulHitCr' bt p cr w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
{- |
Create a flamelet when hitting a creature. -}
{- | Create a flamelet when hitting a creature. -}
bulIncCr' :: Particle -> Point2 -> Creature -> World -> World
bulIncCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
@@ -126,8 +117,7 @@ bulIncCr' bt p cr w
ep = sp +.+ _btVel' bt
v = evalState (randInCirc 1) $ _randGen w
incFlamelets = over worldEvents $ (.) (makeFlameletTimed p v Nothing 3 20)
{- |
Creates a shockwave when hitting a creature. -}
{- | Creates a shockwave when hitting a creature. -}
bulConCr' :: Particle -> Point2 -> Creature -> World -> World
bulConCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
@@ -140,8 +130,7 @@ bulConCr' bt p cr w
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
{- |
Hitting wall effects: create a spark, damage blocks. -}
{- | Hitting wall effects: create a spark, damage blocks. -}
bulHitWall' :: Particle -> Point2 -> Wall -> World -> World
bulHitWall' bt p x w = damageBlocks x
$ createSpark 8 colID pOut (reflectDir x) Nothing
@@ -153,14 +142,11 @@ bulHitWall' bt p x w = damageBlocks x
(colID,g) = randomR (0,11) $ _randGen w
(a, _) = randomR (-0.1,0.1) $ _randGen w
spid = newKey $ _projectiles w
reflectDir wall = a +
argV (reflectIn ((snd $ _wlLine wall) -.- (fst $ _wlLine wall)) (p -.- sp) )
reflectDir wall = a + argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
damageBlocks wall w = case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
Just hp -> foldr (\j -> (walls . ix j . blHP -~ 5)) w (_blIDs wall)
_ -> w
{- |
Bounce off walls, do damage to blocks.
-}
{- | Bounce off walls, do damage to blocks. -}
bulBounceWall' :: Particle -> Point2 -> Wall -> World -> World
bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
where
@@ -168,20 +154,19 @@ bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
Just hp -> foldr (\j -> (walls . ix j . blHP -~ 5)) w (_blIDs wall)
_ -> w
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
wallV = (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
reflectVel = (reflectIn wallV (_btVel' bt))
addBouncer = (.) ( over particles (bouncer : ) )
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = reflectIn wallV (_btVel' bt)
addBouncer = ( over particles (bouncer : ) . )
-- the hack is to get around the fact that the particles list gets reset after
-- all projectiles in it are checked, so we cannot add to it as we accumulate over
-- this list
{- | Create flamelet on wall.
-}
{- | Create flamelet on wall. -}
bulIncWall'
:: Particle
-> Point2 -- Impact point
@@ -194,16 +179,15 @@ bulIncWall' bt p wl w = damageBlocks wl $ incFlamelets w
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
Just hp -> foldr (\j -> (walls . ix j . blHP -~ 5)) w (_blIDs wall)
_ -> w
wallV = (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
{- | Create a shockwave on wall-}
bulConWall'
:: Particle
-> Point2 -- Impact point
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
@@ -213,14 +197,13 @@ bulConWall' bt p wl w = damageBlocks wl $ mkwave w
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
Just hp -> foldr (\j -> (walls . ix j . blHP -~ 5)) w (_blIDs wall)
_ -> w
wallV = (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
mkwave = over worldEvents ((makeShockwaveAt [] p 15 4 1 white) . )
hvBulHitWall'
:: Particle
-> Point2 -- Impact point
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
@@ -231,10 +214,10 @@ hvBulHitWall' bt p x w = damageBlocks x $ set randGen g $ foldr ($) w (sparks p
(a, g) = randomR (-0.1,0.1) $ _randGen w
spid = newKey $ _projectiles w
reflectDir wall = a +
argV (reflectIn ((snd $ _wlLine wall) -.- (fst $ _wlLine wall)) (p -.- sp) )
argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
sv = unitVectorAtAngle $ reflectDir x
damageBlocks wall w = case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
Just hp -> foldr (\j -> (walls . ix j . blHP -~ 20)) w (_blIDs wall)
_ -> w
cs = take 10 $ randomRs (0,11) $ _randGen w
ds = randomRs (-0.7,0.7) $ _randGen w
@@ -243,10 +226,7 @@ hvBulHitWall' bt p x w = damageBlocks x $ set randGen g $ foldr ($) w (sparks p
bulHitFF' :: Particle -> Point2 -> ForceField -> World -> World
bulHitFF' _ _ _ = id
{-
Typical effect: destroy on impact, damage creatures and blocks, create spark on walls.
-}
{- | Typical effect: destroy on impact, damage creatures and blocks, create spark on walls. -}
basicBulletEffect :: HitEffect
basicBulletEffect = destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
+21 -17
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@@ -1,3 +1,4 @@
{- | Laser effects -}
module Dodge.Item.Weapon.Laser
where
import Dodge.Data
@@ -15,6 +16,7 @@ import Picture
import Control.Lens
import System.Random
import Data.Tuple
import Data.List (find)
import Data.Maybe (fromMaybe)
import qualified Data.Sequence as Seq
@@ -38,7 +40,6 @@ charToPhaseV 'V' = 0.2
charToPhaseV '/' = 1
charToPhaseV 'Z' = 5
makeLaserAt :: Float -> Point2 -> Float -> Maybe Int -> Particle
makeLaserAt phaseV pos dir mcid = Particle
{ _ptDraw = const blank
@@ -55,13 +56,12 @@ moveLaser
-> (World, Maybe Particle)
moveLaser phaseV pos dir mcid w pt
= ( set randGen g $ hitEffect w
, Just pt {_ptDraw = const $ onLayer PtLayer $ pic ,_ptUpdate' = ptTimer' 0 }
, Just pt {_ptDraw = const $ onLayer PtLayer pic ,_ptUpdate' = ptTimer' 0 }
)
where
xp = pos +.+ 800 *.* unitVectorAtAngle dir
(a,g) = randomR (-0.7,0.7) $ _randGen w
reflectDir wall = a +
(argV $ reflectIn ((fst $ _wlLine wall) -.- (snd $ _wlLine wall)) (xp -.- pos) )
reflectDir wall = a + argV (reflectIn (uncurry (-.-) (_wlLine wall)) (xp -.- pos))
(colID,_) = randomR (0,11) $ _randGen w
f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either3 Creature Wall ForceField),[Point2])
f seenWs x y = case find (h' seenWs) $ thingsHitExceptCrLongLine Nothing x y w of
@@ -76,20 +76,23 @@ moveLaser phaseV pos dir mcid w pt
h x y wl p | isEntering = p +.+ rotateV angleRef normalDist
| otherwise = p +.+ rotateV angleRef' normalDist'
where
wlNormal = vNormal $ (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
normalDist = magV (p -.- y) *.* normalizeV wlNormal
angleInc = piRange $ argV wlNormal - argV (x -.- y)
angleRef | reflectExternal = angleInc
| otherwise = asin $ sin angleInc / phaseV
piRange a | a > pi = a - 2 * pi
| a > negate pi = a
| otherwise = a + 2 * pi
isEntering = isLeftOf (x -.- y) ((snd $ _wlLine wl) -.- (fst $ _wlLine wl))
angleRef
| reflectExternal = angleInc
| otherwise = asin $ sin angleInc / phaseV
piRange a
| a > pi = a - 2 * pi
| a > negate pi = a
| otherwise = a + 2 * pi
isEntering = not $ isLeftOf (x -.- y) (uncurry (-.-) (_wlLine wl))
wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
normalDist' = magV (p -.- y) *.* normalizeV wlNormal'
angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
angleRef' | reflectInternal = angleInc'
| otherwise = asin $ phaseV * sin angleInc'
angleRef'
| reflectInternal = angleInc'
| otherwise = asin $ phaseV * sin angleInc'
reflectInternal = 1 < abs (phaseV * sin angleInc')
reflectExternal = 1 < abs (sin angleInc / phaseV)
@@ -104,10 +107,11 @@ moveLaser phaseV pos dir mcid w pt
Just (p,E3x2 wl) -> createSpark 8 colID (p +.+ safeNormalizeV (pos -.- p))
(reflectDir wl) Nothing
_ -> id
pic = pictures [ fadeLine pos (head ps) 0.2 40 yellow
, setLayer 1 $ color (withAlpha 0.9 white) $ vThickLine (pos:ps)
, setLayer 1 $ color (withAlpha 0.5 yellow) $ vvThickLine (pos:ps)
]
pic = pictures
[ fadeLine pos (head ps) 0.2 40 yellow
, setLayer 1 $ color (withAlpha 0.9 white) $ vThickLine (pos:ps)
, setLayer 1 $ color (withAlpha 0.5 yellow) $ vvThickLine (pos:ps)
]
fadeLine :: Point2 -> Point2 -> Float -> Float -> Color -> Picture
fadeLine sp ep alph width col = setLayer 1 $ polygonCol
+8 -12
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@@ -351,10 +351,8 @@ torqueAfter torque feff cid w
(rot, g) = randomR (-torque,torque) $ _randGen w
rotateScope w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
. itAttachment . _Just . scopePos %~ rotateV rot
{- |
Create multiple bullets with a given spread, a given amount, given velocity,
given width and given 'HitEffect'.
-}
{- | Create multiple bullets with a given spread, a given amount, given velocity,
given width and given 'HitEffect'. -}
spreadNumVelWthHiteff
:: Float -- ^ Spread
-> Int -- ^ Number of bullets
@@ -371,15 +369,13 @@ spreadNumVelWthHiteff spread num vel wth eff cid w = over particles (newbuls ++)
(\pos d colid -> aGenBulAt' (Just cid) (numColor colid) pos (rotateV d vel) eff wth)
poss dirs colids
poss = map ((+.+) $ _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr))
$ (replicateM num . randInCirc) 5 & evalState $ _randGen w
dirs = map ((+) (_crDir cr))
$ zipWith (+) [-spread,-spread+(2*spread/fromIntegral num)..]
$ randomRs (0,spread/5) (_randGen w)
$ (replicateM num . randInCirc) 5 & evalState $ _randGen w
dirs = map ((_crDir cr) +) $ zipWith (+)
[-spread,-spread+(2*spread/fromIntegral num)..]
(randomRs (0,spread/5) (_randGen w))
colids = take num $ randomRs (0,11) (_randGen w)
{- |
Create a number of bullets side by side with a given velocity,
given width and given 'HitEffect'.
-}
{- | Create a number of bullets side by side with a given velocity,
given width and given 'HitEffect'. -}
numVelWthHitEff
:: Int -- ^ Amount of bullets
-> Point2 -- ^ Velocity, x axis is direction of creature
+16 -17
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@@ -90,18 +90,17 @@ mvRadar
-> Point2 -- ^ Center of expanding circle
-> World -> Particle -> (World, Maybe Particle)
mvRadar 0 _ w _ = (w, Nothing)
mvRadar x p w pt = (putBlips w, Just $ pt {_ptDraw = const pic
,_ptUpdate' = mvRadar (x-1) p
}
)
mvRadar x p w pt =
( putBlips w
, Just $ pt {_ptDraw = const pic ,_ptUpdate' = mvRadar (x-1) p }
)
where
pic = onLayerL [levLayer ShadowLayer, 1] $ pictures $ sweepPics
putBlips = over worldEvents ((.) $ over particles ((++) blips))
blips = map (\p -> blipAt p (withAlpha (0.5*globalAlpha) red) 50)
$ circPoints
circPoints = mapMaybe (\wl -> collidePointCircCorrect (fst $ _wlLine wl) (snd $ _wlLine wl) r p)
$ (map (over wlLine swp) $ IM.elems $ wallsAlongCirc p r w)
++ (IM.elems $ wallsAlongCirc p r w)
pic = onLayerL [levLayer ShadowLayer, 1] $ pictures sweepPics
putBlips = over worldEvents ( ( over particles (blips ++) ) . )
blips = map (\p -> blipAt p (withAlpha (0.5*globalAlpha) red) 50) circPoints
circPoints = mapMaybe (\wl -> uncurry collidePointCircCorrect (_wlLine wl) r p)
$ map (over wlLine swp) (IM.elems $ wallsAlongCirc p r w)
++ IM.elems (wallsAlongCirc p r w)
swp (a,b) = (b,a)
r = fromIntegral (800 - x*16)
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
@@ -117,14 +116,14 @@ aTractorBeam
-> Int -- ^ Creature id
-> World
-> World
aTractorBeam col cid w
= set (creatures . ix cid . crInv . ix itRef . wpFire)
(shoot $ aTractorBeam ((col + 1) `mod` 10))
$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
aTractorBeam col cid w
= set (creatures . ix cid . crInv . ix itRef . wpFire)
(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)
pos = _crPos cr +.+ ((_crRad cr +10) *.* unitVectorAtAngle dir)
cr = _creatures w IM.! cid
pos = _crPos cr +.+ ((_crRad cr + 10) *.* unitVectorAtAngle dir)
dir = _crDir cr
itRef = _crInvSel cr