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
+23 -43
View File
@@ -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'