Continue to refactor item datatypes, add a shape to rockets

This commit is contained in:
2021-11-27 22:05:12 +00:00
parent 652af6b0a9
commit fe02739621
15 changed files with 135 additions and 78 deletions
+3
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@@ -30,6 +30,9 @@ takeUntil :: Foldable t => (a -> Bool) -> t a -> [a]
takeUntil p = foldr (\x xs -> x : if p x then [] else xs) []
decreaseToZero :: Int -> Int
decreaseToZero x = max 0 (x - 1)
safeHead :: [a] -> Maybe a
safeHead (x:_) = Just x
safeHead _ = Nothing
+3 -2
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@@ -163,8 +163,8 @@ startCr = defaultCreature
{- | Items you start with. -}
startInvList :: [Item]
startInvList =
[ rewindGun
, pistol
[ miniGun
, hvAutoGun
]
startInventory :: IM.IntMap Item
startInventory = IM.fromList $ zip [0..defaultInvSize -1] $ startInvList ++ repeat NoItem
@@ -172,6 +172,7 @@ stackedInventory :: IM.IntMap Item
stackedInventory = IM.fromList (zip [0..25]
(
[spreadGun
,rewindGun
,tractorGun
,longGun
,autoGun
+25 -11
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@@ -3,6 +3,7 @@ module Dodge.Creature.State
, doDamage
) where
import Dodge.Data
import Dodge.Base
import Dodge.Creature.State.WalkCycle
--import Dodge.Creature.Test
--import Dodge.Base
@@ -43,7 +44,7 @@ stateUpdate :: CRUpdate -> CRUpdate
stateUpdate u cr w = case u (updateMovement cr) w of
(f, maybeCr) ->
( Endo $ invSideEff (fromMaybe cr maybeCr) . movementSideEff cr . deathEff . appEndo f
, fmap (stepReloading . stepItemUseCooldown . doDamage . crAutoReload) $ crOrCorpse =<< maybeCr
, fmap (stepReloading . doDamage . crAutoReload) $ crOrCorpse =<< maybeCr
)
where
crOrCorpse cr'
@@ -115,12 +116,33 @@ movementSideEff cr w
(randDir,g) = randomR (-0.5,0.5) $ _randGen w
(randAng,_) = randomR (0,2*pi) $ _randGen w
heldItemUpdate :: Item -> Item
heldItemUpdate = invItemUpdate
. (itUse %~ useupdate)
where
useupdate = (useDelay . rateTime %~ decreaseToZero)
invItemUpdate :: Item -> Item
invItemUpdate = itUse %~ useupdate
where
useupdate = (useHammer . hammerPosition %~ moveHammerUp)
. (useDelay . warmTime %~ decreaseToZero)
moveHammerUp HammerDown = HammerReleased
moveHammerUp HammerReleased = HammerUp
moveHammerUp HammerUp = HammerUp
invSideEff :: Creature -> World -> World
invSideEff cr w = weaponReloadSounds cr $ IM.foldrWithKey f w (_crInv cr)
where
f i it w' = case it ^? itEffect . itInvEffect of
Nothing -> w'
Just g -> g (_itEffect it) cr i w'
Nothing -> w' & doitemupdate
Just g -> g (_itEffect it) cr i w' & doitemupdate
where
doitemupdate
| i == _crInvSel cr = itpointer %~ heldItemUpdate
| otherwise = itpointer %~ invItemUpdate
itpointer = creatures . ix (_crID cr) . crInv . ix i
weaponReloadSounds :: Creature -> World -> World
weaponReloadSounds cr w = case cr ^? crInv . ix (_crInvSel cr) . wpAmmo of
@@ -163,17 +185,9 @@ isFrictionless cr = case cr ^? crStance . carriage of
Just Floating -> True
_ -> False
stepItemUseCooldown :: Creature -> Creature
stepItemUseCooldown cr = cr & crInv . ix iSel %~
(itUse . useDelay . rateTime %~ decreaseToZero) . (wpCurWarmUp %~ decreaseToZero)
where
iSel = _crInvSel cr
stepReloading :: Creature -> Creature
stepReloading cr = over (crInv . ix iSel . wpAmmo . wpReloadState) decreaseToZero cr
where
iSel = _crInvSel cr
decreaseToZero :: Int -> Int
decreaseToZero x = max 0 (x - 1)
+19 -9
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@@ -291,10 +291,20 @@ data ItemPos
| OnFloor { _itFlID :: Int }
data UseDelay -- should just be Delay
= NoDelay
| DelayRate
| FixedRate
{_rateMax :: Int
,_rateTime :: Int
}
| VariableRate
{_rateMax :: Int
,_rateTime :: Int
,_rateMaxMax :: Int
,_rateMinMax :: Int
}
| WarmUpNoDelay
{_warmTime :: Int
,_warmMax :: Int
}
data ItemUse
= RightUse
{ _rUse :: Item -> Creature -> World -> World
@@ -334,23 +344,19 @@ data Item
= Weapon
{ _itName :: String
, _wpAmmo :: ItemAmmo
, _wpMaxWarmUp :: Int
, _wpCurWarmUp :: Int
, _wpMaxCoolDown :: Int
, _wpCurCoolDown :: Int
, _itUse :: ItemUse
, _wpSpread :: Float
, _wpRange :: Float
, _itFloorPict :: Item -> SPic
, _itZoom :: ItZoom
, _itEquipPict :: Creature -> Int -> SPic
, _itScroll :: Float -> Creature -> Item -> Item
, _itIdentity :: ItemIdentity
, _itScroll :: Float -> Creature -> Item -> Item
, _itIdentity :: ItemIdentity
, _itAttachment :: ItAttachment
, _itID :: Maybe Int
, _itEffect :: ItEffect
, _itEffect :: ItEffect
, _itInvDisplay :: Item -> String
, _itInvColor :: Color
, _itInvColor :: Color
, _itTargeting :: Maybe (World -> Maybe Point2, Int -> Item -> Creature -> World -> Picture)
, _itWorldTrigger :: Maybe (Int -> World -> Bool)
, _wpNumBarrels :: Int
@@ -433,6 +439,10 @@ data ReloadType = ActiveReload | PassiveReload SoundID
-- I believe this is called every frame, not sure when though
data ItEffect = NoItEffect
| ItSimpleInvEffect
{_itInvEffect :: ItEffect -> Creature -> Int -> World -> World
-- the Int is the items inventory position
}
| ItInvEffect
{_itInvEffect :: ItEffect -> Creature -> Int -> World -> World
-- the Int is the items inventory position
+1 -2
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@@ -5,7 +5,6 @@ Description : Instances of data structures
This module contains prototypical data structures.
-}
module Dodge.Default where
import Dodge.Item.Weapon.ExtraEffect
import Dodge.Default.Weapon
import Dodge.Data
import Dodge.SoundLogic
@@ -158,7 +157,7 @@ defaultConsumable = Consumable
, _itID = Nothing
, _itInvColor = blue
, _itInvDisplay = \it -> _itName it ++ " x" ++ show (_itAmount it)
, _itEffect = wpRecock
, _itEffect = NoItEffect
, _itDimension = defaultItemDimension
}
defaultApplyDamage :: [DamageType] -> Creature -> (World -> World, Creature)
+4 -9
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@@ -1,7 +1,6 @@
module Dodge.Default.Weapon
where
import Dodge.Data
import Dodge.Item.Weapon.ExtraEffect
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Draw
import Picture
@@ -29,7 +28,7 @@ ruseRate :: Int
-> ItemUse
ruseRate i f ht usemods = RightUse
{ _rUse = f
, _useDelay = DelayRate
, _useDelay = FixedRate
{ _rateMax = i
, _rateTime = 0
}
@@ -54,7 +53,7 @@ ruseInstant f ht usemods = RightUse
defaultrUse :: ItemUse
defaultrUse = RightUse
{ _rUse = \_ _ -> id
, _useDelay = DelayRate {_rateMax = 8, _rateTime = 0}
, _useDelay = FixedRate {_rateMax = 8, _rateTime = 0}
, _useMods = []
, _useHammer = HasHammer HammerUp
, _useAim = defaultAimParams
@@ -62,7 +61,7 @@ defaultrUse = RightUse
defaultlUse :: ItemUse
defaultlUse = LeftUse
{ _lUse = \_ _ -> id
, _useDelay = DelayRate {_rateMax = 8, _rateTime = 0}
, _useDelay = FixedRate {_rateMax = 8, _rateTime = 0}
, _useHammer = NoHammer
}
@@ -86,10 +85,6 @@ defaultGun = Weapon
, _itCurseStatus = Uncursed
, _itIdentity = Pistol
, _wpAmmo = defaultAmmo
, _wpMaxWarmUp = 0
, _wpCurWarmUp = 0
, _wpMaxCoolDown = 0
, _wpCurCoolDown = 0
, _itUse = defaultrUse
, _wpSpread = 0.02
, _wpRange = 20
@@ -102,7 +97,7 @@ defaultGun = Weapon
, _itScroll = \_ _ -> id
, _itAttachment = NoItAttachment
, _itID = Nothing
, _itEffect = wpRecock
, _itEffect = NoItEffect
, _itInvDisplay = basicWeaponDisplay
, _itInvColor = white
, _itTargeting = Nothing
+3
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@@ -0,0 +1,3 @@
module Dodge.Hammer where
--import Dodge.Item.Data
+1 -1
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@@ -18,7 +18,7 @@ useAmmoParamsRate :: Int
-> ItemUse
useAmmoParamsRate rate ht usemods = RightUse
{ _rUse = useAmmoParams
, _useDelay = DelayRate {_rateMax = rate,_rateTime = 0}
, _useDelay = FixedRate {_rateMax = rate,_rateTime = 0}
, _useMods = usemods
, _useHammer = ht
, _useAim = defaultAimParams
+9 -8
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@@ -41,7 +41,7 @@ autoGun = defaultAutoGun
, _wpLoadedAmmo = 30
, _wpReloadTime = 80
}
, _itUse = useAmmoParamsRate 5 NoHammer
, _itUse = useAmmoParamsRate 4 NoHammer
[ ammoCheckI
, charFiringStratI
[('S', hammerCheckI)
@@ -137,7 +137,7 @@ hvAutoGun = defaultAutoGun
}
, _itUse = useAmmoParamsRate 25 NoHammer
[ ammoCheckI
, rateIncABI 24 7 (torqueBeforeAtLeast 0.1 0.1) (torqueAfterI 0.2)
, rateIncAB (torqueBeforeAtLeast 0.1 0.1) (torqueAfterI 0.2)
, withSoundStart bangEchoS
, withThinSmokeI
, withMuzFlareI
@@ -146,6 +146,7 @@ hvAutoGun = defaultAutoGun
& useAim . aimRange .~ 1
& useAim . aimStance .~ TwoHandTwist
& useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
& useDelay .~ VariableRate {_rateMax = 25, _rateMaxMax = 24, _rateMinMax = 7, _rateTime = 0}
, _wpRange = 20
, _itFloorPict = hvAutoGunPic
}
@@ -170,7 +171,7 @@ ltAutoGun = defaultAutoGun
, _wpLoadedAmmo = 25
, _wpReloadTime = 80
}
, _itUse = useAmmoParamsRate 3 NoHammer
, _itUse = useAmmoParamsRate 2 NoHammer
[ ammoCheckI
, useTimeCheck
, withSoundStart tap1S
@@ -206,10 +207,9 @@ miniGun = defaultAutoGun
, _wpLoadedAmmo = 1500
, _wpReloadTime = 200
}
, _wpMaxWarmUp = 100
, _itUse = ruseInstant (useAmmoParamsVelMod vm4) NoHammer
[ ammoCheckI
, withWarmUpI crankSlowS
, withWarmUp crankSlowS
--, afterRecoil recoilAmount
, withSoundForI mini1S 2
--, withThinSmokeI
@@ -230,15 +230,16 @@ miniGun = defaultAutoGun
, withRandomOffsetI 10
, withOldDir od2
, trigDoAlso (useAmmoParamsVelMod vm3)
, useAmmo 4
--, torqueBeforeForcedI 0.001
, withSidePushI 50
, afterRecoil recoilAmount
, withRandomOffsetI 9
, withMuzFlareI
, withOldDir od3
, useAmmo 4
, withMuzFlareI
, withSmoke 1 black 20 200 5
]
& useDelay .~ WarmUpNoDelay {_warmTime = 0,_warmMax = 200}
& useAim . aimSpeed .~ 0.4
& useAim . aimRange .~ 1
& useAim . aimStance .~ TwoHandTwist
@@ -262,7 +263,7 @@ miniGun = defaultAutoGun
miniGunPictItem :: Item -> SPic
miniGunPictItem it = miniGunPict spin (loadedAmmo it)
where
spin = (-10) * _wpLoadedAmmo (_wpAmmo it) + _wpCurWarmUp it
spin = (-10) * _wpLoadedAmmo (_wpAmmo it) + _warmTime (_useDelay $ _itUse it)
miniGunPict :: Int -> Int -> SPic
miniGunPict spin am =
+13 -13
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@@ -3,8 +3,8 @@
Extra weapon effects, supplementing explicit use effects.
-}
module Dodge.Item.Weapon.ExtraEffect
( wpRecock
, itemLaserScopeEffect
(-- wpRecock
itemLaserScopeEffect
, autoSonarEffect
, autoRadarEffect
, rbSetTarget
@@ -28,17 +28,17 @@ import qualified Data.Set as S
import qualified SDL
{- |
Controls resetting a weapon, allows for non-continuous fire needing a button release. -}
wpRecock :: ItEffect
wpRecock = ItInvEffect
{_itInvEffect = f
,_itEffectCounter = 0
}
where
f _ cr invid = creatures . ix (_crID cr) . crInv . ix invid
. itUse . useHammer . hammerPosition %~ moveHammerUp
moveHammerUp HammerDown = HammerReleased
moveHammerUp HammerReleased = HammerUp
moveHammerUp HammerUp = HammerUp
--wpRecock :: ItEffect
--wpRecock = ItInvEffect
-- {_itInvEffect = f
-- ,_itEffectCounter = 0
-- }
-- where
-- f _ cr invid = creatures . ix (_crID cr) . crInv . ix invid
-- . itUse . useHammer . hammerPosition %~ moveHammerUp
-- moveHammerUp HammerDown = HammerReleased
-- moveHammerUp HammerReleased = HammerUp
-- moveHammerUp HammerUp = HammerUp
--{- |
--Special recock for the bezier gun.
--Not sure of its purpose at this time... -}
+1 -2
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@@ -12,7 +12,6 @@ import Dodge.Zone
import Dodge.SoundLogic
import Dodge.Item.Draw
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Weapon.ExtraEffect
import Dodge.Item.Attachment
import Picture
import Geometry
@@ -44,7 +43,7 @@ grenade = Throwable
, _itAttachment = ItFuse fuseTime
, _itInvColor = white
, _itInvDisplay = basicWeaponDisplay
, _itEffect = wpRecock
, _itEffect = NoItEffect
, _itScroll = changeFuse
}
where
+27 -4
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@@ -7,6 +7,7 @@ module Dodge.Item.Weapon.InventoryDisplay
import Dodge.Data
import Padding
import Data.Maybe
import Data.Sequence
import Control.Lens
{- | Displays the item name, ammo if loaded, and any selected '_itCharMode'. -}
@@ -20,7 +21,29 @@ basicWeaponDisplay it = midPadL 10 ' ' thename (' ' : thenumber) ++ theparam
x -> "R" ++ show x
Just am@ChargeableAmmo{} -> show $ _wpCharge am
Nothing -> ""
theparam = case it ^? itAttachment of
Just ItCharMode {_itCharMode = (c :<| _)} -> [' ',c]
Just ItMode {_itMode = i} -> show i
_ -> []
theparam = fromMaybe []
. listToMaybe
$ mapMaybe ($ it)
[ maybeModeStatus
, maybeWarmupStatus
, maybeRateStatus
]
maybeModeStatus :: Item -> Maybe String
maybeModeStatus it = case it ^? itAttachment of
Just ItCharMode {_itCharMode = (c :<| _)} -> Just [' ',c]
Just ItMode {_itMode = i} -> Just $ show i
_ -> Nothing
maybeRateStatus :: Item -> Maybe String
maybeRateStatus it = case it ^? itUse . useDelay . rateMaxMax of
Nothing -> Nothing
_ -> Just $ ' ' : "T" ++ leftPad 3 ' ' (show (_rateMax . _useDelay $ _itUse it))
maybeWarmupStatus :: Item -> Maybe String
maybeWarmupStatus it = case it ^? itUse . useDelay . warmMax of
Nothing -> Nothing
Just m -> case m - (_warmTime . _useDelay $ _itUse it) of
x | x <= 1 -> Just " WARM"
| otherwise -> let n = show x
in Just $ ' ' : Prelude.take (4 - Prelude.length n) "WARM" ++ n
+7 -2
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@@ -188,11 +188,16 @@ reduceSpinBy :: Float -> Prop -> World -> World
reduceSpinBy x pj = props . ix (_pjID pj) . pjSpin *~ x
shellPic :: Prop -> SPic
shellPic pj = (,) mempty $ setDepth 20 . uncurryV translate pos $ rotate (argV accel) basePic
shellPic pj = noPic $ translateSHz 18 . uncurryV translateSHf pos $ rotateSH (argV accel) basePic
where
basePic = color black $ polygon $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
basePic = colorSH black $ upperPrismPoly 4 $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
accel = _pjAcc pj
pos = _pjPos pj
--shellPic pj = (,) mempty $ setDepth 20 . uncurryV translate pos $ rotate (argV accel) basePic
-- where
-- basePic = color blackSH $ polygon $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
-- accel = _pjAcc pj
-- pos = _pjPos pj
pjEffTimeRange
:: (Int,Int)
+15 -15
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@@ -7,7 +7,7 @@ module Dodge.Item.Weapon.TriggerType
, trigDoAlso
, withTempLight
, ammoUseCheck
, rateIncABI
, rateIncAB
, torqueBefore
, torqueBeforeAtLeast
, torqueAfterI
@@ -23,7 +23,7 @@ module Dodge.Item.Weapon.TriggerType
, afterRecoil
, withSidePushAfterI
, withSidePushI
, withWarmUpI
, withWarmUp
, spreadNumI
, numI
, randWalkAngle -- ^ should be made into a modifier, perhaps
@@ -98,17 +98,14 @@ ammoCheckI eff item cr w
= fromMaybe w (startReloadingWeapon cr w)
| _wpReloadState (_wpAmmo item) > 0 = w
| otherwise = eff item cr w
{- |
Fires at an increasing rate.
{- | Fires at an increasing rate.
Has different effect after first fire.
Applies ammo check and use cooldown check. -}
rateIncABI
:: Int -- ^ Start rate
-> Int -- ^ End rate
-> ChainEffect -- ^ Extra effect on first fire
rateIncAB
:: ChainEffect -- ^ Extra effect on first fire
-> ChainEffect -- ^ Extra effect on continued fire
-> ChainEffect
rateIncABI startRate fastRate exeffFirst exeffCont eff item cr w
rateIncAB exeffFirst exeffCont eff item cr w
| repeatFire = w
& pointItem %~ ( (itUse . useDelay . rateMax .~ max fastRate (currentRate - 1))
. (wpAmmo . wpLoadedAmmo -~ 1)
@@ -121,6 +118,8 @@ rateIncABI startRate fastRate exeffFirst exeffCont eff item cr w
& exeffFirst eff item cr
| otherwise = w
where
fastRate = _rateMinMax . _useDelay $ _itUse item
startRate = _rateMaxMax . _useDelay $ _itUse item
cid = _crID cr
itRef = _crInvSel cr
pointItem = creatures . ix cid . crInv . ix itRef
@@ -128,23 +127,24 @@ rateIncABI startRate fastRate exeffFirst exeffCont eff item cr w
repeatFire = _wpReloadState (_wpAmmo item) == 0 && _rateTime (_useDelay (_itUse item)) == 1
firstFire = _wpReloadState (_wpAmmo item) == 0 && _rateTime (_useDelay (_itUse item)) == 0
{- | Apply effect after a warm up. -}
withWarmUpI
-- note this is quite unsafe, requires the item to have the correct delay type
withWarmUp
:: SoundID -- ^ warm up sound id
-> ChainEffect
withWarmUpI soundID f item cr w
withWarmUp soundID f item cr w
| _wpReloadState (_wpAmmo item) /= 0 = w
| curWarmUp < maxWarmUp = w
& pointerToItem . wpCurWarmUp +~ 2
& pointerToItem . itUse . useDelay . warmTime +~ 2
& soundContinue (CrWeaponSound cid 0) (_crPos cr) soundID (Just 2)
| otherwise = w
& pointerToItem . wpCurWarmUp .~ maxWarmUp
& pointerToItem . itUse . useDelay . warmTime .~ maxWarmUp
& f item cr
where
cid = _crID cr
itRef = _crInvSel cr
pointerToItem = creatures . ix cid . crInv . ix itRef
curWarmUp = _wpCurWarmUp item
maxWarmUp = _wpMaxWarmUp item
curWarmUp = _warmTime . _useDelay $ _itUse item
maxWarmUp = _warmMax . _useDelay $ _itUse item
{- | Adds a sound to a creature based world effect.
The sound is emitted from the creature's position. -}
withSoundStart
+4
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@@ -15,6 +15,10 @@ leftPad :: Int -> a -> [a] -> [a]
{-# INLINE leftPad #-}
leftPad i x xs = reverse $ take i $ reverse (take i xs) ++ repeat x
--fourCharInt :: Int -> String
--fourCharInt x
-- | x < 10000 = leftPad 4 ' ' $ show x
rightPad :: Int -> a -> [a] -> [a]
{-# INLINE rightPad #-}
rightPad i x xs = take i $ xs ++ repeat x