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
+25 -11
View File
@@ -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)