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
+1 -1
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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