--{-# LANGUAGE TupleSections #-} {- Inanimate objects such as lamps, barrels, etc -} module Dodge.Creature.Inanimate where import Dodge.Data import Dodge.Creature.Picture --import Dodge.Creature.Stance.Data import Dodge.Creature.State.Data import Dodge.Picture.Layer import Dodge.Default import Dodge.Creature.State import Dodge.LightSources.Lamp import Dodge.WorldEvent.Flash import Dodge.WorldEvent.Sound import Dodge.Creature.Update import Picture import qualified IntMapHelp as IM import Geometry --import Geometry.Data import Geometry.Vector3D import Polyhedra import Shape import Control.Lens import qualified Control.Foldl as L --import qualified Data.Vector.Fusion.Stream.Monadic as VS import Data.Monoid defaultInanimate :: Creature defaultInanimate = defaultCreature & crActionPlan .~ Inanimate colorLamp :: Point3 -- color of lamp -> Float -- height of lamp -> Creature colorLamp col h = defaultInanimate { _crUpdate = initialiseColorLamp col h , _crHP = 100 , _crPict = picAtCrPosNoRot (lampCrPic h) , _crRad = 3 , _crMass = 3 } lamp :: Float -> Creature lamp h = defaultInanimate { _crUpdate = initialiseLamp h , _crHP = 100 , _crPict = picAtCrPosNoRot (lampCrPic h) , _crRad = 3 , _crMass = 3 } -- it is not clear that any of the attempts with Foldl help at all here lampCrPic :: Float -> Picture lampCrPic h = pictures [ setLayer 1 (setDepth h . color white $ circleSolid 3) , concatMap (polyToTris . map f) $ boxXYZnobase 5 5 (h-1) ] where f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] 0 polyNum lTriFold :: a -> a -> L.Fold a [a] lTriFold s x = L.Fold (f s) (x,[]) snd where f s' (x1,l) x2 = (x2,s':x1:x2:l) preTriFold :: (a -> b) -> [a] -> [b] preTriFold f (s:x:xs) = L.fold (L.premap f $ lTriFold (f s) (f x)) xs preTriFold _ _ = [] polyToTriFold :: [a] -> [a] polyToTriFold (s:x:xs) = L.fold (lTriFold s x) xs polyToTriFold _ = [] initialiseLamp :: Float -> CRUpdate initialiseLamp = initialiseColorLamp 0.75 initialiseColorLamp :: Point3 -> Float -> CRUpdate initialiseColorLamp col h cr _ = ( Endo addLS , Just $ cr & crUpdate .~ updateLamp h i) where i = _crID cr addLS w = w & lightSources %~ IM.insert lsid (colorLightAt col (V3 x y h) lsid) & creatures . ix i . crUpdate .~ updateLamp h lsid where lsid = IM.newKey $ _lightSources w (V2 x y) = _crPos cr updateLamp :: Float -> Int -> CRUpdate updateLamp h i = unrandUpdate handleLS internalUpdate where handleLS cr w | _crHP cr < 0 = explosionFlashAt cPos $ mkSoundBreakGlass cPos w & lightSources %~ IM.delete i | otherwise = w & lightSources . ix i . lsPos .~ f cPos where cPos = _crPos cr f (V2 x y) = V3 x y h internalUpdate cr | _crHP cr < 0 = Nothing | otherwise = Just $ doDamage cr barrel :: Creature barrel = defaultInanimate { _crUpdate = updateBarrel , _crHP = 500 , _crPict = picAtCrPos $ onLayer CrLayer $ pictures [ color orange $ circleSolid 10 , setDepth 0.049 . color (greyN 0.5) $ circleSolid 8 , color (greyN 0.5) $ circleSolid 8 ] , _crState = defaultState {_crSpState = Barrel [] } , _crInv = IM.empty -- IM.fromList [(0,frontArmour)] } explosiveBarrel :: Creature explosiveBarrel = defaultInanimate { _crUpdate = updateExpBarrel , _crHP = 400 , _crPict = shapeAtCrPos . colorSH orange . upperPrismPoly 20 $ polyCirc 4 10 , _crState = defaultState {_crSpState = Barrel [] } , _crInv = IM.empty -- IM.fromList [(0,frontArmour)] ,_crApplyDamage = \_ c -> (id, c) }