module Dodge.Placement.Instance.Sensor ( lightSensor , damageSensor ) where import Color import Dodge.LightSource import Dodge.Data import Dodge.LevelGen.Data import Dodge.Default import Dodge.Placement.TopDecoration import Geometry import ShapePicture import Shape import qualified Data.Map.Strict as M import Control.Lens import Data.Either damageSensor :: DamageType -- Left gets sensed, Right does damage -> Float -> (Machine -> World -> World) -> PlacementSpot -> Placement damageSensor dt wdth upf ps = pContID ps (PutLS $ lsPosCol (V3 0 0 30) 0.1) $ \lsid -> Just $ spNoID ps $ PutUsingGenParams $ \gw -> (,) gw $ PutMachine (reverse $ square wdth) (defaultMachine & mcColor .~ yellow) { _mcDraw = sensorSPic wdth $ _sensorCoding (_genParams gw) M.! dt , _mcUpdate = \mc -> upf mc . sensorUpdate dt mc , _mcSensor = SensorToggleAmount False 0 , _mcLSs = [lsid] } lightSensor :: Float -> (Machine -> World -> World) -> PlacementSpot -> Placement lightSensor = damageSensor LASERING sensorUpdate :: DamageType -> Machine -> World -> World sensorUpdate damF mc w = w & machines . ix mcid %~ upmc & lightSources . ix lsid %~ upls where upmc = ( mcSensor . sensAmount %~ \x' -> min 1000 (max 0 (x' - 5 + newSense)) ) . ( mcHP -~ sum dam ) . (mcDamage .~ []) x = _sensAmount $ _mcSensor mc mcid = _mcID mc lsid = head (_mcLSs mc) (senseData,dam) = partitionEithers $ map (damageUsing damF) $ _mcDamage mc newSense = sum senseData ni = fromIntegral x / 1000 upls = lsParam . lsCol .~ V3 ni ni ni damageUsing :: DamageType -> Damage -> Either Int Int damageUsing dt dm | _dmType dm == dt = Left $ _dmAmount dm | otherwise = Right 0 sensorSPic :: Float -> (PaletteColor,DecorationShape) -> Machine -> SPic sensorSPic wdth (pc,ds) mc = noPic $ colorSH (_mcColor mc) (upperPrismPoly 25 (square wdth)) <> decorationToShape ds wdth wdth 25 col col where col = paletteToColor pc