module Dodge.Item.Draw.SPic ( itemSPic, ) where import Color import qualified Data.Map.Strict as M --import Data.Maybe import Dodge.Data.Item --import Dodge.Item.AmmoPosition --import Dodge.Item.Weapon.FractionLoaded import Geometry import LensHelp --import qualified Linear.Quaternion as Q import Picture import Shape import ShapePicture --import Data.Maybe --itemHeldAmmoPic :: Item -> Item -> SPic --itemHeldAmmoPic itm amit = itemSPic itm <> addAmmoClip itm amit --addAmmoClip :: Item -> Item -> SPic --addAmmoClip itm amit = fromMaybe mempty $ do -- hit <- itm ^? itType . iyBase . ibtHeld -- return mempty itemSPic :: Item -> SPic itemSPic it = M.foldMapWithKey (modulesSPic it) (_iyModules $ _itType it) <> case it ^. itType . iyBase of CRAFT _ -> defSPic HELD ht -> heldItemSPic ht it LEFT lt -> leftItemSPic lt it EQUIP et -> equipItemSPic et it CONSUMABLE{} -> defSPic ATTACH {} -> defSPic AMMOMAG {} -> defSPic equipItemSPic :: EquipItemType -> Item -> SPic equipItemSPic et _ = case et of MAGSHIELD -> defSPic FLAMESHIELD -> defSPic FRONTARMOUR -> ( mempty , setDepth 20 $ fold [ color yellow $ thickArc 0 (pi / 2) 10 5 , color yellow $ thickArc (3 * pi / 2) (2 * pi) 10 5 ] ) WRISTARMOUR -> defSPic INVISIBILITYEQUIPMENT _ -> noPic (colorSH chartreuse $ upperPrismPolySI 3 $ rectWH 2 2) BRAINHAT -> noPic (colorSH yellow $ upperPrismPolySU 3 $ rectWH 4 4) HAT -> noPic (colorSH yellow $ upperPrismPolySU 3 $ rectWH 4 4) TARGETINGHAT _ -> noPic (colorSH yellow $ upperPrismPolySU 3 $ rectWH 4 4) HEADLAMP -> noPic headLampShape POWERLEGS -> legsSPic yellow SPEEDLEGS -> legsSPic green JUMPLEGS -> legsSPic red JETPACK -> noPic $ colorSH yellow backpackShape BATTERYPACK -> noPic $ colorSH blue backpackShape FUELPACK -> noPic $ colorSH yellow $ upperPrismPolyMT 10 $ polyCirc 3 5 BULLETBELTPACK -> noPic $ colorSH green backpackShape BULLETBELTBRACER -> noPic (colorSH green $ upperPrismPolySU 3 $ rectWH 2 2) AUTODETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPolySU 3 $ rectWH 2 2) backpackShape :: Shape backpackShape = upperPrismPolyMT 10 $ rectNSWE 5 (-5) (-4) 4 leftItemSPic :: LeftItemType -> Item -> SPic leftItemSPic lt _ = case lt of BLINKER -> defSPic _ -> defSPic --ammoPosition :: Item -> HeldItemType -> AmmoPosition --ammoPosition itm hit = case hit of -- FLATSHIELD -> NoAmmoPosition -- FORCEFIELDGUN -> NoAmmoPosition -- TORCH -> NoAmmoPosition -- BANGSTICK i -> bangStickAmmoPos i itm -- PISTOL -> Magazine (V3 5 2 0) lhs -- MACHINEPISTOL -> Magazine (V3 5 2 0) lhs -- AUTOPISTOL -> Magazine (V3 5 2 0) lhs -- SMG -> Magazine (V3 7 (-2) 0) rhs -- BANGCONE -> NoAmmoPosition -- BLUNDERBUSS -> NoAmmoPosition -- GRAPECANNON _ -> NoAmmoPosition -- MINIGUNX _ -> NoAmmoPosition -- VOLLEYGUN i -> volleygunAmmoPos i -- MULTIGUN i -> multigunAmmoPos i -- RIFLE -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)] -- REPEATER -> Magazine (V3 10 (-2) 0) rhs -- AUTORIFLE -> Magazine (V3 10 (-2) 0) rhs -- BURSTRIFLE -> Magazine (V3 10 (-2) 0) rhs -- BANGROD -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)] -- ELEPHANTGUN -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)] -- AMR -> Magazine (V3 10 (-2) 0) rhs -- AUTOAMR -> Magazine (V3 10 (-2) 0) rhs -- SNIPERRIFLE -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)] -- MACHINEGUN -> Magazine (V3 10 (-2) 0) rhs -- FLAMESPITTER -> NoAmmoPosition -- FLAMETHROWER -> NoAmmoPosition -- FLAMETORRENT -> NoAmmoPosition -- FLAMEWALL -> NoAmmoPosition -- BLOWTORCH -> NoAmmoPosition -- SPARKGUN -> NoAmmoPosition -- TESLAGUN -> NoAmmoPosition -- LASGUN -> NoAmmoPosition -- LASCIRCLE -> NoAmmoPosition -- DUALBEAM -> NoAmmoPosition -- LASWIDE _ -> NoAmmoPosition -- --SONICGUN -> noPic baseSonicShape -- TRACTORGUN -> NoAmmoPosition -- LAUNCHER -> NoAmmoPosition -- LAUNCHERX _ -> NoAmmoPosition -- REMOTELAUNCHER -> NoAmmoPosition -- POISONSPRAYER -> NoAmmoPosition -- DRONELAUNCHER -> NoAmmoPosition -- SHATTERGUN -> NoAmmoPosition -- HELDDETECTOR _ -> NoAmmoPosition -- KEYCARD _ -> NoAmmoPosition -- where -- lhs = Q.axisAngle (V3 1 0 0) pi -- rhs = Q.axisAngle (V3 1 0 0) 0 --bangStickAmmoPos :: Int -> Item -> AmmoPosition --bangStickAmmoPos _ itm = -- Bullets -- [(rotate3z a (V3 5 0 3), Q.axisAngle (V3 0 0 1) a) -- | a <- map _mzRot (itm ^?! itUse . heldAim . aimMuzzles)] --volleygunAmmoPos :: Int -> AmmoPosition --volleygunAmmoPos i = -- Bullets -- [(V3 5 (f n) 3, Q.axisAngle (V3 1 0 0) 0) | n <- [0 .. i -1]] -- where -- f n = fromIntegral n * 5 - ((fromIntegral i - 1) * 2.5) -- --multigunAmmoPos :: Int -> AmmoPosition --multigunAmmoPos i = -- Bullets -- [(V3 5 (f n) 3, Q.axisAngle (V3 1 0 0) 0) | n <- [0 .. i -1]] -- where -- f n = fromIntegral n * 5 - ((fromIntegral i - 1) * 2.5) --revolverAmmoPos :: AmmoPosition --revolverAmmoPos = -- Bullets -- [(V3 5 0 1 + Q.rotate q (V3 0 0 2), q) | q <- qs] -- where -- qs = [Q.axisAngle (V3 1 0 0) (f i) | i <- [1 .. 6 :: Int]] -- f i = fromIntegral i * pi / 3 + pi / 6 heldItemSPic :: HeldItemType -> Item -> SPic heldItemSPic ht it = case ht of FLATSHIELD -> flatShieldEquipSPic FORCEFIELDGUN -> defSPic TORCH -> noPic torchShape BANGSTICK i -> noPic $ baseStickShapeX it i -- <> addBullets it PISTOL -> noPic $ baseStickShape <> addTinClip it MACHINEPISTOL -> noPic $ baseStickShape <> addTinClip it AUTOPISTOL -> noPic $ baseStickShape <> addTinClip it SMG -> noPic $ baseSMGShape <> addTinClip it BANGCONE -> noPic $ bangConeShape 5 BLUNDERBUSS -> noPic $ bangConeShape 20 GRAPECANNON _ -> noPic $ bangConeShape 20 MINIGUNX i -> miniGunXPictItem i it VOLLEYGUN i -> noPic $ volleyGunShape i -- <> addBullets it RIFLE -> noPic $ baseRifleShape -- <> addBullets it -- REPEATER -> noPic $ baseRifleShape <> addTinClip it AUTORIFLE -> noPic $ baseRifleShape <> addTinClip it BURSTRIFLE -> noPic $ baseRifleShape <> addTinClip it BANGROD -> noPic $ baseRodShape -- <> addBullets it ELEPHANTGUN -> noPic $ baseAMRShape -- <> addBullets it AMR -> noPic $ baseAMRShape <> addTinClip it AUTOAMR -> noPic $ baseAMRShape <> addTinClip it SNIPERRIFLE -> noPic $ baseAMRShape -- <> addBullets it -- MACHINEGUN -> noPic $ baseAMRShape <> addTinClip it FLAMESPITTER -> flamerPic it FLAMETHROWER -> flamerPic it FLAMETORRENT -> flamerPic it FLAMEWALL -> flamerPic it BLOWTORCH -> flamerPic it SPARKGUN -> teslaGunPic TESLAGUN -> teslaGunPic LASGUN -> lasGunPic it -- LASCIRCLE -> lasGunPic it -- DUALBEAM -> dualBeamPic it -- LASWIDE _ -> lasGunPic it --SONICGUN -> noPic baseSonicShape TRACTORGUN -> tractorGunPic it LAUNCHER -> launcherPic it LAUNCHERX _ -> launcherPic it REMOTELAUNCHER -> launcherPic it POISONSPRAYER -> flamerPic it DRONELAUNCHER -> defSPic SHATTERGUN -> shatterGunSPic HELDDETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPolySU 3 $ rectWH 2 2) KEYCARD _ -> noShape (setDepth 0 $ translate (-5) (-5) $ rotate (pi / 2.5) keyPic) torchShape :: Shape torchShape = colorSH blue $ translateSHxy 0 1.5 side <> translateSHxy 0 (-1.5) side <> translateSHz 2.5 top <> translateSHz (-0.5) bot <> back where side = upperPrismPolySE 3 $ rectXH 10 0.5 top = upperPrismPolySE 0.5 $ rectXH 10 2 bot = upperPrismPolySE 0.5 $ rectXH 9 2 back = upperPrismPolySE 3 $ rectXH 1 2 modulesSPic :: Item -> ModuleSlot -> ItemModuleType -> SPic modulesSPic it _ imt = case imt of ATTACHTORCH -> noPic (overPosSH (+.+.+ _dimAttachPos (_itDimension it)) torchShape) _ -> mempty baseStickShapeX :: Item -> Int -> Shape baseStickShapeX it _ = foldMap f (it ^?! itUse . heldAim . aimMuzzles) where f brl = rotateSH (_mzRot brl) baseStickShape baseStickShape :: Shape baseStickShape = colorSH green $ xCylinderST 3 10 bangConeShape :: Float -> Shape bangConeShape x = colorSH cyan $ xCylinderST 3 x <> upperPrismPolyST 6 ( rectNSWE 4 (-4) x (10 + x)) defSPic :: SPic defSPic = noPic $ colorSH green $ upperPrismPolyST 3 $ square 4 shatterGunSPic :: SPic shatterGunSPic = -- TODO cylinderize noPic $ colorSH blue $ upperPrismPolyST 5 (rectNESW xb 8 xa 0) <> upperPrismPolyST 5 (rectNESW (- xa) 8 (- xb) 0) where xa = 1 xb = 9 baseCaneShape :: Shape baseCaneShape = colorSH red $ xCylinderST 3 15 baseRifleShape :: Shape --baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2 --baseRifleShape = colorSH red . rotateSHq (V3 0 1 0) (pi/2) . upperCylinder 25 $ polyCirc 3 2 --baseRifleShape = colorSH red $ xCylinder 4 2 25 baseRifleShape = colorSH red $ xCylinderST 3 25 --addBullets :: Item -> Shape --addBullets itm = fromMaybe mempty $ do -- x <- itm ^? itUse . heldConsumption . laSource . _InternalSource . iaLoaded -- hit <- itm ^? itType . iyBase . ibtHeld -- ps <- fmap (take x) $ ammoPosition itm hit ^? amPosDirs -- return $ foldMap (uncurry (drawBullet itm)) ps ---- why is this duplicated? --drawBullet :: Item -> Point3 -> Q.Quaternion Float -> Shape --drawBullet itm p q = -- translateSH p $ -- overPosSH (Q.rotate q) $ -- colorSH -- midcol -- ( upperPrismPolyTS 0.2 $ -- reverse -- (rectNSWE 0.2 (- 0.2) (-1) 1) -- ) -- <> tip -- <> foot -- where -- midcol = -- maybe -- black -- bulletEffectColor -- (itm ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect) -- tip = fromMaybe mempty $ do -- ebt <- itm ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn -- return $ -- colorSH (bulletPayloadColor ebt) $ -- upperPrismPolyTS 0.2 $ -- reverse $ -- rectNSWE 0.2 (- 0.2) 1 2 -- foot = fromMaybe mempty $ do -- ebt <- itm ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory -- return $ -- colorSH (bulletTrajColor ebt) $ -- upperPrismPolyTS 0.2 $ -- reverse $ -- rectNSWE 0.2 (- 0.2) (-2) (-1) addTinClip :: Item -> Shape addTinClip _ = mempty --addTinClip :: Item -> Shape --addTinClip itm = fromMaybe mempty $ do -- hit <- itm ^? itType . iyBase . ibtHeld -- let ap = ammoPosition itm hit -- p <- ap ^? amposPos -- d <- ap ^? amposDir -- return $ translateSH p $ overPosSH (Q.rotate d) $ makeTinClip itm -- --makeTinClip :: Item -> Shape --makeTinClip it = -- colorSH -- midcol -- ( upperPrismPolyTS -- 1 -- ( reverse $ -- rectNSWE 0 (- y) (-1) 1 -- ) -- ) -- <> tips -- <> tails -- where -- midcol = -- maybe -- black -- bulletEffectColor -- (it ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect) -- y = fromIntegral y' * 0.3 -- y' = fromMaybe 0 $ it ^? itUse . heldConsumption . laSource . _InternalSource . iaLoaded -- tips = fromMaybe mempty $ do -- ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn -- return $ -- colorSH (bulletPayloadColor ebt) $ -- upperPrismPolyTS 1.1 $ -- reverse $ -- rectNSWE 0 (- y) 1 2 -- tails = fromMaybe mempty $ do -- ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory -- return $ -- colorSH (bulletTrajColor ebt) $ -- upperPrismPolyTS 1.1 $ -- reverse $ -- rectNSWE 0 (- y) (-2) (-1) --bulletEffectColor :: BulletEffect -> Color --bulletEffectColor x = case x of -- DestroyBullet -> black -- BounceBullet -> mixColors 0.5 0.5 black yellow -- PenetrateBullet -> mixColors 0.5 0.5 black blue --bulletTrajColor :: BulletTrajectory -> Color --bulletTrajColor x = case x of -- BasicBulletTrajectory -> black -- BezierTrajectory{} -> chartreuse -- FlechetteTrajectory{} -> white -- MagnetTrajectory{} -> yellow --bulletPayloadColor :: BulletSpawn -> Color --bulletPayloadColor x = case x of -- BulBall y -> energyBallColor y -- BulSpark -> black -- BulFlak -> chartreuse -- BulFrag -> magenta -- BulGas -> green --energyBallColor :: EnergyBallType -> Color --energyBallColor ebt = case ebt of -- IncBall -> orange -- TeslaBall -> cyan -- ConcBall -> white -- FlashBall -> yellow volleyGunShape :: Int -> Shape volleyGunShape i = colorSH red ( foldMap ( (\y -> translateSHxy 0 y $ xCylinderST 3 15) . (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5)) ) [0 .. i -1] ) -- to get this rotating should probably add extra state to the minigun miniGunXPictItem :: Int -> Item -> SPic miniGunXPictItem i it = miniGunXPict i spin where spin = (-10) -- * _iaLoaded (_laSource (_heldConsumption (_itUse it))) + _warmTime (_heldDelay $ _itUse it) miniGunXPict :: Int -> Int -> SPic miniGunXPict i spin = ( colorSH red (rotateSHx a barrels) <> baseRifleShape , -- <> clip (-1) 0 -- <> clip (-7) 0 mempty ) where aBarrel = translateSH (V3 15 2 2) baseCaneShape barrels = foldMap (\an -> aBarrel & rotateSHx (2 * pi * fromIntegral an / fromIntegral i)) [1 .. i] a = fromIntegral spin / 100 --x = fromIntegral am / 10 -- clip y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4) -- . upperPrismPoly 2 -- $ rectNESW (negate $ 3 + 0.25 * x) y 3 (y-5)) --baseSonicShape :: Shape --baseSonicShape = colorSH rose $ upperPrismPoly 3 $ rectXH 25 2 baseSMGShape :: Shape baseSMGShape = colorSH green $ xCylinderST 3 20 flamerPic :: Item -> SPic --flamerPic it = flamerPic _ = ( colorSH yellow $ translateSHxy tx ty (upperPrismPolyST tz $ polyCirc 3 r) <> xCylinderST 5 18 --, color black $ translate3 (V3 tx ty (tz + 0.01)) $ circleSolid (r * am) , color black $ translate3 (V3 tx ty (tz + 0.01)) $ circleSolid (r * 0.5) ) where tx = 4 ty = - 6 tz = 3 r = 5 -- am = fractionLoadedAmmo2 it launcherPic :: Item -> SPic launcherPic _ = noPic . colorSH cyan $ xCylinderST 5 20 --launcherPic _ = noPic . colorSH cyan $ xCylinder 4 5 20 -- ( colorSH cyan $ -- prismPoly -- (map (+.+.+ V3 20 0 5) $ polyCircx 4 5) -- (map (+.+.+ V3 0 0 5) $ polyCircx 4 5) -- , mempty -- ) baseRodShape :: Shape baseRodShape = colorSH orange $ xCylinderST 3 20 baseAMRShape :: Shape baseAMRShape = colorSH orange $ xCylinderST 3 30 teslaGunPic :: SPic teslaGunPic = noPic $ colorSH blue $ upperPrismPolyST 5 (rectNESW xb 8 xa 0) <> upperPrismPolyST 5 (rectNESW (- xa) 8 (- xb) 0) where xa = 1 xb = 9 lasGunPic :: Item -> SPic --lasGunPic it = lasGunPic _ = ( colorSH blue $ upperBoxST 4 (rectNESW 3 30 1 0) <> upperBoxSU 4 (rectNESW (-1) 30 (-3) 0) <> upperBoxSU 1 (rectNESW 3 30 (-3) 0) , setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0 ) where --amFrac = fractionLoadedAmmo it amFrac = 0.5 col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red --dualBeamPic :: Item -> SPic --dualBeamPic it = -- ( colorSH blue $ -- upperBoxST 4 (rectNESW gap 3 (- gap) 1) -- <> upperBoxSU 4 (rectNESW gap (-1) (- gap) (-3)) -- <> upperBoxSU 1 (rectNESW gap 3 (- gap) (-3)) -- , setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW gap 1 (- gap) (-1) -- ) -- where -- --amFrac = fractionLoadedAmmo it -- amFrac = 0.5 -- col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red -- gap = _dbGap (_itParams it) - 3 tractorGunPic :: Item -> SPic tractorGunPic = lasGunPic flatShieldEquipSPic :: SPic flatShieldEquipSPic = ( colorSH yellow $ upperBoxMT 10 (rectWH 2 10) , mempty ) headLampShape :: Shape headLampShape = colorSH yellow $ oneside 5 2 4 <> oneside 5 2 0 <> oneside 5 (-2) 4 <> oneside 5 (-2) 0 where oneside x y z = translateSH (V3 x y z) (upperPrismPolySE 4 $ rectWH 4 1) detectorColor :: Detector -> Color detectorColor dt = case dt of ITEMDETECTOR -> blue CREATUREDETECTOR -> green WALLDETECTOR -> red keyPic :: Picture keyPic = color green $ fold [ translate (-4) 0 $ thickCircle 4 2 , thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)] , thickLine 2 $ map toV2 [(4, 0), (4, -4)] ] --latchkeyPic :: Picture --latchkeyPic = -- color yellow $ -- pictures -- [ translate (-4) 0 $ thickCircle 4 2 -- , thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)] -- , thickLine 2 $ map toV2 [(4, 0), (4, -4)] -- ] legsSPic :: Color -> SPic legsSPic col = noPic $ translateSH (V3 0 4 0) $ colorSH col $ upperPrismPolyST 3 $ rectWH 2 2