module Dodge.Item.Weapon.LaserPath ( reflectLaserAlong ) where import Dodge.Data import Dodge.Base.Wall --import Dodge.Creature.HandPos import Dodge.WorldEvent import Geometry --import Data.Maybe --import Data.List import Data.Bifunctor import Data.Tuple --import Streaming --import qualified Streaming.Prelude as S -- this needs to be tested with both reflections and refractions reflectLaserAlong :: Float -> Point2 -> Point2 -> World -> (Maybe (Point2,Either Creature Wall),[Point2]) {-# INLINE reflectLaserAlong #-} reflectLaserAlong phasev sp ep w = case thingHitFilt (const True) _wlUnshadowed sp ep w of Just (p,Right wl) | _wlReflect wl -> second (p:) $ reflectLaserAlong phasev (p +.+ unitVectorAtAngle (reflDirWall sp p wl)) (p +.+ dist p ep *.* unitVectorAtAngle (reflDirWall sp p wl)) w | wlIsSeeThrough wl -> second (p:) $ reflectLaserAlong phasev (p +.+ normalizeV (refract phasev sp ep wl p)) (refract phasev sp ep wl p) w | otherwise -> (Just (p,Right wl), [p]) Just (p,obj) -> (Just (p,obj), [p]) Nothing -> (Nothing, [ep]) refract :: Float -> Point2 -> Point2 -> Wall -> Point2 -> Point2 {-# INLINE refract #-} refract phasev x y wl p | isEntering = p +.+ rotateV angleRef (normalDist wlNormal) | otherwise = p +.+ rotateV angleRef' (normalDist wlNormal') where wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl) wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl) normalDist wlnormal = magV (p -.- y) *.* normalizeV wlnormal angleInc = piRange $ argV wlNormal - argV (x -.- y) angleRef | reflectExternal = angleInc | otherwise = asin $ sin angleInc / phasev piRange a' | a' > pi = a' - 2 * pi | a' > negate pi = a' | otherwise = a' + 2 * pi isEntering = not $ isLeftOf (x -.- y) (uncurry (-.-) (_wlLine wl)) angleInc' = piRange $ argV wlNormal' - argV (x -.- y) angleRef' | reflectInternal = angleInc' | otherwise = asin $ phasev * sin angleInc' reflectInternal = 1 < abs (phasev * sin angleInc') reflectExternal = 1 < abs (sin angleInc / phasev)