{- | Module : Dodge.Default Description : Instances of data structures This module contains prototypical data structures. -} module Dodge.Default where import Dodge.Item.Weapon.ExtraEffect import Dodge.Data import Dodge.Item.Data import Dodge.Creature.Stance.Data import Dodge.Creature.State.Data import Dodge.Creature.AlertLevel.Data import Dodge.SoundLogic import Dodge.Picture.Layer import Geometry import Picture import Control.Lens import qualified Data.IntMap.Strict as IM import qualified Data.Vector as V import Data.List import Data.Monoid defaultCreature :: Creature defaultCreature = Creature { _crPos = V2 0 0 , _crOldPos = V2 0 0 , _crVel = V2 0 0 , _crDir = 0 , _crMvDir = 0 , _crID = 1 , _crPict = \_ _ -> setLayer 0 $ onLayer CrLayer $ circleSolid 10 , _crUpdate = \cr _ -> (Endo id , Just cr) , _crRad = 10 , _crMass = 10 , _crHP = 100 , _crMaxHP = 150 , _crInv = IM.empty , _crInvSel = 0 , _crLeftInvSel = Nothing , _crState = defaultState , _crCorpse = setLayer 0 $ onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 10 , _crApplyDamage = defaultApplyDamage , _crStance = Stance {_carriage=Walking 0 WasLeftForward ,_posture=AtEase ,_strideLength = 40 } , _crActionPlan = ActionPlan [] [] WatchAndWait [LiveLongAndProsper] , _crMeleeCooldown = 0 , _crAwakeLevel = Vigilant , _crAttentionDir = AttentiveTo [] , _crAwarenessLevel = IM.empty , _crFaction = NoFaction , _crTarget = Nothing , _crGroup = LoneWolf } defaultState :: CreatureState defaultState = CrSt { _crDamage = [] , _crPastDamage = V.fromList $ replicate 20 [] , _crSpState = GenCr , _crDropsOnDeath = DropAll } defaultEquipment :: Item defaultEquipment = Equipment { _itIdentity = Generic , _itName = "genericEquipment" , _itMaxStack = 1 , _itAmount = 1 , _itFloorPict = setLayer 0 $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)] , _itEquipPict = \_ _ -> blank , _itEffect = NoItEffect , _itHammer = HammerUp , _itID = Nothing , _itAimingSpeed = 1 , _itAimingRange = 0 , _itZoom = defaultItZoom , _itInvColor = yellow , _itInvDisplay = _itName , _itAimStance = LeaveHolstered } defaultItZoom :: ItZoom defaultItZoom = ItZoom 20 0.2 1 20 0.2 1 defaultConsumable :: Item defaultConsumable = Consumable { _itIdentity = Generic , _itName = "genericConsumable" , _itMaxStack = 9 , _itAmount = 1 , _cnEffect = \_ _ -> Nothing , _itFloorPict = onLayer FlItLayer $ color blue $ circleSolid 3 , _itEquipPict = \_ _ -> blank , _itID = Nothing , _itInvColor = blue , _itInvDisplay = \it -> _itName it ++ " x" ++ show (_itAmount it) , _itEffect = wpRecock , _itHammer = HammerUp , _itAimStance = LeaveHolstered } defaultApplyDamage :: [DamageType] -> Creature -> (World -> World, Creature) defaultApplyDamage ds cr = (id, doPoisonDam $ foldl' (flip $ \d c -> snd $ applyIndividualDamage d c) cr ds') where (ps,ds') = partition isPoison ds isPoison PoisonDam{} = True isPoison _ = False poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10 doPoisonDam = over crHP (\hp -> hp - poisonDam) applyIndividualDamage :: DamageType -> Creature -> (World -> World, Creature) applyIndividualDamage (Concussive amount fromDir push pushexp pushRad) cr = ( id , over crHP (\hp -> hp - amount) $ over crPos (+.+ (pushAmount *.* safeNormalizeV (_crPos cr -.- fromDir))) cr ) where pushAmount | dist (_crPos cr) fromDir == 0 = 0 | otherwise = min 5 $ (push*5*pushRad / (dist (_crPos cr) fromDir * _crMass cr))**pushexp applyIndividualDamage (TorqueDam amount rot) cr = ( id , over crHP (\hp -> hp - amount) $ over crDir (+ rot) cr) applyIndividualDamage (PushDam amount pback) cr = ( id , over crHP (\hp -> hp - amount) $ over crPos (+.+ ((1/_crMass cr) *.* pback )) cr ) applyIndividualDamage dt cr = ( id , over crHP (\hp -> hp - _dmAmount dt) cr ) defaultFlIt :: FloorItem defaultFlIt = FlIt {_flItRot=0,_flIt = defaultIt, _flItPos = V2 0 0, _flItID = 0} defaultIt :: Item defaultIt = Consumable { _itIdentity = Medkit25 , _itName = "defaultIt" , _itMaxStack = 3 , _itAmount = 2 , _cnEffect = const return , _itFloorPict = onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)] , _itEquipPict = \_ _ -> blank , _itID = Nothing , _itInvDisplay = _itName , _itInvColor = blue , _itEffect = NoItEffect , _itHammer = HammerUp , _itAimStance = LeaveHolstered } defaultButton :: Button defaultButton = Button { _btPict = onLayer WlLayer $ color red $ polygon $ rectNSEW 5 (-5) 10 (-10) , _btPos = V2 0 0 , _btRot = 0 , _btEvent = \b w -> set (buttons . ix (_btID b) . btPict) (onLayer WlLayer $ color red $ polygon $ rectNSEW (-4) (-5) 10 (-10)) . set (buttons . ix (_btID b) . btState) BtNoLabel . soundOnce 1 $ w , _btID = 0 , _btText = "Button" , _btState = BtOff } defaultPT :: Projectile defaultPT = Projectile { _pjPos = V2 0 0 , _pjStartPos = V2 0 0 , _pjVel = V2 0 0 , _pjDraw = const blank , _pjID = 0 , _pjUpdate = const id } defaultPP :: PressPlate defaultPP = PressPlate { _ppPict = onLayer PressPlateLayer $ color (dim $ dim $ bright blue) $ circleSolid 5 , _ppPos = V2 0 0 , _ppRot = 0 , _ppEvent = const id , _ppID = -1 , _ppText = "Pressure plate" }