{- | Drawing of creatures. Takes into account damage etc. -} module Dodge.Creature.Picture ( basicCrPict , circLine , picAtCrPos ) where import Dodge.Data --import Dodge.Creature.Stance.Data import Dodge.Creature.State.Data import Dodge.Creature.Stance.Data import Dodge.Creature.Test --import Dodge.Creature.AlertLevel.Data import Dodge.Picture.Layer import Dodge.Item.Data import Picture import Geometry import Control.Lens import Data.List import qualified Data.IntMap.Strict as IM basicCrPict :: Color -- ^ Creature color -> Creature -> World -> Picture basicCrPict col cr w = pictures $ targetingPic ++ [ tr . piercingMod $ bluntScale $ naked col cr , trFeet $ feet cr , tr $ arms col cr , tr $ drawEquipment cr ] where targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just) tr = uncurry translate (_crPos cr) . rotate (_crDir cr) trFeet = uncurry translate (_crPos cr) . rotate (_crMvDir cr) cdir = _crDir cr bluntDam :: Maybe Point2 bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo) bluntScale = case fmap argV bluntDam of Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a) _ -> id isBluntDam Blunt{} = True isBluntDam _ = False piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo) isPiercingDam Piercing{} = True isPiercingDam _ = False piercingMod = case fmap argV piercingDam of Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a) _ -> id pastDams = _crPastDamage $ _crState cr feet :: Creature -> Picture feet cr = case cr ^? crStance . carriage of Just (Walking sa LeftForward) -> setL [ translate (f sa) off $ circleSolid 5 , translate (-f sa) (-off) $ circleSolid 5 ] Just (Walking sa RightForward) -> setL [ translate (-f sa) off $ circleSolid 5 , translate (f sa) (-off) $ circleSolid 5 ] _ -> setL [ translate 0 off $ circleSolid 5 , translate 0 (-off) $ circleSolid 5 ] where setL = onLayerL [levLayer CrLayer, (-5)] . color (greyN 0.3) . pictures off = 5 sLen = _strideLength $ _crStance cr f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen arms :: Color -> Creature -> Picture arms col cr | aimingTwist = blank | otherwise = case cr ^? crStance . carriage of Just (Walking sa LeftForward) -> setL [ translate (-f sa) (-off) . sc $ circleSolid 4 ] Just (Walking sa RightForward) -> setL [ translate (-f sa) off . sc $ circleSolid 4 ] _ -> blank where sc = scale 1 1 setL = onLayerL [levLayer CrLayer, (-4)] . color (light4 col) . pictures off = 8 sLen = _strideLength $ _crStance cr f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen aimingTwist = crIsAiming' cr -- && crIt ^? itAimStance == Just TwoHandTwist --crIt = _crInv cr IM.! _crInvSel cr naked :: Color -> Creature -> Picture naked col cr | strikeMelee = onCrL . color white $ circleSolid $ _crRad cr | pdam > 200 = onCrL . color red $ circleSolid $ _crRad cr | pdam > 99 = onCrL . color white $ circleSolid $ _crRad cr | aimingOneHand = rotate (negate twistA * 0.5) $ pictures [ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5) , onCrL . translate 8 (-8) . color col' $ circleSolid 4 , translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr , translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr ] | aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures [ aboveIt . translate (negate 0.25 * crad) 0.25 $ circleSolid (crad * 0.5) , onCrL . translate 12 (4) . color col' $ circleSolid 4 , onCrL . translate 4 (-10) . color col' $ circleSolid 4 , onCrL . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr , onCrL . rotate (negate 0.2) . translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr ] | otherwise = onCrL $ pictures [ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5) , translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr , translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr ] where aboveIt = onLayer HPtLayer onCrL = onLayer CrLayer twistA = negate 1 aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist crIt = _crInv cr IM.! _crInvSel cr strikeMelee = case _crMeleeCooldown cr of Nothing -> False Just x -> x > 5 pdam = sum $ concatMap (map _dmAmount) pastDams crad = _crRad cr pastDams = _crPastDamage $ _crState cr col' = light . light . light $ light col light4 :: Color -> Color light4 = light . light . light . light --drawAwakeLevel -- :: Creature -- -> Picture --drawAwakeLevel cr = case cr ^? crAttentionDir of -- Just (AttentiveTo [0]) -> setPos . color red $ circleSolid 5 -- _ -> setPos . color blue $ circleSolid 5 -- where -- setPos = translate 0 (_crRad cr) drawEquipment :: Creature -> Picture drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr) where f (i,it) = case it ^? itEquipPict of Just g -> g cr i _ -> blank circLine :: Float -> Picture circLine x = line [(0,0),(x,0)] picAtCrPos :: Picture -> Creature -> World -> Picture picAtCrPos thePic cr _ = uncurry translate (_crPos cr) $ rotate (_crDir cr) thePic