201 lines
6.9 KiB
Haskell
201 lines
6.9 KiB
Haskell
{- |
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Effects of bullets upon impact with walls or creatures.
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-}
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module Dodge.Particle.Bullet.HitEffect
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where
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import Dodge.Data
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import Dodge.Data.DamageType
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import Dodge.Data.SoundOrigin
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import Dodge.Wall.Damage
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import Dodge.WorldEvent
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import Dodge.Particle.Bullet.Spawn
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import Dodge.SoundLogic
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import Dodge.SoundLogic.LoadSound
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import Dodge.RandomHelp
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import Dodge.WorldEvent.Shockwave
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import Dodge.Creature.State.Data
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import Dodge.Creature.Property
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import Dodge.Wall.Reflect
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import Geometry
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--import Geometry.Vector3D
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import Picture
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import System.Random
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import Control.Lens
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import Control.Monad.State
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-- | Basic bullet hit creature effect.
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bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr bt p cr w
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| crIsArmouredFrom p cr
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= colSpark 8 colID p1 (argV (p1 -.- p)) $ addDamageArmoured w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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cid = _crID cr
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colID = _btColor' bt
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p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
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bulletHitSound :: Point2 -> World -> World
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bulletHitSound p = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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{- | Bounce off armoured creatures, otherwise do damage. -}
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bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr' bt p cr w
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| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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cid = _crID cr
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newDir = safeNormalizeV (p -.- _crPos cr)
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pOut = p +.+ 2 *.* newDir
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reflectVel = magV bulVel *.* newDir
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addBouncer = worldEvents %~ ( over particles (bouncer :) . )
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bouncer = (aGenBulAt Nothing pOut reflectVel
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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{- | Bullet pass through creatures. -}
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bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
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bulPenCr' bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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([Piercing 50 sp p ep
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,Blunt 50 sp p ep
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,TorqueDam 1 d1
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,PushDam 1 $ 3 *.* (ep -.- sp)
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]
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++
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)
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$ bulletHitSound ep
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$ over worldEvents (addPiercer . )
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w
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where
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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addPiercer = over particles (piercer :)
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piercer = (aGenBulAt (Just cid) p (_btVel' bt)
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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{- | Heavy bullet effects when hitting creature:
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piercing, blunt, twisting and pushback damage all applied. -}
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hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
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hvBulHitCr bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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([Piercing 200 sp p ep
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,Blunt 100 sp p ep
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,TorqueDam 1 d1
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,PushDam 1 $ 3 *.* (ep -.- sp)
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]
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++
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)
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$ bulletHitSound ep
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w
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where
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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{- | Create a flamelet when hitting a creature. -}
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bulIncCr' :: Particle -> Point2 -> Creature -> World -> World
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bulIncCr' bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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( Piercing 60 sp p ep : )
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$ bulletHitSound p
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$ incFlamelets
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w
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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v = evalState (randInCirc 1) $ _randGen w
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed p 20 v Nothing 3 20)
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{- | Creates a shockwave when hitting a creature. -}
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bulConCr :: Particle -> Point2 -> Creature -> World -> World
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bulConCr bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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( Blunt 10 sp p ep : )
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$ bulletHitSound p
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$ (worldEvents %~ (makeShockwaveAt [] p 15 4 1 white . ))
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w
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p = damageWall (Piercing 100 sp p ep)
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addBouncer
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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bouncer = (aGenBulAt Nothing pOut reflectVel (_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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reflectVel = reflVelWall wl (_btVel' bt)
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addBouncer = ( over particles (bouncer : ) . )
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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-- this list
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{- | Create flamelet on wall. -}
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bulIncWall
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:: Particle
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-> Point2 -- Impact point
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-> Wall
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-> World
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-> World
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bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
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{- | Create a shockwave on wall-}
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bulConWall
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:: Particle
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-> Point2 -- ^ Impact point
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-> Wall
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-> World
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-> World
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bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
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over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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hvBulHitWall
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:: Particle
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-> Point2 -- ^ Impact point
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-> Wall
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-> World
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-> World
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hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
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. damageWall (Blunt 100 sp p ep) wl
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$ set randGen g $ foldr ($) w (sparks pOut sv)
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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sv = unitVectorAtAngle $ a + reflDirWall sp p wl
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cs' = take 10 $ randomRs (0,11) $ _randGen w
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cs = map (brightX 100 1.5 . numColor) cs'
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ts = randomRs (4,8) $ _randGen w
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sparks pos vel = zipWith (\t c -> colSpark t c pos (argV vel)) ts cs
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