Files
loop/src/Dodge/WorldEvent/HitEffect.hs
T

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2.9 KiB
Haskell

module Dodge.WorldEvent.HitEffect
where
import Dodge.Data
import Dodge.Data.DamageType
import Dodge.Creature.State.Data
import Geometry
import Data.Bifunctor
import Data.Maybe
import Control.Lens
type HitCreatureEffect = Particle -> Point2 -> Creature -> World -> World
type HitWallEffect = Particle -> Point2 -> Wall -> World -> World
type HitForceFieldEffect = Particle -> Point2 -> ForceField -> World -> World
passThroughAll
:: HitCreatureEffect
-> HitWallEffect
-> HitForceFieldEffect
-> Particle
-> [(Point2, Either3 Creature Wall ForceField)] -- ^ hit things
-> World
-> (World, Maybe Particle)
passThroughAll _ _ _ pt _ w = (w, mvPt)
where
mvPt = Just $ pt & btTrail' .~ (newP : trl)
& btTimer' %~ (\t -> t - 1)
& btPassThrough' .~ Nothing
trl = _btTrail' pt
newP = head trl +.+ _btVel' pt
destroyOnImpact
:: HitCreatureEffect
-> HitWallEffect
-> HitForceFieldEffect
-> Particle
-> [(Point2, Either3 Creature Wall ForceField)]
-> World
-> (World, Maybe Particle)
destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
[] -> ( w, mvPt)
((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
((p,E3x2 wl):_) -> (wlEff pt p wl w, destroyAt p)
((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p)
where
destroyAt hitp = Just $ pt
& btTrail' .~ (hitp : trl)
& btTimer' .~ 3
mvPt = Just $ pt
& btTrail' .~ (newP : trl)
& btTimer' %~ (\t -> t - 1)
& btPassThrough' .~ Nothing
trl = _btTrail' pt
newP = head trl +.+ _btVel' pt
penWalls
:: HitCreatureEffect
-> HitWallEffect
-> HitForceFieldEffect
-> Particle
-> [(Point2, Either3 Creature Wall ForceField)]
-> World
-> (World, Maybe Particle)
penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
[] -> ( w, mvPt)
((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p)
((p,E3x2 wl):hs) | isJust (wl ^? wlBlockID)
-> first (wlEff pt p wl) $ penWalls crEff wlEff ffEff pt hs w
((p,E3x2 wl):_) | otherwise -> (wlEff pt p wl w, destroyAt p)
where
destroyAt hitp = Just $ pt
& btTrail' .~ (hitp : trl)
& btTimer' .~ 3
mvPt = Just $ pt
& btTrail' .~ (newP : trl)
& btTimer' %~ (\t -> t - 1)
& btPassThrough' .~ Nothing
trl = _btTrail' pt
newP = head trl +.+ _btVel' pt
doFlameDam :: Int -> Particle -> Point2 -> Creature -> World -> World
doFlameDam amount pt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
((:) $ Flaming amount sp p ep)
where
sp = _btPos' pt
ep = sp +.+ _btVel' pt
noEff :: a -> b -> c -> d -> d
noEff _ _ _ = id