Files
loop/src/Dodge/Creature/Inanimate.hs
T

133 lines
3.7 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
{-
Inanimate objects such as lamps, barrels, etc
-}
module Dodge.Creature.Inanimate
where
import Dodge.Data
import Dodge.Creature.Picture
--import Dodge.Creature.Stance.Data
import Dodge.Creature.State.Data
import Dodge.Picture.Layer
import Dodge.Default
import Dodge.Creature.State
import Dodge.LightSources.Lamp
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.Sound
import Dodge.Creature.Update
import Picture
import qualified IntMapHelp as IM
import Geometry
--import Geometry.Data
import Geometry.Vector3D
import Polyhedra
import Shape
import Control.Lens
import qualified Control.Foldl as L
--import qualified Data.Vector.Fusion.Stream.Monadic as VS
import Data.Monoid
defaultInanimate :: Creature
defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
colorLamp
:: Point3 -- color of lamp
-> Float -- height of lamp
-> Creature
colorLamp col h = defaultInanimate
{ _crUpdate = initialiseColorLamp col h
, _crHP = 100
, _crPict = picAtCrPosNoRot (lampCrPic h)
, _crRad = 3
, _crMass = 3
}
lamp :: Float -> Creature
lamp h = defaultInanimate
{ _crUpdate = initialiseLamp h
, _crHP = 100
, _crPict = picAtCrPosNoRot (lampCrPic h)
, _crRad = 3
, _crMass = 3
}
-- it is not clear that any of the attempts with Foldl help at all here
lampCrPic :: Float -> Picture
lampCrPic h = pictures
[ setLayer 1 (setDepth h . color white $ circleSolid 3)
, concatMap (polyToTris . map f) $ boxXYZnobase 5 5 (h-1)
]
where
f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] 0 polyNum
lTriFold :: a -> a -> L.Fold a [a]
lTriFold s x = L.Fold (f s) (x,[]) snd
where
f s' (x1,l) x2 = (x2,s':x1:x2:l)
preTriFold :: (a -> b) -> [a] -> [b]
preTriFold f (s:x:xs) = L.fold (L.premap f $ lTriFold (f s) (f x)) xs
preTriFold _ _ = []
polyToTriFold :: [a] -> [a]
polyToTriFold (s:x:xs) = L.fold (lTriFold s x) xs
polyToTriFold _ = []
initialiseLamp :: Float -> CRUpdate
initialiseLamp = initialiseColorLamp 0.75
initialiseColorLamp :: Point3 -> Float -> CRUpdate
initialiseColorLamp col h cr _ = ( Endo addLS , Just $ cr & crUpdate .~ updateLamp h i)
where
i = _crID cr
addLS w = w
& lightSources %~ IM.insert lsid (colorLightAt col (V3 x y h) lsid)
& creatures . ix i . crUpdate .~ updateLamp h lsid
where
lsid = IM.newKey $ _lightSources w
(V2 x y) = _crPos cr
updateLamp :: Float -> Int -> CRUpdate
updateLamp h i = unrandUpdate handleLS internalUpdate
where
handleLS cr w
| _crHP cr < 0 = explosionFlashAt cPos
$ mkSoundBreakGlass cPos w & lightSources %~ IM.delete i
| otherwise = w & lightSources . ix i . lsPos .~ f cPos
where
cPos = _crPos cr
f (V2 x y) = V3 x y h
internalUpdate cr
| _crHP cr < 0 = Nothing
| otherwise = Just $ doDamage cr
barrel :: Creature
barrel = defaultInanimate
{ _crUpdate = updateBarrel
, _crHP = 500
, _crPict = picAtCrPos $ onLayer CrLayer $ pictures
[ color orange $ circleSolid 10
, setDepth 0.049 . color (greyN 0.5) $ circleSolid 8
, color (greyN 0.5) $ circleSolid 8
]
, _crState = defaultState
{_crSpState = Barrel []
}
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
}
explosiveBarrel :: Creature
explosiveBarrel = defaultInanimate
{ _crUpdate = updateExpBarrel
, _crHP = 400
, _crPict = shapeAtCrPos
. colorSH orange
. upperPrismPoly 20
$ polyCirc 4 10
, _crState = defaultState
{_crSpState = Barrel []
}
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
,_crApplyDamage = \_ c -> (id, c)
}