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

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3.7 KiB
Haskell

{- |
Drawing of creatures.
Takes into account damage etc.
-}
module Dodge.Creature.Picture (
basicCrPict,
deadScalp,
deadUpperBody,
deadFeet,
) where
import Dodge.Data.Equipment.Misc
import Dodge.Creature.HandPos
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Dodge.Creature.Radius
import Dodge.Creature.Shape
--import Dodge.Creature.Test
import Dodge.Damage
import Dodge.Data.Creature
import Dodge.Item.Draw
import Dodge.Item.Grammar
import Geometry
import Picture
import qualified Quaternion as Q
import Shape
--import Shape
import ShapePicture
basicCrPict :: IM.IntMap Item -> Creature -> SPic
basicCrPict m cr = drawEquipment m cr <> noPic (basicCrShape cr)
crCamouflage :: Creature -> CamouflageStatus
crCamouflage _ = FullyVisible
basicCrShape :: Creature -> Shape
basicCrShape cr
| crCamouflage cr == Invisible = mempty
| otherwise =
scaleSH (V3 crsize crsize crsize) $
mconcat
[ colorSH (_skinHead cskin) $ scalp cr
, colorSH (_skinUpper cskin) $ upperBody cr
, rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
where
cskin = crShape $ _crType cr
crsize = 0.1 * crRad (cr ^. crType)
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
feet :: Creature -> Shape
{-# INLINE feet #-}
feet cr = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) ->
translateSHxy (f sa) off aFoot
<> translateSHxy (- f sa) (- off) aFoot
Just (Walking sa RightForward) ->
translateSHxy (- f sa) off aFoot
<> translateSHxy (f sa) (- off) aFoot
_ -> translateSHxy 0 off aFoot <> translateSHxy 0 (- off) aFoot
where
aFoot = upperPrismPolyST 10 $ polyCirc 3 4
off = 5
sLen = _strideLength $ _crStance cr
--f i = 6 * (sLen - i) / sLen
f i = 8 * (sLen - 2*i) / sLen
deadFeet :: Creature -> Shape
{-# INLINE deadFeet #-}
deadFeet = feet
arms :: Creature -> Shape
{-# INLINE arms #-}
arms cr =
(^. _1) $
translateToRightHand cr aHand
<> translateToLeftHand cr aHand
where
aHand = noPic $ translateSHz (-4) . upperPrismPolyHalfST 4 $ polyCirc 3 4
deadScalp :: Creature -> Shape
deadScalp cr = deadRot cr . translateSHz 10 . scalp $ cr
deadRot :: Creature -> Shape -> Shape
deadRot cr = overPosSH (Q.rotateToZ d)
where
d =
maybe
(V3 1 0 0)
(addZ 0 . unitVectorAtAngle . subtract (_crDir cr + pi))
(damageDirection $ _crDamage cr)
scalp :: Creature -> Shape
{-# INLINE scalp #-}
scalp cr = overPosSH (translateToES cr OnHead) fhead
-- | twists cr = translateSHxy 0 5 . rotateSH (-1) $ translateSHxy (negate 2.5) 0.25 fhead
-- | oneH cr = rotateSH 0.5 $ translateSHxy 2.5 0 fhead
-- | otherwise = translateSHxy 2.5 0 fhead
where
fhead = colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5
torso :: Creature -> Shape
{-# INLINE torso #-}
torso cr = overPosSH (translateToES cr OnBack) tsh
where
tsh =
mconcat
[ translateSHxy 0 3 . rotateSH (negate 0.2) $ aShoulder
, translateSHxy 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
aShoulder = scaleSH (V3 10 10 1) baseShoulder
deadUpperBody :: Creature -> Shape
deadUpperBody cr = deadRot cr . translateSHz (negate 10) . upperBody $ cr
baseShoulder :: Shape
{-# INLINE baseShoulder #-}
baseShoulder = translateSHz (-20) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
upperBody :: Creature -> Shape
{-# INLINE upperBody #-}
upperBody cr = arms cr <> shoulderSH (torso cr)
shoulderSH :: Shape -> Shape
shoulderSH = translateSHz 20
drawEquipment :: IM.IntMap Item -> Creature -> SPic
{-# INLINE drawEquipment #-}
drawEquipment m cr = foldMap (itemEquipPict cr) (invDT . fmap (\i -> m ^?! ix i) $ _crInv cr)