Files
loop/src/Dodge/Barreloid.hs
T

69 lines
2.4 KiB
Haskell

module Dodge.Barreloid where
import Data.List
import Dodge.Creature.State
import Dodge.Data.World
import Dodge.SoundLogic
import Dodge.Spark
import Dodge.WorldEvent.Explosion
import Geometry
import LensHelp
import System.Random
updateBarreloid :: Creature -> World -> World
updateBarreloid cr = case cr ^?! crType . barrelType of
ExplosiveBarrel -> updateExpBarrel cr
PlainBarrel -> updateBarrel cr
-- should generate the sparks externally using new random generators
updateExpBarrel :: Creature -> World -> World
updateExpBarrel cr w
| _crHP cr > 0 = foldl' (flip ($)) (hiss w & cWorld . lWorld . creatures . at (_crID cr) .~ newCr) pierceSparks
| otherwise = makeExplosionAt (_crPos cr) $ stopSounds w & cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
where
g = _randGen w
damages = _csDamage $ _crState cr
pierceSparks :: [World -> World]
pierceSparks =
zipWith3
(\p a -> createBarrelSpark (_crPos cr +.+ p) (a + argV p))
poss
as
colids
as = randomRs (-0.7, 0.7) g
colids = randomRs (0, 11) g
poss = _piercedPoints $ _csSpState $ _crState cr
newCr = Just $ applyFuseDamage $ set (crState . csDamage) [] $ damsToExpBarrel damages cr
applyFuseDamage cr' =
cr' & crHP
%~ subtract (length . _piercedPoints . _csSpState $ _crState cr')
hiss
| null poss = id
| otherwise = soundMultiFrom [BarrelHiss 0, BarrelHiss 1] (_crPos cr) foamSprayLoopS (Just 1)
stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
updateBarrel :: Creature -> World -> World
updateBarrel cr
| _crHP cr > 0 = doDamage cr
| otherwise = cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
damsToExpBarrel :: [Damage] -> Creature -> Creature
damsToExpBarrel ds cr = foldl' damToExpBarrel (foldl' damToExpBarrel cr pierceDam) otherDam
where
(pierceDam, otherDam) = partition isPierce ds
isPierce Damage{_dmType = PIERCING{}} = True
isPierce _ = False
damToExpBarrel :: Creature -> Damage -> Creature
damToExpBarrel cr dm = case _dmType dm of
PIERCING ->
over (crState . csSpState . piercedPoints) ((:) $ int -.- _crPos cr) $
cr & crHP -~ div amount 200
POISONDAM -> cr
SPARKING -> cr
-- PUSHDAM -> cr LensHelp.& crPos .+.+~ (1 / _crMass cr *.* _dePushBack (_dmEffect dm))
_ -> cr LensHelp.& crHP -~ amount
where
amount = _dmAmount dm
int = _dmAt dm