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

89 lines
3.1 KiB
Haskell

module Dodge.Creature.Damage where
import Dodge.Data
import Dodge.Creature.Test
import Dodge.Particle.Spark
import Dodge.Particle.Bullet.Spawn
import Color
import Geometry
import LensHelp
import Control.Monad.State
--import System.Random
import Data.List
applyNoDamage :: [Damage] -> Creature -> World -> World
applyNoDamage _ _ = id
applyCreatureDamage :: [Damage] -> Creature -> World -> World
applyCreatureDamage dms cr = case _crMaterial cr of
Flesh -> defaultApplyDamage dms cr
Crystal -> id
_-> defaultApplyDamage dms cr
defaultApplyDamage :: [Damage] -> Creature -> World -> World
defaultApplyDamage ds cr w = foldl' (applyIndividualDamage cr) w ds'
& creatures . ix (_crID cr) %~ doPoisonDam
where
(ps,ds') = partition isPoison ds
isPoison Damage{_dmType=POISONDAM} = True
isPoison _ = False
poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
doPoisonDam = crHP -~ poisonDam
applyDamageEffect :: Damage -> DamageEffect -> Creature -> World -> World
applyDamageEffect dm de cr w = case de of
PushDamage push pushexp pushRad -> w
& creatures . ix (_crID cr) . crPos .+.+~ pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir)
where
pushAmount
| dist (_crPos cr) fromDir == 0 = 0
| otherwise = min 5 $ (push*5*pushRad / (dist (_crPos cr) fromDir * _crMass cr))**pushexp
PushBackDamage pback -> w
& creatures . ix (_crID cr) . crPos .+.+~ (1/_crMass cr) *.* pback
TorqueDamage rot -> w
& creatures . ix (_crID cr) . crDir +~ rot
BounceBullet bt | crIsArmouredFrom p cr -> w & instantBullets .:~ bouncer
where
bouncer = (aBulAt Nothing id (Just (_buColor bt)) pOut reflectVel (_buDrag bt)
(_buHitEff bt) (_buWidth bt)
) {_buTimer = _buTimer bt - 1}
pOut = p +.+ 2 *.* newDir
reflectVel = magV bulVel *.* newDir
newDir = squashNormalizeV (p -.- _crPos cr)
bulVel = _buVel bt
BounceBullet _ -> w
DamageSpawn f -> w & instantParticles .:~ thepart
& randGen .~ g
where
(thepart,g) = runState (f (Left cr) dm) $ _randGen w
DamageSpawn' f -> w & instantBullets .:~ thepart
& randGen .~ g
where
(thepart,g) = runState (f (Left cr) dm) $ _randGen w
NoDamageEffect -> w
where
fromDir = _dmFrom dm
p = _dmAt dm
applyIndividualDamage :: Creature -> World -> Damage -> World
applyIndividualDamage cr w dm = applyDamageEffect dm (_dmEffect dm) cr $ applyIndividualDamage' cr w dm
applyIndividualDamage' :: Creature -> World -> Damage -> World
applyIndividualDamage' cr w dm = case _dmType dm of
PIERCING -> applyPiercingDamage cr dm w
_ -> w & damageHP cr (_dmAmount dm)
applyPiercingDamage :: Creature -> Damage -> World -> World
applyPiercingDamage cr dm
| crIsArmouredFrom p cr = colSpark 8 (brightX 10 1.5 orange) p1 (argV (p1 -.- p))
| otherwise = damageHP cr $ _dmAmount dm
where
p = _dmAt dm
p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
damageHP :: Creature -> Int -> World -> World
damageHP cr x = creatures . ix (_crID cr) %~
( (crHP -~ x)
. (crPastDamage +~ x)
)