220 lines
8.0 KiB
Haskell
220 lines
8.0 KiB
Haskell
module Dodge.Item.Weapon.BatteryGuns (
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lasRayAt,
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flameBeamCombine,
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teslaBeamCombine,
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splitBeamCombine,
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-- shootTeslaArc,
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shootLaser,
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circleLaser,
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shootDualLaser,
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aTractorBeam,
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) where
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import Dodge.Base
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import Dodge.Beam
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import Dodge.Creature.HandPos
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import Dodge.Data.World
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import Dodge.Item.Weapon.LaserPath
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import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import Picture
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--import Control.Monad.State
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--lasPulse :: Item
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--lasPulse = lasGun
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-- & itType . iyBase .~ LASPULSE
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-- & itUse . useMods .~
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-- [ ammoCheckI
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-- , withItem $ \it -> withTempLight 1 (100 * frac it) (xyzV4 (_lasColor $ _itParams it))
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-- , withItem $ \it -> withSoundForVol (frac it) tone440sawtoothquietS 2
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-- , withItemUpdate itup
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-- $ \it -> withMuzPos $ flareCircleAt (_lasColor $ _itParams it) (frac it * 0.8)
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-- , useAmmoAmount 1
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-- ]
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-- where
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-- itup it = it
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-- & itParams . lasCycle %~ (\i -> (i+1) `mod` 20)
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-- & itParams . lasDamage .~ ceiling ((22 :: Float) * frac it)
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-- & itParams . lasColor .~ frac it * orange
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-- frac it = 0.5 * (1 + sin (pi * fromIntegral (_lasCycle $ _itParams it) * 0.1))
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--lasWidePulse :: Item
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--lasWidePulse = lasGun
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-- & itType . iyBase .~ LASGUNWIDEPULSE
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-- & itParams . lasColor .~ orange
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-- & itParams . lasDamage .~ 2
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-- & itUse .~ ( ruseInstant shootLaser
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-- [ ammoCheckI
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-- , withItem $ \it -> withTempLight 1 (100 * frac it) (xyzV4 (_lasColor $ _itParams it))
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-- , withItem $ \it -> withSoundForVol (frac it) tone440sawtoothquietS 2
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-- , withItemUpdate itup
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-- $ \it -> withMuzPos $ flareCircleAt (_lasColor $ _itParams it) (frac it * 0.8)
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-- , useAmmoAmount 1
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-- , withItemUpdate itup $ \it -> duplicateOffsets (xs it)
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-- ]
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-- & useAim . aimWeight .~ 6
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-- & useAim . aimRange .~ 1
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-- & useAim . aimStance .~ TwoHandTwist
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-- )
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-- where
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-- itup it = it
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-- & itParams . lasCycle %~ (\i -> (i+1) `mod` 40)
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-- & itParams . lasDamage .~ ceiling ((22 :: Float) * frac it)
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-- & itParams . lasColor .~ frac it * orange
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-- frac it = 0.5 * (1 + sin (pi * fromIntegral (_lasCycle $ _itParams it) * 0.05))
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-- xs it = [ 0.25 * (fromIntegral x - fromIntegral (n'-1) /2) | x <- [0..n'-1] ]
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-- where
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-- n' = (ceiling $ (150 :: Float) * frac it) :: Int
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--lasSway :: Item
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--lasSway = lasGun
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-- & itType . iyBase .~ LASGUNSWAY
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-- & itParams . lasColor .~ orange
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-- & itParams . lasDamage .~ 11
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-- & itUse .~ ( ruseInstant shootLaser
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-- [ ammoCheckI
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-- , withItem $ \it -> withTempLight 1 100 (xyzV4 (_lasColor $ _itParams it))
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-- , withItem $ \it -> withMuzPos $ flareCircleAt (_lasColor $ _itParams it) 0.8
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-- , withSoundForI tone440sawtoothquietS 2
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-- , useAmmoAmount 1
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-- , withItemUpdate itup $ \it -> duplicateOffsets (x it)
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-- ]
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-- & useAim . aimWeight .~ 6
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-- & useAim . aimRange .~ 1
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-- & useAim . aimStance .~ TwoHandTwist
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-- )
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-- where
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-- itup = itParams . lasCycle %~ (\i -> (i+1) `mod` 40)
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-- x it = [ 15 * sin (pi * fromIntegral x' * 0.05) ]
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-- where
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-- x' = _lasCycle $ _itParams it
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--lasFocus :: Int -> Item
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--lasFocus n = lasGunWide n
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-- & itType . iyBase .~ LASGUNFOCUS n
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-- & itParams . lasColor .~ red
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-- & itUse . useMods .~
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-- [ ammoCheckI
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-- , withItem $ \it -> withTempLight 1 100 (xyzV4 (_lasColor $ _itParams it))
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-- , withItem $ \it -> withMuzPos $ flareCircleAt (_lasColor $ _itParams it) 0.8
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-- , withSoundForI tone440sawtoothquietS 2
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-- , useAmmoAmount 1
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-- , duplicateOffsetsFocus xs
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-- ]
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-- where
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-- n' = 9 * n
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-- xs = [ 0.25 * (fromIntegral x - fromIntegral (n'-1) /2) | x <- [0..n'-1] ]
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--lasSwing :: Item
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--lasSwing = lasGun
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-- & itType . iyBase .~ LASGUNSWING
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-- & itParams . lasColor .~ orange
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-- & itUse . useMods .~
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-- [ ammoCheckI
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-- , withItem $ \it -> withTempLight 1 100 (xyzV4 (_lasColor $ _itParams it))
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-- , withItem $ \it -> withMuzPos $ flareCircleAt (_lasColor $ _itParams it) 0.8
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-- , withSoundForI tone440sawtoothquietS 2
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-- , useAmmoAmount 1
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-- , withItemUpdate itup $ \it -> duplicateOffsetsFocus (x it)
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-- ]
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-- where
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-- itup = itParams . lasCycle %~ (\i -> (i+1) `mod` 200)
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-- x it = [-y,y]
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-- where
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-- y = 15 * sin (pi * fromIntegral x' * 0.01)
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-- x' = _lasCycle $ _itParams it
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shootLaser :: Item -> Creature -> World -> World
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shootLaser it cr =
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cWorld . lWorld . lasers
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.:~ lasRayAt
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(_lasColor $ _itParams it)
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(_lasDamage $ _itParams it)
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(_phaseV $ _itParams it)
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(_crPos cr)
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(_crDir cr)
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-- this has the feel of a left click item
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circleLaser :: Item -> Creature -> World -> World
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circleLaser it cr w
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| hasLOSIndirect cpos pos w =
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w
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& cWorld . lWorld . lasers .:~ lasRayAt (_lasColor $ _itParams it) dam phasev pos dir
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| otherwise = w
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where
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cpos = _crPos cr
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mwp = mouseWorldPos (w ^. input) (w ^. wCam)
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pos = _crPos cr +.+ rotateV dir (V2 0 (max 70 $ dist cpos mwp))
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dir = fromIntegral (_lasCycle (_itParams it)) * pi / 1000
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phasev = _phaseV . _itParams $ _crInv cr IM.! itRef
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itRef = cr ^?! crManipulation . manObject . inInventory . ispItem -- unsafe!! TODO change
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dam = _lasDamage $ _itParams it
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shootDualLaser :: Item -> Creature -> World -> World
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shootDualLaser it cr w =
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w
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& cWorld . lWorld . newBeams . positronBeams .:~ dualRayAt (_lasBeam $ _itParams it) itid w (_lasColor $ _itParams it) dam phasev posl dirl
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& cWorld . lWorld . newBeams . electronBeams .:~ basicBeamAt itid w (_lasColor2 $ _itParams it) dam phasev posr dirr
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where
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itid = _itID it
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dir = _crDir cr
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pos = _crPos cr +.+ aimlength *.* unitVectorAtAngle dir
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aimlength = aimingMuzzleLength cr it
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gap = _dbGap . _itParams $ it
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posl = pos +.+ (- gap) *.* vNormal (unitVectorAtAngle dir)
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posr = pos +.+ gap *.* vNormal (unitVectorAtAngle dir)
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mwp = mouseWorldPos (w ^. input) (w ^. wCam)
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mwp'
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| dist mwp (_crPos cr) < aimlength + 5 = _crPos cr +.+ (aimlength + 5) *.* unitVectorAtAngle dir
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| otherwise = mwp
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dirl = argV $ mwp' -.- posl
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dirr = argV $ mwp' -.- posr
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phasev = _phaseV . _itParams $ _crInv cr IM.! itRef
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itRef = cr ^?! crManipulation . manObject . inInventory . ispItem -- unsafe!! TODO change
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dam = _lasDamage $ _itParams it
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basicBeamAt :: Int -> World -> Color -> Int -> Float -> Point2 -> Float -> Beam
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basicBeamAt itid w col dam phasev pos dir =
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Beam
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{ _bmDraw = BasicBeamDraw --drawBeam
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, _bmPos = pos
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, _bmDir = dir
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, _bmDamage = dam
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, _bmRange = 800
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, _bmPhaseV = phasev
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, _bmColor = col
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, _bmPoints = pos : ps
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, _bmFirstPoints = []
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, _bmOrigin = Just itid
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, _bmType = BeamCombine NoBeamCombine
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}
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where
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(_, ps) = reflectLaserAlong phasev pos (pos +.+ 800 *.* unitVectorAtAngle dir) w
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dualRayAt :: BeamType -> Int -> World -> Color -> Int -> Float -> Point2 -> Float -> Beam
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dualRayAt bt itid w col dam phasev pos dir =
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basicBeamAt itid w col dam phasev pos dir
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& bmType .~ bt
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aTractorBeam :: Item -> Creature -> World -> World
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aTractorBeam _ cr w = w & cWorld . lWorld . tractorBeams .:~ tractorBeamAt spos outpos dir power
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where
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cpos = _crPos cr
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spos = cpos +.+ (_crRad cr + 10) *.* unitVectorAtAngle dir
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xpos = cpos +.+ 400 *.* unitVectorAtAngle dir
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dir = _crDir cr
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outpos = fst $ collidePointWallsFilter (const True) cpos xpos w
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power = _attractionPower . _itParams $ _crInv cr IM.! itRef
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itRef = cr ^?! crManipulation . manObject . inInventory . ispItem -- unsafe!! TODO change
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tractorBeamAt :: Point2 -> Point2 -> Float -> Point2 -> TractorBeam
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tractorBeamAt pos outpos dir power =
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TractorBeam
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{ _tbPos = pos
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, _tbStartPos = outpos
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, _tbVel = d
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, _tbTime = 10
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}
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where
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d = unitVectorAtAngle dir * power
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