495 lines
20 KiB
Haskell
495 lines
20 KiB
Haskell
{-# LANGUAGE TupleSections #-}
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module Dodge.HeldUse
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-- ( heldEffect
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-- , mcUseHeld
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-- )
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where
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import Dodge.Base.Collide
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import Dodge.Inventory.Lock
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--import Dodge.WorldEvent.Cloud
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import Dodge.LightSource
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import qualified SDL
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--import Dodge.Base.You
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import Dodge.Data.MuzzleEffect
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import ListHelp
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import Dodge.Data.ComposedItem
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import Dodge.Data.DoubleTree
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--import Color
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import Data.Maybe
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--import Data.Traversable
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import Dodge.Base.Coordinate
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--import Dodge.Bullet
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import Dodge.Creature.HandPos
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import Dodge.Data.World
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import Dodge.Gas
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import Dodge.Item.Weapon.BatteryGuns
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import Dodge.Item.Weapon.Launcher
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import Dodge.Item.Weapon.Radar
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import Dodge.Item.Weapon.Shatter
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Projectile.Create
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import Dodge.SoundLogic
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import Dodge.Tesla.Arc
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import Dodge.Wall.ForceField
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import Dodge.Wall.Move
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import Dodge.WorldEvent.Flash
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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 RandomHelp
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import Sound.Data
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--import Data.Foldable
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heldEffect :: HeldMod -> LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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heldEffect effecttype = case effecttype of
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PistolMod -> bulGunEffect
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FireRemoteShellMod -> undefined
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ExplodeRemoteShellMod -> undefined
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DoNothingMod -> const $ const id
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where
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bulGunEffect :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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bulGunEffect = hammerCheck $ useTimeCheck bulGunEffect'
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bulGunEffect' :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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bulGunEffect' t cr w = fromMaybe (error "error in bulGunEffect") $ do
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muzzles <- t ^? ldtValue . itUse . heldAim . aimMuzzles
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let (upitm,loadedmuzzles) = mapAccumR loadMuzzle t muzzles
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cmew = foldl' (useLoadedAmmo (_ldtValue t) cr) (CME 0 0 False,w) $ zip [0..] loadedmuzzles
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return $ uncurry (applyCME (_ldtValue t) cr) cmew
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& cWorld . lWorld . lTestString .~ map (show . _mzAmmoSlot) muzzles
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& doWeaponRepetitions upitm cr
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-- & cWorld . lWorld . lTestInt +~ 1
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doWeaponRepetitions :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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doWeaponRepetitions itm cr = case itm ^? ldtValue . itUse . heldParams . weaponRepeat of
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Just (x:xs) -> cWorld . lWorld . delayedEvents .++~ ((x:xs) <&> (,WdWdFromItCrixWdWd upitm (_crID cr) ItCrWdItemEffect))
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_ -> id
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where
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upitm = itm & ldtValue . itUse . heldParams . weaponRepeat .~ []
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& ldtValue . itUse . heldTriggerType .~ AutoTrigger
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applyCME :: Item -> Creature -> CumulativeMuzzleEffect -> World -> World
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applyCME itm cr cme
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| _cmeSound cme = applyInvLock itm cr . applySoundCME itm cr . applySidePush spush cr . applyTorqueCME itm cr . applyRecoil itm cr
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| otherwise = failsound
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where
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spush = fromMaybe 0 $ itm ^? itUse . heldParams . sidePush
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failsound w = case w ^? input . mouseButtons . ix SDL.ButtonLeft of
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Just 0 -> soundStart (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w
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_ -> soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w
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applyInvLock :: Item -> Creature -> World -> World
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applyInvLock itm cr = case itm ^? itUse . heldParams . weaponInvLock of
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Just i | i > 0 -> (cWorld . lWorld . delayedEvents .:~ (i, UnlockInv cid))
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. lockInv cid
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_ -> id
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where
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cid = _crID cr
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applySoundCME :: Item -> Creature -> World -> World
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applySoundCME itm cr = fromMaybe id $ do
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(soundid,x) <- itm ^? itUse . heldParams . bulGunSound . _Just
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if x > 0
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then return $ soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) soundid (Just x)
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else return $ soundMultiFrom [CrWeaponSound cid j | j <- [0..5]] (_crPos cr) soundid Nothing
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where
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cid = _crID cr
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applyRecoil :: Item -> Creature -> World -> World
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applyRecoil itm cr = over (cWorld . lWorld . creatures . ix cid) pushback
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where
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cid = _crID cr
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recoilAmount = fromMaybe 0 $ itm ^? itUse . heldParams . recoil
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((- recoilAmount) / _crMass cr) 0))
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applySidePush :: Float -> Creature -> World -> World
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applySidePush 0 _ w = w
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applySidePush maxSide cr w = w
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& cWorld . lWorld . creatures . ix cid %~ push
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& randGen .~ g
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, g) = randomR (- maxSide, maxSide) $ _randGen w
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applyTorqueCME :: Item -> Creature -> World -> World
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applyTorqueCME itm cr w
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| cid == 0 = w
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& wCam . camRot -~ rot
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& cWorld . lWorld . creatures . ix cid . crDir +~ rot
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& randGen .~ g
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| otherwise = w
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& cWorld . lWorld . creatures . ix cid . crDir +~ rot
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& randGen .~ g
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where
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cid = _crID cr
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(rot, g) = randomR (- torque, torque) $ _randGen w
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torque = fromMaybe 0 $ itm ^? itUse . heldParams . torqueAfter
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-- (Muzzle,Int,Int) = (muzzle, amountloaded, id of mag taken from)
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loadMuzzle :: LabelDoubleTree ComposeLinkType Item
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-> Muzzle -> (LabelDoubleTree ComposeLinkType Item,(Muzzle, Int,Maybe Int))
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loadMuzzle t@(LDT _ l _) mz = fromMaybe (t,(mz, 0,Nothing)) $ do
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let as = _mzAmmoSlot mz
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amamount = 1
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(i,(_,mag)) <- findWithIx (isAmmoIntLink as . fst) l
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availableammo <- mag ^? ldtValue . itUse . amagLoadStatus . iaLoaded
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let usedammo = min amamount availableammo
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return (t & ldtLeft . ix i . _2 . ldtValue . itUse . amagLoadStatus . iaLoaded -~ usedammo
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, (mz, usedammo, mag ^? ldtValue . itLocation . ilInvID)
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)
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makeMuzzleFlare :: Muzzle -> Item -> Creature -> World -> World
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makeMuzzleFlare mz itm cr = case mz ^. mzFlareType of
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DefaultFlareType -> id
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PistolFlare -> basicMuzFlare pos dir
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MiniGunFlare -> makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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HeavySmokeFlare -> basicMuzFlare pos dir
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LasGunFlare -> flareCircleAt (_lasColor $ _itParams itm) 0.8 (pos `v2z` 20)
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. (cWorld . lWorld . tempLightSources .:~
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tlsTimeRadColPos 1 100 (xyzV4 . _lasColor $ _itParams itm) (pos `v2z` 10))
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TeslaGunFlare -> cWorld . lWorld . tempLightSources .:~
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tlsTimeRadColPos 1 100 (V3 0 0 1) (pos `v2z` 10)
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where
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pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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dir = _crDir cr + _mzRot mz
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basicMuzFlare :: Point2 -> Float -> World -> World
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basicMuzFlare pos dir = makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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---- need to add these to muzzle flare?
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--makeMuzzleSmoke :: Muzzle -> Item -> Creature -> World -> World
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--makeMuzzleSmoke mz itm cr w = case mz ^. mzFlareType of
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-- DefaultFlareType -> w
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-- PistolFlare -> foldl' (flip $ smokeCloudAt (greyN 0.5) 5 400 5 . (+.+.+ pos) . (* 8)) w ps
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-- MiniGunFlare -> smokeCloudAt (greyN 0.5) 5 400 5 pos w
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-- HeavySmokeFlare -> foldl' (flip $ smokeCloudAt black 20 400 5 . (+.+.+ pos) . (* 8)) w ps'
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-- LasGunFlare -> w
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-- TeslaGunFlare -> w
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-- where
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-- ps = replicateM 2 randOnUnitSphere & evalState $ _randGen w
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-- ps' = replicateM 4 randOnUnitSphere & evalState $ _randGen w
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-- pos = addZ 10 $ _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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---- , withSmoke 1 black 20 200 5
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isAmmoIntLink :: Int -> ComposeLinkType -> Bool
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isAmmoIntLink i (AmmoInLink j _) = i == j
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isAmmoIntLink _ _ = False
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useLoadedAmmo :: Item -> Creature -> (CumulativeMuzzleEffect,World) -> (Int,(Muzzle,Int,Maybe Int))
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-> (CumulativeMuzzleEffect,World)
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useLoadedAmmo _ _ (cme,w) (_,(_,0,_)) = (cme, w)
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useLoadedAmmo itm cr (cme,w) (mzid,(mz,x,mid)) = (,) (cme & cmeSound .~ True) $
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removeAmmoFromMag x mid cr . makeMuzzleFlare mz itm cr $ case _mzEffect mz of
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MuzzleShootBullet -> shootBullet itm cr w (mz,x,mid)
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MuzzleLaser -> shootLaser' itm cr mz w
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MuzzleTesla -> shootTeslaArc itm cr mz w
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MuzzleTractor -> shootTractorBeam itm cr w
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MuzzleLauncher -> createProjectile mid mz itm cr w
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MuzzleNozzle {} -> useGasParams mid mz itm cr $ walkNozzle mzid mz itm cr w
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MuzzleShatter -> shootShatter itm cr w
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MuzzleForceField -> useForceFieldGun itm cr w
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MuzzleDetector -> itemDetectorEffect itm cr w
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itemDetectorEffect :: Item -> Creature -> World -> World
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itemDetectorEffect itm cr w = fromMaybe w $ do
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HELDDETECTOR dt <- itm ^? itType . iyBase . ibtHeld
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return $ detectorEffect dt itm cr w
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walkNozzle :: Int -> Muzzle -> Item -> Creature -> World -> World
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walkNozzle mzid mz itm cr w = fromMaybe w $ do
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invid <- itm ^? itLocation . ilInvID
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return $ w
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& cWorld . lWorld . creatures . ix (_crID cr) . crInv
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. ix invid . itUse . heldAim . aimMuzzles . ix mzid . mzEffect . nzCurrentWalkAngle .~ wa
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& randGen .~ g
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where
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nz = _mzEffect mz
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(walkamount, g) = randomR (- aspeed, aspeed) (_randGen w)
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aspeed = _nzWalkSpeed nz
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maxa = _nzMaxWalkAngle nz
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wa = min maxa $ max (negate maxa) (_nzCurrentWalkAngle nz + walkamount)
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shootTractorBeam :: Item -> Creature -> World -> World
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shootTractorBeam _ 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 . imRootItem -- 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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shootLaser' :: Item -> Creature -> Muzzle -> World -> World
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shootLaser' itm cr mz w = w
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& randGen .~ g
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&
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cWorld . lWorld . lasers
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.:~ lasRayAt
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(_lasColor $ _itParams itm)
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(_lasDamage $ _itParams itm)
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(_phaseV $ _itParams itm)
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pos
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dir
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where
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pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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(a,g) = randomR (-inacc,inacc) $ _randGen w
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inacc = _mzInaccuracy mz
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dir = _crDir cr + _mzRot mz + a
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removeAmmoFromMag :: Int -> Maybe Int -> Creature -> World -> World
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removeAmmoFromMag x mid cr = fromMaybe id $ do
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magid <- mid
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return $ cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix magid . itUse . amagLoadStatus . iaLoaded -~ x
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shootBullet :: Item -> Creature -> World -> (Muzzle,Int,Maybe Int) -> World
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shootBullet itm cr w (mz,x,mid) = fromMaybe w $ do
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magid <- mid
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-- should be able to pass the magazine in from elsewhere?
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thebullet <- cr ^? crInv . ix magid . itUse . amagParams . ampBullet
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return $ w & flip (foldl' (&)) (replicate x (makeBullet thebullet itm cr mz))
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-- & makeMuzzleFlare mz itm cr
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-- & makeMuzzleSmoke mz itm cr
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-- where
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-- cid = _crID cr
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-- the random generator is not updated here, not sure if that is a problem
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makeBullet :: Bullet -> Item -> Creature -> Muzzle -> World -> World
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makeBullet thebullet itm cr mz w =
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w & randGen .~ g
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& cWorld . lWorld . instantBullets
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.:~ (thebullet
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& buPos .~ bulpos
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-- & buTrajectory .~ BasicBulletTrajectory
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& buVel %~ (rotateV dir . (muzvel *.*))
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& buDrag *~ drag
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)
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where
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bulpos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm + V2 0 offset)
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(a,g'') = randomR (-inacc,inacc) $ _randGen w
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inacc = _mzInaccuracy mz
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(drag,g') = case _rifling (_heldParams $ _itUse itm) of
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ConstFloat x -> (x,g'')
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UniRandFloat x y -> randomR (x,y) g''
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(muzvel,g) = case _muzVel $ _heldParams $ _itUse itm of
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ConstFloat x -> (x,g')
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UniRandFloat x y -> randomR (x,y) g'
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dir = _crDir cr + _mzRot mz + a
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offset = case itm ^? itUse . heldParams . randomOffset of
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Just x | x /= 0 -> fst . randomR (-x,x) $ _randGen w
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_ -> 0
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mcUseHeld :: HeldItemType -> Item -> Machine -> World -> World
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mcUseHeld hit = case hit of
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LASGUN -> mcShootLaser
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_ -> \_ _ -> id
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useHeld :: Huse -> LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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useHeld hu = case hu of
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HeldDoNothing -> const $ const id
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-- HeldUseAmmoParams -> shootBullet
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-- HeldOverNozzlesUseGasParams -> overNozzles useGasParams
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-- HeldPJCreation -> usePjCreation
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-- HeldPJCreationX _ -> usePjCreationX
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HeldFireRemoteShell -> fireRemoteShell
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HeldDetectorEffect dt -> detectorEffect dt . _ldtValue
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-- HeldTeslaArc -> shootTeslaArc . _ldtValue
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-- HeldLaser -> shootLaser . _ldtValue
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-- HeldCircleLaser -> circleLaser . _ldtValue
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-- HeldDualLaser -> shootDualLaser . _ldtValue
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HeldTractor -> aTractorBeam . _ldtValue
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-- HeldSonicWave -> aSonicWave
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HeldForceField -> useForceFieldGun . _ldtValue
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HeldShatter -> shootShatter . _ldtValue
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HeldExplodeRemoteShell itid pjid -> const $ const $ explodeRemoteRocket itid pjid
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--usePjCreation :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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--usePjCreation itm cr = fromMaybe id $ do
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-- atype <- itm ^? ldtValue . itUse . heldAmmoTypes . ix 0
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-- leftitms <- itm ^? ldtLeft
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-- mag <- lookup (AmmoInLink 0 atype) leftitms
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-- apm <- mag ^? ldtValue
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-- muz <- itm ^? ldtValue . itUse . heldAim . aimMuzzles . ix 0
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-- return $ createProjectile apm muz (_ldtValue itm) cr
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--usePjCreationX :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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--usePjCreationX = undefined
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--usePjCreationX ams itm cr = fromMaybe id $ do
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-- muzs <- itm ^? itUse . heldAim . aimMuzzles
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-- return $ foldr
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-- f id (zip muzs ams)
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-- where
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-- f (muz,am) = (createProjectile am muz itm cr .)
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--overNozzles ::
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-- (Nozzle -> LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World) ->
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-- LabelDoubleTree ComposeLinkType Item ->
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-- Creature ->
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-- World ->
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-- World
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--overNozzles = overNozzles' . overNozzle
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--overNozzles' ::
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-- (LabelDoubleTree ComposeLinkType Item -> Creature -> World -> Nozzle -> (World, Nozzle)) ->
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-- LabelDoubleTree ComposeLinkType Item ->
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-- Creature ->
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-- World ->
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-- World
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--overNozzles' eff itm cr w = neww
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-- & cWorld . lWorld . creatures . ix cid . crInv . ix i . itParams . sprayNozzles .~ newNozzles
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-- where
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-- it = itm ^. ldtValue
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-- cid = _crID cr
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-- i = w ^?! cWorld . lWorld . creatures . ix cid . crManipulation . manObject . inInventory . ispItem
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-- (neww, newNozzles) = mapAccumR (eff itm cr) w $ _sprayNozzles (_itParams it)
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--overNozzle ::
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-- (Nozzle -> LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World) ->
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-- LabelDoubleTree ComposeLinkType Item ->
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-- Creature ->
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-- World ->
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-- Nozzle ->
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-- (World, Nozzle)
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--overNozzle eff itm cr w nz =
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-- ( eff nz itm (cr & crDir +~ wa + na) w & randGen .~ g
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-- , nz & nzCurrentWalkAngle .~ wa
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-- )
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-- where
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-- na = _nzDir nz
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-- (walkamount, g) = randomR (- aspeed, aspeed) (_randGen w)
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-- aspeed = _nzWalkSpeed nz
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-- maxa = _nzMaxWalkAngle nz
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-- wa = min maxa $ max (negate maxa) (_nzCurrentWalkAngle nz + walkamount)
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useGasParams :: Maybe Int -> Muzzle -> Item -> Creature -> World -> World
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useGasParams mmagid mz itm cr w =
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createGas
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gastype
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pressure
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pos
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dir
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cr
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w & randGen .~ g'
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where
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(pressure,g) = doGenFloat (_nzPressure $ _mzEffect mz) (_randGen w)
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gastype = fromMaybe (error "cannot find gas ammo") $ do
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magid <- mmagid
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fueltype <- cr ^? crInv . ix magid . itUse . amagParams . ampCreateGas
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gc <- itm ^? itUse . heldParams . gasCreation
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return $ gasCreate fueltype gc
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pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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(a,g') = randomR (-inacc,inacc) g
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inacc = _mzInaccuracy mz
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dir = _crDir cr + _mzRot mz + a + (_nzCurrentWalkAngle $ _mzEffect mz)
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gasCreate :: GasFuel -> GasCreate -> GasCreate
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gasCreate = flip const
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doGenFloat :: RandomGen g => GenFloat -> g -> (Float, g)
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doGenFloat (ConstFloat x) g = (x,g)
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doGenFloat (UniRandFloat x y) g = randomR (x,y) g
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fireRemoteShell :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
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fireRemoteShell = undefined
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--fireRemoteShell :: [Item] -> Item -> Creature -> World -> World
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--fireRemoteShell ams it cr w =
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-- set
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-- (cWorld . lWorld . creatures . ix cid . crInv . ix j . itUse . heldUse)
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-- (HeldExplodeRemoteShell itid i)
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-- $ addRemRocket w
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-- where
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-- itid = _itID it
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-- i = IM.newKey $ w ^. cWorld . lWorld . props
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-- cid = _crID cr
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-- apm = fromMaybe (error "cannot find shell ammo projectile") $ do
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-- ams ^? ix 0
|
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-- addRemRocket =
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-- makeShell apm
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-- -- the following is unsafe!
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-- (it ^?! itUse . heldAim . aimMuzzles . ix 0)
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-- it
|
|
-- cr
|
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-- [ PJRemoteShellCollisionCheck
|
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-- , PJSetScope itid
|
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-- , PJDecTimMvVel
|
|
-- , PJThrust 330 0
|
|
-- , PJRemoteDirection 340 0 cid itid
|
|
-- ]
|
|
-- j = cr ^?! crManipulation . manObject . inInventory . ispItem -- unsafe!! TODO change
|
|
|
|
caneStickSoundChoice :: Item -> SoundID
|
|
caneStickSoundChoice _ = tap3S
|
|
-- -- | (it ^?! itUse . heldConsumption . laSource . _InternalSource . iaLoaded) < 2 = tap3S
|
|
-- -- | otherwise = shotgunS
|
|
|
|
bangStickSoundChoice :: Item -> SoundID
|
|
bangStickSoundChoice = caneStickSoundChoice
|
|
|
|
-- do
|
|
-- wth <- state $ randomR (1, 5)
|
|
-- return (itUse . heldConsumption . laAmmoType . amBullet . buWidth .~ wth)
|
|
|
|
--coneRandItemParams :: State StdGen (Item -> Item)
|
|
--coneRandItemParams = do
|
|
-- muzv <- state $ randomR (0.5, 1)
|
|
-- rifl <- state $ randomR (0.3, 0.9)
|
|
-- return $ \it ->
|
|
-- it & itUse . heldParams . muzVel .~ muzv
|
|
-- & itUse . heldParams . rifling .~ rifl
|
|
|
|
mcShootLaser :: Item -> Machine -> World -> World
|
|
mcShootLaser it mc = cWorld . lWorld . lasers .:~ lasRayAt (_lasColor $ _itParams it) dam phasev pos dir
|
|
where
|
|
pos = _mcPos mc +.+ 20 *.* unitVectorAtAngle dir
|
|
dir = mc ^?! mcType . _McTurret . tuDir
|
|
phasev = _phaseV . _itParams $ it
|
|
dam = _lasDamage $ _itParams it
|
|
|
|
-- | assumes that the item is held
|
|
shootTeslaArc :: Item -> Creature -> Muzzle -> World -> World
|
|
shootTeslaArc itm cr mz w =
|
|
w'
|
|
& cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix itRef . itParams .~ ip
|
|
where
|
|
itRef = cr ^?! crManipulation . manObject . inInventory . imRootItem -- unsafe!! TODO change
|
|
(w', ip) = makeTeslaArc (_itParams itm) pos dir w
|
|
pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
|
|
dir = _crDir cr + _mzRot mz
|
|
|
|
-- I believe because the targeting returns to nothing straight after you release
|
|
-- the rmb, it is possible for this to do nothing
|
|
-- TODO investigate more and fix
|
|
useForceFieldGun :: Item -> Creature -> World -> World
|
|
useForceFieldGun itm cr w = fromMaybe w $ do
|
|
a <- cr ^? crTargeting . ctPos . _Just
|
|
let mwp = mouseWorldPos (w ^. input) (w ^. wCam)
|
|
b = if dist a mwp < 100 then mwp else a +.+ 100 *.* normalizeV (mwp -.- a)
|
|
wlline = (a, b)
|
|
return $
|
|
w
|
|
& cWorld . lWorld . walls %~ IM.insertWith (\_ x -> x) i forceField{_wlID = i}
|
|
& cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix (_ilInvID (_itLocation itm)) . itParams . paramMID ?~ i
|
|
& moveWallIDUnsafe i wlline
|
|
where
|
|
i = fromMaybe (IM.newKey (_walls (_lWorld (_cWorld w)))) $ itm ^? itParams . paramMID . _Just
|