Files
loop/src/Dodge/Item/Weapon/ExtraEffect.hs
T

134 lines
4.7 KiB
Haskell

{-# LANGUAGE BangPatterns #-}
{- |
Extra weapon effects, supplementing explicit use effects.
-}
module Dodge.Item.Weapon.ExtraEffect
where
import Dodge.Data
import Dodge.Base
import Dodge.Item.Data
import Dodge.Item.Weapon.Decoration
import Dodge.Item.Weapon.UseEffect
import Dodge.Item.Attachment.Data
import Dodge.WorldEvent.ThingsHit
import Dodge.Picture.Layer
import Dodge.Creature.Test
import Picture
import Geometry.Vector
import Geometry.Data
import Data.Maybe
import Control.Lens
import qualified Data.IntMap.Strict as IM
import qualified Data.Set as S
import qualified SDL
{- |
Controls resetting a weapon, allows for non-continuous fire needing a button release. -}
wpRecock :: ItEffect
wpRecock = ItInvEffect
{_itInvEffect = f
,_itEffectCounter = 0
}
where
f _ cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust fOnIt i
moveHammerUp HammerDown = HammerReleased
moveHammerUp HammerReleased = HammerUp
moveHammerUp HammerUp = HammerUp
moveHammerUp NoHammer = NoHammer
fOnIt it = it & itHammer %~ moveHammerUp
{- |
Special recock for the bezier gun.
Not sure of its purpose at this time... -}
bezierRecock :: ItEffect
bezierRecock = ItInvEffect
{_itInvEffect = f
,_itEffectCounter = 0
}
where
f _ cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust fOnIt i
fOnIt it = case _itHammer it of
HammerDown -> it & itHammer .~ HammerUp
_ -> it & itAttachment .~ NoItAttachment
{- |
Creates a laser scope and recocks the weapon.
TODO add the laser scope!
-}
itemLaserScopeEffect :: ItEffect
itemLaserScopeEffect
= ItInvEffect {_itInvEffect = f ,_itEffectCounter = 0 }
where
moveHammerUp HammerDown = HammerReleased
moveHammerUp !_ = HammerUp
f _ cr invid w
| invid == _crInvSel cr && crIsAiming' cr = w
& particles %~ (:) (makeLaserScope sp ep reloadFrac)
& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
| otherwise = w
where
p = _crPos cr
d = _crDir cr
r = _crRad cr
sp = p +.+ (r + 3) *.* unitVectorAtAngle d
xp = sp +.+ 3000 *.* unitVectorAtAngle d
ep = case listToMaybe $ thingsHitLongLine sp xp w of
Just (pos,_) -> pos
Nothing -> xp
--glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
-- Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
-- _ -> ep -.- 2 *.* unitVectorAtAngle d
it = (cr ^. crInv) IM.! invid
reloadFrac
| _wpLoadedAmmo it == 0 = 1
| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
--col = mixColors reloadFrac (1-reloadFrac) red green
{- | Automatically send out radar pulses that detect walls. -}
autoRadarEffect :: ItEffect
autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
where
f :: Int -> ItEffect -> Creature -> Int -> World -> World
f 0 _ cr i w = aRadarPulse cr w
& creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f 100
f t _ cr i w = w
& creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f (t-1)
{- | Automatically send out sonar pulses that detect creatures. -}
autoSonarEffect :: ItEffect
autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
where
f :: Int -> ItEffect -> Creature -> Int -> World -> World
f 0 _ cr i w = aSonarPulse cr w
& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f 140
f t _ cr i w = w
& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f (t-1)
rbSetTarget :: ItEffect
rbSetTarget = ItInvEffect
{_itInvEffect = setTarg
,_itEffectCounter = 0
}
where
setTarg :: ItEffect -> Creature -> Int -> World -> World
setTarg _ cr invid w
| _crInvSel cr /= invid = w
| SDL.ButtonRight `S.member` _mouseButtons w = w
& creatures . ix (_crID cr) . crInv . ix invid . itTargeting
%~ maybe (Just $ targetRBMousePos w) Just
| otherwise = w & creatures . ix (_crID cr) . crInv . ix invid . itTargeting .~ Nothing
targetRBMousePos
:: World
-> (World -> Maybe Point2, Int -> Item -> Creature -> World -> Picture)
targetRBMousePos w = (f, \_ _ _ w' -> cursorPic w')
where
f _ = Just mwp
mwp = mouseWorldPos w
cursorPic w' = setLayer 1 $ onLayer InvLayer $ uncurryV translate mwp
$ rotate (_cameraRot w')
$ pictures
[line [V2 x x, V2 (-x) (-x)]
,line [V2 (-x) x, V2 x (-x)]
]
where
x = 5 / _cameraZoom w'